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<blockquote data-quote="Fardiz" data-source="post: 6702458" data-attributes="member: 6761896"><p>[h=1]Strikers[/h]<span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"></span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=[B]Assassin[/B]] </span></span><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Assassin</span> </strong>(Drag 379): Nothing much to say here. You can take melee training (dex) like any other character. The only upside is that you will be using a really [w] weapon such a fullblade. You have no RBA, unless for some reason you have a light thrown weapn, but I cannot see any reason why you should. </span>[/sblock]<span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">[sblock=[COLOR=#00CCFF]<strong>Avenger</strong>[/sblock]</span>[sblock=[COLOR=#00CCFF]]</span></p><p><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Avenger </span></strong>(especially on the <strong><span style="color: #00CCFF">charge</span></strong>) (PHB2): A very strong option. With the reroll offered by Oath of Emnity, the Avenger has the most accurate basic attack around, though it comes at the price of a feat (<strong><span style="color: #FF9900">Power of Skill</span></strong>). You are carrying a large weapon and you know were to place it. You also have many options to use on the charge, as outlined below.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB2)- <span style="color: #FF9900"><strong>Overwhelming Strike</strong></span> - A free slide and shift for the cost of a feat (<span style="color: #FF9900"><strong>Power of Skill</strong></span>). The most accurate at-will MBA in the game.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (Drag 382) -<strong><span style="color: #FF00FF"> Avenging Shackles</span></strong> - RBA but not what the avenger should be spending his standard action on. Marginally <strong>better</strong> if you have a eagle shaman in the party. <strong><span style="color: #0000FF">Better</span> </strong>if you have <strong>Divine Vengeance</strong>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (PHB2) - <strong>Whirlwind Charge</strong> - A 2[W] attack that can be used on the charge. It's special effect is made redudant by Badge of the Berserker.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (Drag 383) - <strong><span style="color: #0000FF"><span style="color: #FF0000">Raging </span><span style="color: #FF9900">Tempest</span></span> </strong>- Can be used on the charge. However it is heavily DM dependent; the damage can be seen to be more than one instance of damage and that will get your static mods over again. If the DM view it all as once instance, it is overshadowed by <strong>Whirlwind Charge</strong>, if he sees it as two (or even three) then it is a double tap that can be used on the charge (and possibly a third tap).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 (DP) - <strong>Zealous Onslaught</strong>: Not great for a d15, but does include a free melee basic.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (DP) -[/COLOR]<span style="color: #FF0000"> <strong>Accept No Defeat</strong>:</span> A 3[W] with a weird miss clause (make an MBA), but you should never miss as an avenger so there are better options.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (DP) - <strong>Wrathful Charge</strong> - A 2[W] power that can be used on the charge. You do more damage for each opportunity attack you prevoke. If for some reason you haven't taken a badge of the berserker (or have a lesser badge), this is <span style="color: #0000FF"><strong>better</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (PHB2) - <strong><span style="color: #FF0000">Spectral Charge</span></strong> - A 2[W] power that can be used on the charge and you gain insubstantional. If you are provoking attacks to charge at all then this is obseleted by <strong>Wrathful Charge</strong>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (PHB2) - <strong><span style="color: #00CCFF">Warding Blade</span></strong> - Gives you an improved version of polearm gamble for a round. If anyone excpet the target enters a square next to you or attacks you, you can attack them with an MBA an OA. This could potentially generate quite a few attacks.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (DP) - <strong>Threatening Strike</strong> - 3[W] power vs fort that immoblises is reasonably solid. If you then move away from the target it is likely to trigger the secondary part of the power and give you the extra MBA. This is <span style="color: #3366FF"><strong>better</strong></span> for RetVengers who can do several MBAs in a round.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (PHB2) - <span style="color: #FF00FF"><strong>Astral Charge</strong></span> - A 1[w] power that stuns is really not enough at this level, even though it can be used on the charge. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Barba<span style="color: #00CCFF">rian</span></strong>[/COLOR]] <strong><span style="color: #0000FF">Barbarian</span> </strong>(PHB2) (especially on the <strong><span style="color: #00CCFF">charge</span></strong>). Your basic MBA is strong right off bat, as it comes off your primary stat and you are wielding a large weapon. Your aim to to add as many static bonuses to your melee attacks as possible and all these bonuses count towards your MBA too. You tend not to have a great RBA (but you can carry a heavy thrown weapon for the times you get immobilised). You have a ton of powers that can be used on the charge and this is usually how the barbarian gets his biggest numbers.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E0 (PHB2) - <span style="color: #00CCFF"><strong>Swift Charge</strong></span> - A free action power that grants you a no-action charge when you kill something? Sweet.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p> <span style="font-family: 'Open Sans'">AW1 (PHB2) - <strong><span style="color: #00CCFF">Howling Strike</span></strong> - an at-will power that can be used on the charge with an extra 1d6/tier to damage. You even get a speed increase whilst raging.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 (HFW) - <strong>Life-Ending Smite</strong> - a 4[w] power that can be used on the charge. The biggest single attack you can get at level 1, but most of the other barbarian dailies, this does not put you into a rage (an end of encounter effect) so it does not take advantage of some of the support out there (e.g. <strong><span style="color: #0000FF">Deadly Rage</span></strong>).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 (PHB2) - <strong>Rage Drake's Frenzy</strong> - a 3[W] gives you an MBA when you kill somethig for the rest of the encounter. Not too useful unless you are next to two things or have a way of moving when you kill something. Also beware the free action attack limit. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (Drag 384) - <strong>Longstrike Charge</strong> - A power you can use on the charge that does slightly more damage than howling strike. You won't hold on to this for long.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (PHB2) - <strong><span style="color: #FF00FF">Daring Charge</span></strong> - Not much better than howling strike (the special is nulified by badge of the berserker). <strong>Better</strong> if for some reason you are a Thaneborn with a lesser badge of the berserker.