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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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<blockquote data-quote="Veep" data-source="post: 6708001" data-attributes="member: 6793297"><p><span style="font-size: 18px"><strong>Paragon Tier Attack Powers: Making a name for yourself</strong></span></p><p></p><p><span style="font-size: 12px"><strong>Level 13 Encounter</strong></span></p><p></p><p>At 13th level, you've reached the first level where you have to drop a lower level power and replace it with a new one. The winner here is Stormhowler's Strike, though Lifespirit can also take a look at Healing Harvest.</p><p></p><p><strong>Level 13 Encounter</strong></p><p> </p><p><span style="color: #800080">Creeper's Grasp</span> (PH2): The only thing keeping this from being red is the fact that it targets Reflex. It's otherwise completely outclassed by Drown in Mud.</p><p></p><p>Drown in Mud (D 383): Immobilizes in Close Burst 1, and makes that a zone of difficult terrain. Having<span style="color: #0000ff"> Crippling Crush</span> adds some damage on for good measure.</p><p></p><p>Erupting Vines (PP): A good number of people just got immobilized for a round, though only one took damage.</p><p></p><p><span style="color: #0000ff">Healing Harvest</span> (PP): Largely for Wisdom wardens, you turn a target into a HP piñata for a round. <span style="color: #00ccff">Lifespirit</span> also plant a large target on his chest.</p><p></p><p><span style="color: #800080">Icy Shards</span> (PH2): An average damage power that slows, and does minor damage to those adjacent.</p><p></p><p><span style="color: #800080">Mark of Talons</span> (PP): A decent mobility power for Wildbloods, everyone else can look elsewhere.</p><p></p><p>Ponderous Strike (PH2): The target isn't going anywhere, and if you're <span style="color: #0000ff">Earthstrength</span>, that applies to misses too. Good damage though.</p><p></p><p>Rumbling Doom (PP): This power is begging you to kite away. Works with Echoes of Thunder. Damage is pretty decent if you're <span style="color: #0000ff">Stormheart</span>.</p><p></p><p>Sacrificial Strike (PP): A good amount of Temp HP, and decent damage, but if you're going for secondary leader stuff Healing Harvest is better.</p><p></p><p><span style="color: #800080">Stalactite Hook</span> (D 379): A heavily upgraded Thorn Strike. But you should still have Thorn Strike, so stick with that, and find something else that fits a different niche.</p><p></p><p><span style="color: #00ccff">Stormhowler's Strike</span> (PP): They're not going anywhere. Literally. They can try, but you teleport them back to where they started. You don't even need to be nearby if you don't want to be.</p><p></p><p><strong>Swarming Fey</strong> (D 392): Burst power, but it doesn't encourage your enemies to stay near you at all.</p><p></p><p>Sunburst Strike (PH2): Lowest damage potential at this level, but it blinds, so that's worth something.</p><p> </p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 15 Daily</strong></span></p><p></p><p>The power of choice for all here is Form of the Crushing Mountain, which has a rather powerful method of keeping enemies close.</p><p></p><p><strong>Level 15 Daily</strong></p><p> </p><p>Form of Summer Fire (PH2): Gain fire resistance and a damage boost. You also get an area damage attack. Passable, but you might find the fire damage not as effective somewhat often.</p><p></p><p><span style="color: #0000ff">Form of the Avalanche Unleashed</span> (PP): The resistance is small for this level, but not bad. Having an attack that stuns is pretty awesome though.</p><p></p><p>Form of the Charging Bear (PH2): Another power with resistance, but the attack power on this one just isn't special.</p><p></p><p><span style="color: #00ccff">Form of the Crushing Mountain</span> (PP): Not only can adjacent allies not shift, but it costs 1 extra square of movement to leave. Not difficult terrain, so if you have a power that plops down difficult terrain in a burst it becomes 3 squares of movement to become unadjacent to you, provoking OAs to do so. If you have Sudden Roots, you slow, so they don't actually have enough movement to leave. Nasty, yes? Oh, you also get a boost to AC. The accompanying attack power pulls enemies in burst 3 to a square adjacent on a hit. Crushing Mountain is right.</p><p></p><p>Form of the Hunting Tiger (PP): The addition of being able to shift towards your mark if he attacks an ally is neat, but the rest of this form is not special at all.</p><p></p><p>Form of the Magma Brute (D 383): You explode upon impact for the rest of the encounter, and there's a good amount of damage being added to everything. The attack power is fairly decent. Probably the highest damage output at this level, but just a slow/immobilize on the attack for status effects. Also, as Nausicaa pointed out, autodamage detracts from being a defender, as it causes enemies to not attack you.</p><p></p><p><span style="color: #0000ff">Form of the Rowan Sentinel</span> (PH2): Marking at range gets easier, and you get reach. The resistance is conditional, but attack power dazes hit or miss.</p><p></p><p>Form of the Sand Sentinel (PP): This is a form which one would consider switching to a different form once the Temp HP are gone, which probably makes it something you want to consider not taking.</p><p></p><p><span style="color: #0000ff">Form of the Stonecrusher</span> (PH2): The ability to reduce forced movement is pretty nice. The attack power immobilizes, which is really nice.</p><p></p><p><span style="color: #0000ff">Form of the Windstorm's Wrath</span> (PP): Protect your allies by creating a windstorm that prevents damage. You also get to rearrange the battlefield once.</p><p> </p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 17 Encounter</strong></span></p><p></p><p>Warden's Lure will probably lure everybody in, though Eager Vine Strike could make a case for Earthstrength, and Wildblood might prefer Leap of the Relentless Hunter.</p><p></p><p><strong>Level 17 Encounter</strong></p><p> </p><p>Call Forth the Harvest (PH2): The secondary attack is the one that slows, so no synergy with Crippling Crush. It does mark a medium sized burst though.</p><p></p><p>Eager Vine Strike (PH2): It immobilizes, which is good, but its <span style="color: #00ccff">Earthstrength</span> kicker is what makes it shine.</p><p></p><p><span style="color: #800080">Earth Hold's Rebuke</span> (PH2): Just damage, but you can spend a surge. There's not many situations where this is an ideal choice.</p><p></p><p><span style="color: #800080">Flames of Life</span> (PP): It targets two creatures, but the amount of hit points it grants is marginal. Only made baseline by Lifespirit.</p><p></p><p><span style="color: #0000ff">Leap of the Relentless Hunter</span> (PP): The reaction is to the movement required to get into a square adjacent to an ally, so this could prevent an attack. You run them down, then if you hit you can pull them back away from your ally, preferably placing yourself between the target and your ally, so if he continues his movement it provokes and OA. <span style="color: #00ccff">Wildblood </span>makes this extremely accurate. A lot to like here.</p><p></p><p><span style="color: #0000ff">Razorleaf Cut</span> (PH2): A power that's better against elites, and best against solos. Your allies can take a sigh of relief for a round.</p><p></p><p><span style="color: #800080">Reckless Ram Assault </span>(D 379): Unless you have Acrobat Boots, don't bother. Some of the 3[W] powers have much better kickers.</p><p></p><p><span style="color: #800080">Rough Advantage</span> (PP): Earthstrength + Crippling Crush get the highest direct damage output from this level here (3[W] + Str + 2xCon), but Eager Vine Strike has a higher potential damage output.</p><p></p><p><span style="color: #ff0000">Thunderhead Strike</span> (D 383): Hey, I remember that power back when it was called Earthgrasp Strike. This new version is not an improvement.</p><p></p><p><span style="color: #00ccff">Warden's Lure</span> (PP): Wow, that's a big burst. You pull them adjacent without an attack roll, then make an attack. Combine with Form of Crushing Mountain or Form of the Magma Brute for some fun.</p><p></p><p><span style="color: #800080">Windy Assault</span> (PP): Only pulls marked enemies, and not all the way to you. The attack is only against one enemy also. Granting combat advantage saves it from being red. </p><p> </p><p> </p><p></p><p><span style="font-size: 12px"><strong>Level 19 Daily</strong></span></p><p></p><p>No obvious choices here really. People looking for forms can go back to level 15 without regrets, and others can choose from several good options.</p><p></p><p><strong>Level 19 Daily</strong></p><p> </p><p><span style="color: #0000ff">Blizzard Strike</span> (PH2): The target can potentially get more and more stuck, but the chances are slim. It also auto-slows in burst 3, and does good damage.</p><p></p><p><span style="color: #0000ff">Creeping Brambles</span> (PP): The attack and the effect are mostly unrelated, but both are decent. The zone can be sustained and moved, so it's rather good.</p><p></p><p><span style="color: #800080">Dire Beast Assault</span> (PH2): Not of a power level I'd expect for a Daily 19.</p><p></p><p><span style="color: #800080">Drown in Blood</span> (D 383): It dazes, but the chances of getting the splash damage are rather rare.</p><p></p><p><span style="color: #0000ff">Howl of Wrath</span> (PP): If you hit, you've immobilized the entire battlefield. If you miss, you've slowed the entire battlefield.</p><p></p><p>Land Shark Charge (D 379): I don't like the "you <em>must </em>charge" part. If you gotta charge, or you like opening battle with a charge, this has a lot of things going on.</p><p></p><p><span style="color: #0000ff">Lightning Barrage</span> (PH2): Close burst 1 auto-daze. Excellent if you have a move-reducing zone.</p><p></p><p>Sparking Strike (PP): Use this on a frontliner in a smallish room and lay down a power that moves everyone into the zone, then watch all the minions die.</p><p></p><p>Thundering Bolts (PH2): Worth it if you have <span style="color: #0000ff">Echoes of Thunder</span>. Auto-prone is not as good as auto-daze.</p><p></p><p>Warding Smash (PP): Can be used in place of Warden's Fury, but is otherwise not really worth a look</p></blockquote><p></p>