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (PHB2) - <strong>Clawfoot Berserker Rage</strong> - A 3[W] attack that comes with an end of encounter effect. A rare condition but nice when it comes off.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (PP) -<strong> Razor Wind Rage</strong> - A 2[W] close burst. The end of encounter effect gives you a huge boost to your rampage class feature. This is <strong><span style="color: #0000FF">better</span> </strong>if you have someone giving you guaranteed criticals (e.g. a warlord with death from two sides).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U6 (PP) - <span style="color: #FF00FF"><strong>Primal Charge</strong> </span>- Big bonus to speed while charging - ok, as you don't usually have much need of your minor action as a charger. However you rarely have need of your move action either and so it's rare to be more than 12 squares from a target.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 (PP) - <span style="color: #0000FF"><strong>Flying Serpent Rage</strong></span> - Shift 2 as move and do other actions after charging. That's actually pretty neat. Unfortantely the trigger is not as common as it might be.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (PHB2) - <strong>Thunderfall</strong> - reasonable charge damage (3[W]) with a reasonable push and prone, but this is outshone by howling strike as soon as you hit <strong><span style="color: #FF00FF">epic</span></strong><span style="color: #000000">, as you can do most of those things at-will</span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 (HFW) - <strong>Bloodletting Assault</strong> - the big brother of Life-ending Smite, a 6[W] power you can use on the charge.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 (PHB2) -<strong> <span style="color: #00CCFF">Thunderfury Rage</span></strong> - A 3[W] starting attack and a strong end of encounter effect. You get an MBA each time an enemy hits or misses you (as an immediate reaction).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (PHB2) - <span style="color: #000000"><strong>Shoulder Slam </strong></span>- A 2[W] power that allows you to hit a second target for 1[W] if you hit the first target (which you should with the intrinsic accuracy bonus). The is <span style="color: #0000FF"><strong>better</strong> </span>if the DM accepts that the second part of the power is still part of the charge and thus benefits from the charge kit (horned helm etc). This is also <strong><span style="color: #0000FF">better</span> </strong>for a barbarian with reach, to make the second attack easier.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D19 (PHB2) - <strong><span style="color: #0000FF">Hydra Rage</span></strong> - A 4[W] opening attack that dazes. For the rest of the encounter if gives you an an MBA as a free action when you miss. Which isn't bad considering you'll never be as accurate as an avenger. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D19 (PP) -<span style="color: #0000FF"><strong> Elder Tuskerbrother Rage</strong> </span>- A 5[W] power that you can use on the charge. Adds a push to your charges for the rest of the encounter. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U22 (PP) - <span style="color: #0000FF"><strong>Unexpect Clarity</strong></span> - Once per day allows you to change the MBA granted by rampage into a standard action.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U22 (PP) - <span style="color: #0000FF"><strong>Emboldening Courage</strong></span> - A free shift for all those around you when you hit or miss with a charge. Not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (PHB) - <strong><span style="color: #FF00FF">Craterfall</span> </strong>- Can be used on the charge but less damage than howling strike. The latter can also knock prone with a feat. Avoid.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (HFW) - <strong>Unmatched Precision</strong> - Big opening attack (can be up to 8[W], once you have used up all your encounter attack powers, allows you to roll twice for attack rolls for basic attacks and barbarian at-wills. Unless you have ways to gets through all your encounter powers very quickly (e.g. in 2 rounds) then this probably isn't worth it. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (PP) - <span style="color: #0000FF"><strong>Rage of the Unbridled Beast</strong> </span>- 4[W] is quite small at this level but comes with an AC debuff. The effect is nice - basically gives you polearm gamble for an encounter (an OA on any one who enters a square adjacent to you). This could generate quite a few MBAs.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (PHB2) -<strong> <span style="color: #00CCFF">Butcher's Feast</span> </strong>- Big damage 6[W] and extra MBAs if you get attacked. An accurasy boost for Thaneborns. This power is often overlocked because it comes at the same level as <strong><span style="color: #FF9900">Hurricane of Blades</span></strong>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (PP) - <span style="color: #0000FF"><strong>Crippling Assault</strong> </span>- Probably does more damage than howling strike and some vulnerability never hurts. Not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (PHB2) - <strong><span style="color: #00CCFF">World Serpent Rage</span></strong> - Biggest weapon-based damage that can be used on the charge - 7[W]! Also helps to lock people adjacent to you and give damage bonuses if they are. If they move they eat your OA, if they shift you get to attack them anyway. Great Power.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (PP) -<strong> <span style="color: #FF00FF">Rage of the Thundering Rhino</span></strong> - Solid but not exception opening hit (5[W]). The effect gives bonuses to your basic attacks for the rest of the encounter. Not really enough for a capstone daily. [/sblock] </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Berserker</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Berserker</strong> </span>(HF): Just like the barbarian (with whom you share most of your powers) you excel on the <strong><span style="color: #00CCFF">charge</span></strong>. In defender mode (which won't last long) you are nothing special but your aura punishment gets a boost. When you switch to striker mode you get an additional 1d8/tier to your melee basic (which actually comes out ahead of <span style="color: #00CCFF"><strong>Howling Strike</strong></span> on the charge, though you don't have the advantages of Swift-Charge or Rampage). [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Blackguard</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"><strong><span style="color: #0000FF">Blackguard</span> </strong></span>(HS): Doesn't do the transition from defender to striker as well as the Slayer does from the Fighter but your MBA will still have twice your primary stat for damage - the best way to do this is to be a human blackguard and take the Paladin at-will <span style="color: #0000FF"><strong>Virtuous Strike </strong><span style="color: #000000">(or if you are a <span style="color: #0000FF"><strong>tiefling</strong> </span>take <span style="color: #0000FF"><strong>Wrath of the Crimson Legion</strong></span>)</span></span> Another option to boost your accuracy is to take the paladin at-will <strong>Valiant Strike</strong> (made an MBA by Power of Skill). While that combination is usually <span style="color: #FF00FF"><strong>not worth it</strong></span>, for this build it is<span style="color: #0000FF"><strong> not bad</strong> </span>and makes the build a margninally<span style="color: #000000"> more passable </span>MBA striker.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E0 (HS) - <span style="color: #000000"><strong>Dread Smite</strong></span> - Your essentials encounter power - adds cold and necrotic when you hit with an attack. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#00CCFF]<strong>Elementalist</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Elementalist</strong> </span>(HEC): You have the biggest implement RBA of any class and all your feature beef it up. Awesome, but you have no reason to have an MBA.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HEC) - <span style="color: #00CCFF"><strong>Elemental Bolt</strong> </span>- A 1d12 RBA that you can boost up with your features and encounter powers. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[B]<span style="color: #0000FF">Execu</span><span style="color: #00CCFF">tioner</span>[/B]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Executioner </strong></span>(<span style="color: #00CCFF"><strong>better </strong></span>when hybrided with Avenger or Warlock) (HS). You stay with a 1-handed weapon but you get an extra 1d8/tier when you use it. Your encounter powers can all be added to your powers too. If you use a rapier and a dagger, your RBA will be almost as good as your MBA. The executioner is better as a hybrid because its striker feature is added to MBAs and thus you can double dip on striker features, or increase your defender punishment if you are a fighter or warden or assaultmage. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Hexblade</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Hexblade</strong> </span>(HFK): Your powers are weird and give off some questionable rules queries. Your at-wills have both the weapon and implement keywords and your mainhand copies your offhand. You should have a strong MBA (and a perfectly passible RBA) because you can benefit from such feats as<span style="color: #00CCFF"><strong> Dual Implement Spellcaster</strong></span> (probably) and also <strong><span style="color: #FF9900">Iron Armbands of Power</span></strong>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (HFK) - <span style="color: #0000FF"><strong>Eldritch Bolt</strong></span> - 1d10 RBA at ranged 10, perfectly passible.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <strong><span style="color: #00CCFF">Moonfire Blade</span></strong> - A d12 mba that targets reflex and deals radiant damage and does extra damage when enemies don't run away from you.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <strong><span style="color: #0000FF">Resplendent Blade </span>-</strong> A pretty good MBA that deals radiant damage and damages an enemy other than the foe you targeted, which makes Star Hexblades the current best pact to handle multiple enemies at once. This what you'll be using if you take <span style="color: #FF9900"><strong>Student of Caiphon</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <span style="color: #0000FF"><strong>Flesh rend</strong></span> - A slide and a debuff on my MBA is pretty nice. This power would be rated high if it didn't do necrotic damage, which is so widely resisted.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <strong>Unraveling Strike</strong> - A small amount of vulnerability on demand but the power itself does untyped damage. Not that great.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <span style="color: #0000FF"><strong>Icy Skewer</strong> </span>- Cold damage and extra defences against the target's attacks. Not bad at all. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <strong>Soul Eater</strong> - Again necrotic damage but not as good an effect as <span style="color: #0000FF"><strong>Flesh Rend</strong></span>. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#FF0000]<strong>Monk</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><strong><span style="color: #FF0000">Monk </span></strong>(PHB3): Not much to say here unless you are <span style="color: #000000"><strong>Stone Fist</strong></span><span style="color: #FF00FF"><span style="color: #000000">, which at least has strength as its secondary stat. All your other attacks are implement based but you use ki focuses, so your weapon attacks aren't as bad as they might be, but unless for some strange reason you have improved unarmed strike, it is not going to be more than a 1d8 weapon. At least monks have a way to use dex for their OA (</span></span><span style="color: #000000"><strong>Internalize the Basic Kata</strong></span>) and make it trigger flurry of blows which is slightly better than melee training, but not by much. </span></p><p><span style="font-family: 'Open Sans'">[/sblock]<span style="color: #FF00FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"><span style="color: #000000"></span></span></span></p><p> <span style="font-family: 'Open Sans'"><span style="color: #FF00FF"><span style="color: #000000">[sblock=[COLOR=#0000FF]<strong>Ranger</strong>[/sblock]</span>[sblock=[COLOR=#0000FF]]</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"><strong><span style="color: #0000FF">Ranger</span> </strong>(PHB) If you are a two weapon ranger your MBA with good and the same goes for the RBA of the archer ranger. However the two weapon ranger and has no RBA and vice versa. Your striker feature is twin strike, so it is in your interest to pump your static modifiers as much as possible. These bonuses all apply to your basic attack. </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">AW1 (MP2) - <strong>Fading Strike</strong> - A dex based melee attack that hunter-style rangers can use for an opportunity attack. Comes with a shift 2 which is nice for the skirmishing sort.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">AW1 (MP2) - <strong><span style="color: #00CCFF">Marauder's Rush</span></strong> - The ranger's version of howling strike. An at-will that can be used on the charge with a secondary stat to damage.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">AW1 (MP2) - <strong><span style="color: #00CCFF">Throw and Stab</span></strong> - A two-attack at-will that doesn't quite compete with twinstrike because it cannot focus fire. You make a strength-based ranged atttack and a MBA against different characters.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E1 (PHB) - <span style="color: #0000FF"><strong>Fox's Cunning</strong></span> - A pretty nice counter-attack that takes place outside of your turn, it even comes with an attack bonus attached to make sure it lands. <strong>Less useful</strong> for greatbow rangers that twang from the back.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D1 (Drag 383) - <span style="color: #FF00FF"><strong>Guardian's Arrow</strong></span> - Lets you play sub-defender for a bit. Considering the other great ranger immediate actions out there, you probably don't want this.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D1 (MP) - <strong>Partnered Savaging</strong> - Similar damage to Jaws of the Wolf for low level beast master rangers attacking their quarry. But beast damage horribly fails to scale.