[QUOTE="Veep, post: 6708001, member: 6793297"] [Size=5][b]Paragon Tier Attack Powers: Making a name for yourself[/b][/size] [Size=3][b]Level 13 Encounter[/b][/size] At 13th level, you've reached the first level where you have to drop a lower level power and replace it with a new one. The winner here is Stormhowler's Strike, though Lifespirit can also take a look at Healing Harvest. [b]Level 13 Encounter[/b] [COLOR=#800080]Creeper's Grasp[/COLOR] (PH2): The only thing keeping this from being red is the fact that it targets Reflex. It's otherwise completely outclassed by Drown in Mud. Drown in Mud (D 383): Immobilizes in Close Burst 1, and makes that a zone of difficult terrain. Having[COLOR=#0000ff] Crippling Crush[/COLOR] adds some damage on for good measure. Erupting Vines (PP): A good number of people just got immobilized for a round, though only one took damage. [COLOR=#0000ff]Healing Harvest[/COLOR] (PP): Largely for Wisdom wardens, you turn a target into a HP piñata for a round. [COLOR=#00ccff]Lifespirit[/COLOR] also plant a large target on his chest. [COLOR=#800080]Icy Shards[/COLOR] (PH2): An average damage power that slows, and does minor damage to those adjacent. [COLOR=#800080]Mark of Talons[/COLOR] (PP): A decent mobility power for Wildbloods, everyone else can look elsewhere. Ponderous Strike (PH2): The target isn't going anywhere, and if you're [COLOR=#0000ff]Earthstrength[/COLOR], that applies to misses too. Good damage though. Rumbling Doom (PP): This power is begging you to kite away. Works with Echoes of Thunder. Damage is pretty decent if you're [COLOR=#0000ff]Stormheart[/COLOR]. Sacrificial Strike (PP): A good amount of Temp HP, and decent damage, but if you're going for secondary leader stuff Healing Harvest is better. [COLOR=#800080]Stalactite Hook[/COLOR] (D 379): A heavily upgraded Thorn Strike. But you should still have Thorn Strike, so stick with that, and find something else that fits a different niche. [COLOR=#00ccff]Stormhowler's Strike[/COLOR] (PP): They're not going anywhere. Literally. They can try, but you teleport them back to where they started. You don't even need to be nearby if you don't want to be. [b]Swarming Fey[/b] (D 392): Burst power, but it doesn't encourage your enemies to stay near you at all. Sunburst Strike (PH2): Lowest damage potential at this level, but it blinds, so that's worth something. [Size=3][b]Level 15 Daily[/b][/size] The power of choice for all here is Form of the Crushing Mountain, which has a rather powerful method of keeping enemies close. [b]Level 15 Daily[/b] Form of Summer Fire (PH2): Gain fire resistance and a damage boost. You also get an area damage attack. Passable, but you might find the fire damage not as effective somewhat often. [COLOR=#0000ff]Form of the Avalanche Unleashed[/COLOR] (PP): The resistance is small for this level, but not bad. Having an attack that stuns is pretty awesome though. Form of the Charging Bear (PH2): Another power with resistance, but the attack power on this one just isn't special. [COLOR=#00ccff]Form of the Crushing Mountain[/COLOR] (PP): Not only can adjacent allies not shift, but it costs 1 extra square of movement to leave. Not difficult terrain, so if you have a power that plops down difficult terrain in a burst it becomes 3 squares of movement to become unadjacent to you, provoking OAs to do so. If you have Sudden Roots, you slow, so they don't actually have enough movement to leave. Nasty, yes? Oh, you also get a boost to AC. The accompanying attack power pulls enemies in burst 3 to a square adjacent on a hit. Crushing Mountain is right. Form of the Hunting Tiger (PP): The addition of being able to shift towards your mark if he attacks an ally is neat, but the rest of this form is not special at all. Form of the Magma Brute (D 383): You explode upon impact for the rest of the encounter, and there's a good amount of damage being added to everything. The attack power is fairly decent. Probably the highest damage output at this level, but just a slow/immobilize on the attack for status effects. Also, as Nausicaa pointed out, autodamage detracts from being a defender, as