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E3 (MP2) - <strong><span style="color: #0000FF">Avenging Charge</span></strong> - An offturn charge with an easy trigger? What's not to love. The only downside to this power is that it comes at the same level as <strong><span style="color: #00CCFF">Disruptive Strike</span></strong>; taken in a vacuum, it is <span style="color: #00CCFF"><strong>better</strong></span>.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E3 (MP) - <strong>Paired Predators</strong> - Allows your beast to make an MBA. Good as far as beastmaster go, not so good in the bigger picture.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E3 (MP) - <strong>Encircle the Prey</strong> - Basically <strong>Paired Predators</strong> but trading 1[W] for a shift and a slide.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D5 (MP) - <strong><span style="color: #0000FF">Spitting-Cobra Stance</span></strong> - Gives you an RBA if an enemy within 5 squares moves closer to you. I errata that changed this attack to an immediate action rather than an opportunity action hurt the rating slightly but still a strong power.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p> <span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D5 (MP2) - <span style="color: #0000FF"><strong>Snarling Wolf Stance</strong></span> - an MBA as a reaction whenever you are hit or missed is pretty sweet for a two-weapon ranger.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D5 (Drag 381) - <strong>Predatory Charge</strong> - You and your beast companion charge the target. Like all the beastmaster powers mention so far, it is the best at the level for a beastmaster, but sub-par in the bigger picture.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D5 (Drag 383) - <span style="color: #0000FF"><strong>Flying Steel</strong> </span>- Similar power to Spitting Cobra Stance. The trigger is easier, but it only works on a single target.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D5 (MP2) - <span style="color: #FF00FF"><strong>Coordinated Charge</strong></span> - Very little reason to choose this over <strong>Preditory Charge</strong>.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D9 (DM 383) - <strong>Thousand Arrow Awareness</strong> - Rare for a ranger to get an area attack, so this is nice but the main of the ranger is to focus fire, which this does not do. The effect is much <strong><span style="color: #00CCFF">better</span> </strong>if you have a controller who can slide enemies around on their own turn, to take advantage of the fact that the secondary attack is an opportunity action.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D9 (MP2) - <strong>Shocking Assault</strong> - A 3[W] that can be used on the charge. Nothing special.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E13 (Drag 377) - <strong>Storm in the Trees</strong> - A double tap and an MBA against a different target if you hit with both. Not bad. </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E13 (Drag 383) - <strong><span style="color: #FF00FF">Warding Shot</span></strong> - A bit of control if you target an enemy without reach or a ranged attack. Otherwise it is just a 2[W] power. Poor for the level.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E13 (MP2) -<span style="color: #0000FF"> <strong>Thread the Needle</strong> </span>- a melee attack for hunter rangers (dex-mased melee). Reasonable damage if you complete the sequence. </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D15 (Drag 383) -<span style="color: #FF00FF"><strong> Tracking the Target</strong> </span>- Punishes enemies for clustering. <strong>Better</strong> if you have a controller to cluster them for you.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D15 (MP) - <strong><span style="color: #FF00FF">Scent of Fear</span></strong> - Gives the beast a melee basic for a minor action each turn. As usual good for a beastmaster, but exceedingly poor overall. By this level the beast's damage has horribly failed to scale.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E17 (Drag 383) - <strong>Entrapping Arrows</strong> - You sort of get to play fighter for a turn - an area burst that allows you to make an RBA against anyone moving out of the burst, which immobilises on a hit. <span style="color: #00CCFF"><strong>Better</strong> </span>with a a controller who can force them out of the burst.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E17 (MP2) - <strong>Supressing Shots</strong> - The opposite of <strong>Entrapping Arrows</strong>, you get the RBA when anybody else enters the zone. Also <span style="color: #00CCFF"><strong>Better</strong> </span>with a a controller who can force them out of the burst.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E23 (Drag 383) - <strong><span style="color: #FF00FF">Dangerous Friends</span></strong> - Penalty for clustering. Nowhere near enough for this level.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">E23 (PHB) - <span style="color: #00CCFF"><strong>Cloak of Thorns</strong></span> - 2 debuffing attacks and then 2 more MBAs as a immediate reaction if an adjacent enemy misses you, pretty sweet.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D25 (Drag 384) - <span style="color: #0000FF"><strong>Vengeful Fangs Stance</strong> </span>- Gives extra attacks and expanded crit range to your beast companion. Almost a passible beastmaster power. </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D25 (PHB) - <strong>Tiger's Reflex</strong> - Gives a basic attack as an immediate interrupt when attacked. <span style="color: #0000FF"><strong>Better</strong> </span>if you can force people to attack you (e.g. if a defender powerswaps for it).</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D25 (Drag 381) -<span style="color: #FF00FF"><strong> Thunderfury Charge</strong></span> - Yet another you and your beast charge powers. Meh.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D25 (MP) - <strong>Primal Rampage</strong> - Another charge power for you and your beast with a debuff. </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D25 (MP2) - <strong><span style="color: #00CCFF">Aid the Beast</span> </strong>- Best beastmaster power of any level. Gives you an RBA as a minor once per round. And the icing of a hit granting CA to your beast (reasonably irrevelent).</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D29 (PHB) - <strong><span style="color: #FF00FF">Follow-Up Blow</span></strong> - with the free action attack limit, this power has become rather weak for a capstone daily. </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D29 (Drag 383) - <strong>Imprisoning Arrows</strong> - A 5[W] starting attack, followed by an RBA as an immediate interrupt each time the target moves willingly. Not bad - overshadowed by <strong><span style="color: #FF6600">Five Missile Dance</span></strong>.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D29 (MP2) - <strong><span style="color: #FF00FF">Culling Out</span></strong> - A 5[W] power that can be used on the charge with a "drag" effect - not great for a capstone daily, but usuable. </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">D29 (MP2) <strong>Gauntlet of</strong> <span style="color: #0000FF"><strong>Steel </strong><span style="color: #000000">- This power depends on you have as great a speed as possible. If you have a controller to line up the monsters for you and you are fast enough, this can generate a large number of MBAs.</span></span>[/sblock] </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF">[sblock=[COLOR=#0000FF]<strong>Rogue</strong>[/sblock]</span>[sblock=[COLOR=#0000FF]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Rogue</strong> </span>(PHB): Rogue are one of the few classes that little reason not to boost dexterity as much as possible at every level, therefore whether you are using a dagger or a crossbow, you're RBA will be pretty decent. Brutal rogues have a decent MBA from their strength secondary, and it is worth other types of melee rogues taking melee training so they can benefit from the extra damage from sneak attack off-turn. If you are going to make charing into combat advantage your schtick, then <span style="color: #00CCFF"><strong>Surprising Charge</strong> </span>will be extremely useful.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p> <span style="font-family: 'Open Sans'">D1 (MP) - <strong><span style="color: #0000FF">Handspring Assault</span></strong> - a 3[W] power that can be used on a charge and gives a shift after. Best designed for a rogue using a rapier, or one who has taken the feat <strong>Versatile Duelist</strong> to allow you to use heavy blades a large [W] powers are fairly irrelevent to a dagger user. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p> <span style="font-family: 'Open Sans'">E3 (MP2) - <span style="color: #0000FF"><strong>Jumping Blade Assault</strong></span> - A 2[W] power that can be used on the charge that knocks them prone before you hit them? Pretty sweet. If you have taken <strong>Versatile Duelist</strong>, then you can also take advantage of <span style="color: #0000FF"><strong>Headman's Chop</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (MP2) -<span style="color: #0000FF"><strong> Excruciating Reminder</strong></span> - A good pick for ranged rogues and not bad for melee either. 3[W] starting attack that rattles and an a basic attack is the target misses during the following round.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (MP2) - <strong><span style="color: #0000FF">Leaping Dagger Kick</span></strong> - the big brother of<span style="color: #0000FF"><strong> Jumping Blade Assault</strong></span>. A 3[W] power that can be used on the charge and adds a daze for artful dodgers.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U22 (PHB) - <span style="color: #0000FF"><strong>Hide from the Light</strong></span> - keeps you invisible as long as you only use basic attacks or at-wills.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (MP2) - <strong><span style="color: #FF00FF">Cutthroat's Rebuke</span> </strong>- a beefed up Riposte Strike. Without a catch-22 this power is quite poor. If you have someway to mark the target, then this is <span style="color: #0000FF"><strong>better</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (MP2) - <strong>Bounding Assault</strong> - a 6[W] power that can be used on the charge. The special is obsoleted by Badge of the Berserker. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (MP) -<span style="color: #0000FF"><strong> Safe Bet</strong> </span>- A 4[W] power that can be used at melee or ranged. An easy trigger to get a big shift and a basic attack as an immediate interrupt. A nice and versatile power.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (MP2) - <strong>Kiss of Death</strong> - Could generate a lot of MBAs with the right party but the fact that it only works on one creature lowers the rating somewhat. <span style="color: #0000FF"><strong>Better</strong> </span>against solos.[/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#00CCFF]<strong>Slayer</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Slayer</strong> </span>(HFL): Top quality melee basic (as with most essentials characters). You have a big weapon, two stats to your MBA damage and at-will stances to make your MBAs even better. Seeing as you have a dex secondary your RBA can be perfectly good. And of course you get to take advantage of all the great fighter feat-support.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E0 (HFL) <strong>Power Strike - </strong>This is your equivalent of other classes encounter powers. Adds extra damage to your MBAs and comes with bonus feat support.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <span style="color: #0000FF"><strong>Battle Wrath</strong></span> - +2/3/4 untyped bonus to your BAs. The default stance for non-charging slayers, and nice even when you are charging.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <strong><span style="color: #00CCFF">Berserker's Charge</span></strong> - +2 power bonus to speed and attack rolls when you charge. Awesome.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <span style="color: #0000FF"><strong>Duelist's Assault</strong></span> - double the damage bonus of <span style="color: #0000FF"><strong>Battle Wrath</strong></span> but with a condition that no one is adjacent to the target except you. Combines well with <strong><span style="color: #0000FF">Cunning Stalker</span></strong>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <span style="color: #FF00FF"><strong>Mobile Blade</strong> </span>- no that great - a free move after you hit, but nothing stops you from prevoking (unless you've just killed the target of course!).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) -<strong><span style="color: #0000FF"> Poised assault</span></strong> - +1 power bonus to hit. Accuracy is king. Not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - [/COLOR]<strong>Unfettered Fury</strong><span style="color: #000000"> - An improved version of <span style="color: #FF00FF"><strong>Power Attack</strong></span>, but not as good as <span style="color: #0000FF"><strong>Duelist's Assult</strong></span>. Unless you are on 105% accuraxy you probably don't want this. </span>[/sblock]<span style="color: #000000"> </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">[sblock=[COLOR=#0000FF]<strong>Scout</strong>[/sblock]</span>[sblock=[COLOR=#0000FF]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Scout</strong> </span>(HFK) - A strong MBA thats gets all the benefits of using light blades. Like the slayer you can take advantages of at-will stances and take feats from your parent class (ranger in this case). You hampered by the fact that your Dual Weapon Attack only triggers on your own turn and can only be used 1/round but still a very potent MBA. A scout can use a rapier in his mainhand and dagger in his off to have a reasonable potent RBA too (or a waraxe and a throwing axe).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) -<span style="color: #FF9900"><strong> Aspect of the Charging Ram</strong></span> - Opens your neckslot by not requiring you to take Badge of the Berserker and adds damage and control to your charges. Pretty Sweet.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <span style="color: #FF00FF"><strong>Aspect of the Cunning Fox</strong></span> - You are unlikely to take damage on your turn unless you prevoke and if you were planning to charge to prevoke you should use <span style="color: #00CCFF"><strong>Aspect of the Charging Ram</strong> </span>or a<span style="color: #00CCFF"><strong> Badge of Berserker</strong></span>. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <span style="color: #FF00FF"><strong>Aspect of the Dancing Serpent</strong></span> - Worse than <strong><span style="color: #0000FF">Aspect of the Lurking Spider</span></strong>[/COLOR]<span style="color: #000000"> and doesn't apply to your Dual Weapon Attack (your striker feature).