it causes enemies to not attack you. [COLOR=#0000ff]Form of the Rowan Sentinel[/COLOR] (PH2): Marking at range gets easier, and you get reach. The resistance is conditional, but attack power dazes hit or miss. Form of the Sand Sentinel (PP): This is a form which one would consider switching to a different form once the Temp HP are gone, which probably makes it something you want to consider not taking. [COLOR=#0000ff]Form of the Stonecrusher[/COLOR] (PH2): The ability to reduce forced movement is pretty nice. The attack power immobilizes, which is really nice. [COLOR=#0000ff]Form of the Windstorm's Wrath[/COLOR] (PP): Protect your allies by creating a windstorm that prevents damage. You also get to rearrange the battlefield once. [Size=3][b]Level 17 Encounter[/b][/size] Warden's Lure will probably lure everybody in, though Eager Vine Strike could make a case for Earthstrength, and Wildblood might prefer Leap of the Relentless Hunter. [b]Level 17 Encounter[/b] Call Forth the Harvest (PH2): The secondary attack is the one that slows, so no synergy with Crippling Crush. It does mark a medium sized burst though. Eager Vine Strike (PH2): It immobilizes, which is good, but its [COLOR=#00ccff]Earthstrength[/COLOR] kicker is what makes it shine. [COLOR=#800080]Earth Hold's Rebuke[/COLOR] (PH2): Just damage, but you can spend a surge. There's not many situations where this is an ideal choice. [COLOR=#800080]Flames of Life[/COLOR] (PP): It targets two creatures, but the amount of hit points it grants is marginal. Only made baseline by Lifespirit. [COLOR=#0000ff]Leap of the Relentless Hunter[/COLOR] (PP): The reaction is to the movement required to get into a square adjacent to an ally, so this could prevent an attack. You run them down, then if you hit you can pull them back away from your ally, preferably placing yourself between the target and your ally, so if he continues his movement it provokes and OA. [COLOR=#00ccff]Wildblood [/COLOR]makes this extremely accurate. A lot to like here. [COLOR=#0000ff]Razorleaf Cut[/COLOR] (PH2): A power that's better against elites, and best against solos. Your allies can take a sigh of relief for a round. [COLOR=#800080]Reckless Ram Assault [/COLOR](D 379): Unless you have Acrobat Boots, don't bother. Some of the 3[W] powers have much better kickers. [COLOR=#800080]Rough Advantage[/COLOR] (PP): Earthstrength + Crippling Crush get the highest direct damage output from this level here (3[W] + Str + 2xCon), but Eager Vine Strike has a higher potential damage output. [COLOR=#ff0000]Thunderhead Strike[/COLOR] (D 383): Hey, I remember that power back when it was called Earthgrasp Strike. This new version is not an improvement. [COLOR=#00ccff]Warden's Lure[/COLOR] (PP): Wow, that's a big burst. You pull them adjacent without an attack roll, then make an attack. Combine with Form of Crushing Mountain or Form of the Magma Brute for some fun. [COLOR=#800080]Windy Assault[/COLOR] (PP): Only pulls marked enemies, and not all the way to you. The attack is only against one enemy also. Granting combat advantage saves it from being red. [Size=3][b]Level 19 Daily[/b][/size] No obvious choices here really. People looking for forms can go back to level 15 without regrets, and others can choose from several good options. [b]Level 19 Daily[/b] [COLOR=#0000ff]Blizzard Strike[/COLOR] (PH2): The target can potentially get more and more stuck, but the chances are slim. It also auto-slows in burst 3, and does good damage. [COLOR=#0000ff]Creeping Brambles[/COLOR] (PP): The attack and the effect are mostly unrelated, but both are decent. The zone can be sustained and moved, so it's rather good. [COLOR=#800080]Dire Beast Assault[/COLOR] (PH2): Not of a power level I'd expect for a Daily 19. [COLOR=#800080]Drown in Blood[/COLOR] (D 383): It dazes, but the chances of getting the splash damage are rather rare. [COLOR=#0000ff]Howl of Wrath[/COLOR] (PP): If you hit, you've immobilized the entire battlefield. If you miss, you've slowed the entire battlefield. Land Shark Charge (D 379): I don't like the "you [i]must [/i]charge" part. If you gotta charge, or you like opening battle with a charge, this has a lot of things going on. [COLOR=#0000ff]Lightning Barrage[/COLOR] (PH2): Close burst 1 auto-daze. Excellent if you have a move-reducing zone. Sparking Strike (PP): Use this on a frontliner in a smallish room and lay down a power that moves everyone into the zone, then watch all the minions die. Thundering Bolts (PH2): Worth it if you have [COLOR=#0000ff]Echoes of Thunder[/COLOR]. Auto-prone is not as good as auto-daze. Warding Smash (PP): Can be used in place of Warden's Fury, but is otherwise not really worth a look [/QUOTE]
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A Rock and A Hard Place: A Warden Handbook (By Alphaant)
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