</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">AW0 (HFK) - <strong>Aspect of the Hungry Shark</strong> - Bonus to accuracy for MBA and shift 3 as a move action, nice but nothing special.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">AW0 (HFK) - <span style="color: #0000FF"><strong> Aspect of the Lurking Spider</strong> </span>- Nice skill bonuses and a power bonus to damage when you have CA. Nice.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">AW0 (HFK) - <strong>Aspect of the Pack Wolf</strong> - Quite situational but if you can organise your party well you may get good milage out of this stance.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">AW0 (HFK) - <strong>Aspect of the Regal Lion</strong> - Quite campaign dependent but if you routinely fight large of larger creatures this is a good bonus to attack rolls and defences.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">AW0 (HFK) - <strong><span style="color: #FF00FF">Aspect of the Soaring Hawk </span>- </strong> A Perception bonus is good for out-of-combat situations, but a bonus to speed and ignoring cover/concealment penalties isn't terribly useful.</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">AW0 (HFK) -<span style="color: #0000FF"><strong> Dual Weapon Attack</strong></span> - Your main striker feature - You effectively get a second MBA when you hit with an MBA (but it's technically not an MBA so you don't get any MBA boosters).</span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">E0 (HFK) -<strong> Power Strike</strong> - Same as that of all the other essentials builds. Extra damage when you hit.</span>[/sblock]<span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">[sblock=[COLOR=#0000FF]<strong>Sorcerer</strong>[/sblock]</span>[sblock=[COLOR=#0000FF]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Sorcerer</strong> </span>(PHB2): With three at-wills that can be used as an RBA and one that can be used in place of an MBA, you are pretty much covered when it comes BAs. Your striker feature will apply to the basic attacks so it all comes out pretty sweet. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB2) -<strong> Acid Orb</strong> - A range 20 basic attack is worth having. At 1d10, this is the biggest damage of any of the sorcerer RBAs. Unfortunately acid is not a damage type that is easily abusable, but is rarely resisted.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB2) -<span style="color: #FF00FF"><strong> Energy Strobe</strong></span> - Same as <strong>Acid Orb</strong> but with a random damage type, which makes it hard to optimise around. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB2) - <span style="color: #0000FF"><strong>Dragonfrost</strong> </span>- The best of the sorcerer RBAs. Cold damage (which can happily be built around) and an inbuilt push. Pretty Sweet. Especially good if you are dragonborn who MCs Fighter to pick up <span style="color: #0000FF"><strong>Draconic Arrogance</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB2) - <span style="color: #0000FF"><strong>Ensorcelled Blade</strong></span> - A weapon power that can be used in place of an MBA which helps to set up a catch-22 situation if you can isolate your target. With the correct riposte optimisation this power gets even <span style="color: #00CCFF"><strong>better</strong></span>. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#00CCFF]<strong>Thief</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Thief</span> </strong>(HFL) - One of the most accurate MBAs around there and compliments the charge kit perfectly. Your tricks help you maintain CA to make sure you get SA on all your attacks. Being dex primary, your RBA with a dagger (or hand crossbow if you want to go full ranged) would be pretty good too.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">EO (HFL) - <span style="color: #0000FF"><strong>Backstab</strong> </span>- Improves your already good accuracy to insane levels and adds extra damage. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <span style="color: #0000FF"><strong>Acrobat's Trick</strong></span> - Power bonus to damage and an at-will climb speed, not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) - <span style="color: #0000FF"><strong>Ambush Trick</strong></span> - CA against everyone within 5 squares. Especially <span style="color: #00CCFF"><strong>good</strong> </span>for ranged thieves who find it harder to get CA.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) -<strong> Escape Artist's Trick</strong> - Could be useful to set up a charge, but generally not something you would pick early on.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) - <strong><span style="color: #FF0000">Feinting Trick</span></strong> - You should never not have CA. You don't want this.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) -<strong> Sneak's Trick</strong> - Reasonable for perma-stealth builds as a way to get around not having the cunning sneak class feature.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) - <strong><span style="color: #0000FF">Tactical Trick</span></strong> - Another nice way to CA and helps with your maneuverability. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) - <strong>Thug's Trick</strong> - Possible that this would get you an extra off-turn attack but also may well do nothing.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) - <span style="color: #0000FF"><strong>Tumbling Trick</strong></span> - Shift 3 as a move action and if you have a strength secondary this can add a bit of extra damage to your MBA.</span></p><p> <span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Hfl) - <strong><span style="color: #0000FF">Unbalancing Trick</span></strong> - Knocking prone with your MBA is nice as long as you don't need to use another trick to get CA. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Vampire</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Vampire</strong> </span>(HoS): "What?!" I hear you cry, "A vampire getting a decent rating in a charOP guide?!". Well yes, if there is one decent part of the vampire it is his MBA, which is intrinsically a implement vs reflex attack for 1d10+stat+stat with a push. It may not be able to multi-attack, but at least its MBA is up to snuff. Unfortunately it is an impliment attack so you don't get the full use of the charge kit (e.g. surprising charge) but it should be passible.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 <span style="color: #0000FF"><strong>Vampire Slam</strong></span> (Hos): See above for details. This attack is what makes the vampire what it is, you will rarely use anything else. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Warlock</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Warlock</strong> </span>(PHB): You have the option of both an RBA and MBA at will, either of which works for any of the warlock builds (both can be based on Con or Cha). </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB) - <span style="color: #0000FF"><strong>Eldritch Blast</strong></span> - 1d10 RBA at ranged 10, perfectly passible. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHH1) - <span style="color: #FF9900"><strong>Eldritch Strike</strong> </span>- One of the most poached powers in the game. A MBA that comes off either Charisma or Constitution and has a built in slide. This power is generally better off in the hands of another class or hybrided for (e.g. Warlock|Executioner). [/sblock][/COLOR][/COLOR]</span></p><p><span style="font-family: 'Open Sans'"></span>[/COLOR]</p></blockquote><p></p>
[QUOTE="Fardiz, post: 6702458, member: 6761896"] [h=1]Strikers[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][sblock=[B]Assassin[/B]] [/FONT][/COLOR][FONT=Open Sans][B][COLOR=#FF0000]Assassin[/COLOR] [/B](Drag 379): Nothing much to say here. You can take melee training (dex) like any other character. The only upside is that you will be using a really [w] weapon such a fullblade. You have no RBA, unless for some reason you have a light thrown weapn, but I cannot see any reason why you should. [/FONT][/sblock][FONT=Open Sans] [COLOR=#000000][sblock=[COLOR=#00CCFF][B]Avenger[/B][/sblock][/COLOR][sblock=[COLOR=#00CCFF]] [B][COLOR=#00CCFF]Avenger [/COLOR][/B](especially on the [B][COLOR=#00CCFF]charge[/COLOR][/B]) (PHB2): A very strong option. With the reroll offered by Oath of Emnity, the Avenger has the most accurate basic attack around, though it comes at the price of a feat ([B][COLOR=#FF9900]Power of Skill[/COLOR][/B]). You are carrying a large weapon and you know were to place it. You also have many options to use on the charge, as outlined below. AW1 (PHB2)- [COLOR=#FF9900][B]Overwhelming Strike[/B][/COLOR] - A free slide and shift for the cost of a feat ([COLOR=#FF9900][B]Power of Skill[/B][/COLOR]). The most accurate at-will MBA in the game. AW1 (Drag 382) -[B][COLOR=#FF00FF] Avenging Shackles[/COLOR][/B] - RBA but not what the avenger should be spending his standard action on. Marginally [B]better[/B] if you have a eagle shaman in the party. [B][COLOR=#0000FF]Better[/COLOR] [/B]if you have [B]Divine Vengeance[/B]. E1 (PHB2) - [B]Whirlwind Charge[/B] - A 2[W] attack that can be used on the charge. It's special effect is made redudant by Badge of the Berserker. E1 (Drag 383) - [B][COLOR=#0000FF][COLOR=#FF0000]Raging [/COLOR][COLOR=#FF9900]Tempest[/COLOR][/COLOR] [/B]- Can be used on the charge. However it is heavily DM dependent; the damage can be seen to be more than one instance of damage and that will get your static mods over again. If the DM view it all as once instance, it is overshadowed by [B]Whirlwind Charge[/B], if he sees it as two (or even three) then it is a double tap that can be used on the charge (and possibly a third tap). D15 (DP) - [B]Zealous Onslaught[/B]: Not great for a d15, but does include a free melee basic. E17 (DP) -[/COLOR][COLOR=#FF0000] [B]Accept No Defeat[/B]:[/COLOR] A 3[W] with a weird miss clause (make an MBA), but you should never miss as an avenger so there are better options. E17 (DP) - [B]Wrathful Charge[/B] - A 2[W] power that can be used on the charge. You do more damage for each opportunity attack you prevoke. If for some reason you haven't taken a badge of the berserker (or have a lesser badge), this is [COLOR=#0000FF][B]better[/B][/COLOR]. E17 (PHB2) - [B][COLOR=#FF0000]Spectral Charge[/COLOR][/B] - A 2[W] power that can be used on the charge and you gain insubstantional. If you are provoking attacks to charge at all then this is obseleted by [B]Wrathful Charge[/B]. E17 (PHB2) - [B][COLOR=#00CCFF]Warding Blade[/COLOR][/B] - Gives you an improved version of polearm gamble for a round. If anyone excpet the target enters a square next to you or attacks you, you can attack them with an MBA an OA. This could potentially generate quite a few attacks. E23 (DP) - [B]Threatening Strike[/B] - 3[W] power vs fort that immoblises is reasonably solid. If you then move away from the target it is likely to trigger the secondary part of the power and give you the extra MBA. This is [COLOR=#3366FF][B]better[/B][/COLOR] for RetVengers who can do several MBAs in a round. E27 (PHB2) - [COLOR=#FF00FF][B]Astral Charge[/B][/COLOR] - A 1[w] power that stuns is really not enough at this level, even though it can be used on the charge. [/sblock] [sblock=[COLOR=#0000FF][B]Barba[COLOR=#00CCFF]rian[/COLOR][/B][/COLOR]] [B][COLOR=#0000FF]Barbarian[/COLOR] [/B](PHB2) (especially on the [B][COLOR=#00CCFF]charge[/COLOR][/B]). Your basic MBA is strong right off bat, as it comes off your primary stat and you are wielding a large weapon. Your aim to to add as many static bonuses to your melee attacks as possible and all these bonuses count towards your MBA too. You tend not to have a great RBA (but you can carry a heavy thrown weapon for the times you get immobilised). You have a ton of powers that can be used on the charge and this is usually how the barbarian gets his biggest numbers. E0 (PHB2) - [COLOR=#00CCFF][B]Swift Charge[/B][/COLOR] - A free action power that grants you a no-action charge when you kill something? Sweet. AW1 (PHB2) - [B][COLOR=#00CCFF]Howling Strike[/COLOR][/B] - an at-will power that can be used on the charge with an extra 1d6/tier to damage. You even get a speed increase whilst raging. D1 (HFW) - [B]Life-Ending Smite[/B] - a 4[w] power that can be used on the charge. The biggest single attack you can get at level 1, but most of the other barbarian dailies, this does not put you into a rage (an end of encounter effect) so it does not take advantage of some of the support out there (e.g. [B][COLOR=#0000FF]Deadly Rage[/COLOR][/B]). D1 (PHB2) - [B]Rage Drake's Frenzy[/B] - a 3[W] gives you an MBA when you kill somethig for the rest of the encounter. Not too useful unless you are next to two things or have a way of moving when you kill something. Also beware the free action attack limit. E3 (Drag 384) - [B]Longstrike Charge[/B] - A power you can use on the charge that does slightly more damage than howling strike. You won't hold on to this for long. E3 (PHB2) - [B][COLOR=#FF00FF]Daring Charge[/COLOR][/B] - Not much better than howling strike (the special is nulified by badge of the berserker). [B]Better[/B] if for some reason you are a Thaneborn with a lesser badge of the berserker. D5 (PHB2) - [B]Clawfoot Berserker Rage[/B] - A 3[W] attack that comes with an end of encounter effect. A rare condition but nice when it comes off. D5 (PP) -[B] Razor Wind Rage[/B] - A 2[W] close burst. The end of encounter effect gives you a huge boost to your rampage class feature. This is [B][COLOR=#0000FF]better[/COLOR] [/B]if you have someone giving you guaranteed criticals (e.g. a warlord with death from two sides). U6 (PP) - [COLOR=#FF00FF][B]Primal Charge[/B] [/COLOR]- Big bonus to speed while charging - ok, as you don't usually have much need of your minor action as a charger. However you rarely have need of your move action either and so it's rare to be more than 12 squares from a target. D9 (PP) - [COLOR=#0000FF][B]Flying Serpent Rage[/B][/COLOR] - Shift 2 as move and do other actions after charging. That's actually pretty neat. Unfortantely the trigger is not as common as it might be. E13 (PHB2) - [B]Thunderfall[/B] - reasonable charge damage (3[W]) with a reasonable push and prone, but this is outshone by howling strike as soon as you hit [B][COLOR=#FF00FF]epic[/COLOR][/B][COLOR=#000000], as you can do most of those things at-will[/COLOR]. D15 (HFW) - [B]Bloodletting Assault[/B] - the big brother of Life-ending Smite, a 6[W] power you can use on the charge. D15 (PHB2) -[B] [COLOR=#00CCFF]Thunderfury Rage[/COLOR][/B] - A 3[W] starting attack and a strong end of encounter effect. You get an MBA each time an enemy hits or misses you (as an immediate reaction). E17 (PHB2) - [COLOR=#000000][B]Shoulder Slam [/B][/COLOR]- A 2[W] power that allows you to hit a second target for 1[W] if you hit the first target (which you should with the intrinsic accuracy bonus). The is [COLOR=#0000FF][B]better[/B] [/COLOR]if the DM accepts that the second part of the power is still part of the charge and thus benefits from the charge kit (horned helm etc). This is also [B][COLOR=#0000FF]better[/COLOR] [/B]for a barbarian with reach, to make the second attack easier. D19 (PHB2) - [B][COLOR=#0000FF]Hydra Rage[/COLOR][/B] - A 4[W] opening attack that dazes. For the rest of the encounter if gives you an an MBA as a free action when you miss. Which isn't bad considering you'll never be as accurate as an avenger. D19 (PP) -[COLOR=#0000FF][B] Elder Tuskerbrother Rage[/B] [/COLOR]- A 5[W] power that you can use on the charge. Adds a push to your charges for the rest of the encounter. U22 (PP) - [COLOR=#0000FF][B]Unexpect Clarity[/B][/COLOR] - Once per day allows you to change the MBA granted by rampage into a standard action. U22 (PP) - [COLOR=#0000FF][B]Emboldening Courage[/B][/COLOR] - A free shift for all those around you when you hit or miss with a charge. Not bad. E23 (PHB) - [B][COLOR=#FF00FF]Craterfall[/COLOR] [/B]- Can be used on the charge but less damage than howling strike. The latter can also knock prone with a feat. Avoid. D25 (HFW) - [B]Unmatched Precision[/B] - Big opening attack (can be up to 8[W], once you have used up all your encounter attack powers, allows you to roll twice for attack rolls for basic attacks and barbarian at-wills. Unless you have ways to gets through all your encounter powers very quickly (e.g. in 2 rounds) then this probably isn't worth it. D25 (PP) - [COLOR=#0000FF][B]Rage of the Unbridled Beast[/B] [/COLOR]- 4[W] is quite small at this level but comes with an AC debuff. The effect is nice - basically gives you polearm gamble for an encounter (an OA on any one who enters a square adjacent to you). This could generate quite a few MBAs. E27 (PHB2) -[B] [COLOR=#00CCFF]Butcher's Feast[/COLOR] [/B]- Big damage 6[W] and extra MBAs if you get attacked. An accurasy boost for Thaneborns. This power is often overlocked because it comes at the same level as [B][COLOR=#FF9900]Hurricane of Blades[/COLOR][/B]. E27 (PP) - [COLOR=#0000FF][B]Crippling Assault[/B] [/COLOR]- Probably does more damage than howling strike and some vulnerability never hurts. Not bad. D29 (PHB2) - [B][COLOR=#00CCFF]World Serpent Rage[/COLOR][/B] - Biggest weapon-based damage that can be used on the charge - 7[W]! Also helps to lock people adjacent to you and give damage bonuses if they are. If they move they eat your OA, if they shift you get to attack them anyway. Great Power. D29 (PP) -[B] [COLOR=#FF00FF]Rage of the Thundering Rhino[/COLOR][/B] - Solid but not exception opening hit (5[W]). The effect gives bonuses to your basic attacks for the rest of the encounter. Not really enough for a capstone daily. [/sblock] [sblock=[COLOR=#0000FF][B]Berserker[/B][/COLOR]] [COLOR=#0000FF][B]Berserker[/B] [/COLOR](HF): Just like the barbarian (with whom you share most of your powers) you excel on the [B][COLOR=#00CCFF]charge[/COLOR][/B]. In defender mode (which won't last long) you are nothing special but your aura punishment gets a boost. When you switch to striker mode you get an additional 1d8/tier to your melee basic (which actually comes out ahead of [COLOR=#00CCFF][B]Howling Strike[/B][/COLOR] on the charge, though you don't have the advantages of Swift-Charge or Rampage). [/sblock] [sblock=[COLOR=#0000FF][B]Blackguard[/B][/COLOR]] [COLOR=#000000][B][COLOR=#0000FF]Blackguard[/COLOR] [/B][/COLOR](HS): Doesn't do the transition from defender to striker as well as the Slayer does from the Fighter but your MBA will still have twice your primary stat for damage - the best way to do this is to be a human blackguard and take the Paladin at-will [COLOR=#0000FF][B]Virtuous Strike [/B][COLOR=#000000](or if you are a [COLOR=#0000FF][B]tiefling[/B] [/COLOR]take [COLOR=#0000FF][B]Wrath of the Crimson Legion[/B][/COLOR])[/COLOR][/COLOR] Another option to boost your accuracy is to take the paladin at-will [B]Valiant Strike[/B] (made an MBA by Power of Skill). While that combination is usually [COLOR=#FF00FF][B]not worth it[/B][/COLOR], for this build it is[COLOR=#0000FF][B] not bad[/B] [/COLOR]and makes the build a margninally[COLOR=#000000] more passable [/COLOR]MBA striker. E0 (HS) - [COLOR=#000000][B]Dread Smite[/B][/COLOR] - Your essentials encounter power - adds cold and necrotic when you hit with an attack. [/sblock] [sblock=[COLOR=#00CCFF][B]Elementalist[/B][/COLOR]] [COLOR=#00CCFF][B]Elementalist[/B] [/COLOR](HEC): You have the biggest implement RBA of any class and all your feature beef it up. Awesome, but you have no reason to have an MBA. AW0 (HEC) - [COLOR=#00CCFF][B]Elemental Bolt[/B] [/COLOR]- A 1d12 RBA that you can boost up with your features and encounter powers. [/sblock] [sblock=[B][COLOR=#0000FF]Execu[/COLOR][COLOR=#00CCFF]tioner[/COLOR][/B]] [COLOR=#0000FF][B]Executioner [/B][/COLOR]([COLOR=#00CCFF][B]better [/B][/COLOR]when hybrided with Avenger or Warlock) (HS). You stay with a 1-handed weapon but you get an extra 1d8/tier when you use it. Your encounter powers can all be added to your powers too. If you use a rapier and a dagger, your RBA will be almost as good as your MBA. The executioner is better as a hybrid because its striker feature is added to MBAs and thus you can double dip on striker features, or increase your defender punishment if you are a fighter or warden or assaultmage. [/sblock] [sblock=[COLOR=#0000FF][B]Hexblade[/B][/COLOR]] [COLOR=#0000FF][B]Hexblade[/B] [/COLOR](HFK): Your powers are weird and give off some questionable rules queries. Your at-wills have both the weapon and implement keywords and your mainhand copies your offhand. You should have a strong MBA (and a perfectly passible RBA) because you can benefit from such feats as[COLOR=#00CCFF][B] Dual Implement Spellcaster[/B][/COLOR] (probably) and also [B][COLOR=#FF9900]Iron Armbands of Power[/COLOR][/B]. AW1 (HFK) - [COLOR=#0000FF][B]Eldritch Bolt[/B][/COLOR] - 1d10 RBA at ranged 10, perfectly passible. AW0 (HFK) - [B][COLOR=#00CCFF]Moonfire Blade[/COLOR][/B] - A d12 mba that targets reflex and deals radiant damage and does extra damage when enemies don't run away from you. AW0 (HFK) - [B][COLOR=#0000FF]Resplendent Blade [/COLOR]-[/B] A pretty good MBA that deals radiant damage and damages an enemy other than the foe you targeted, which makes Star Hexblades the current best pact to handle multiple enemies at once. This what you'll be using if you take [COLOR=#FF9900][B]Student of Caiphon[/B][/COLOR]. AW0 (HFK) - [COLOR=#0000FF][B]Flesh rend[/B][/COLOR] - A slide and a debuff on my MBA is pretty nice. This power would be rated high if it didn't do necrotic damage, which is so widely resisted. AW0 (HFK) - [B]Unraveling Strike[/B] - A small amount of vulnerability on demand but the power itself does untyped damage. Not that great. AW0 (HFK) - [COLOR=#0000FF][B]Icy Skewer[/B] [/COLOR]- Cold damage and extra defences against the target's attacks. Not bad at all. AW0 (HFK) - [B]Soul Eater[/B] - Again necrotic damage but not as good an effect as [COLOR=#0000FF][B]Flesh Rend[/B][/COLOR]. [/sblock] [sblock=[COLOR=#FF0000][B]Monk[/B][/COLOR]] [B][COLOR=#FF0000]Monk [/COLOR][/B](PHB3): Not much to say here unless you are [COLOR=#000000][B]Stone Fist[/B][/COLOR][COLOR=#FF00FF][COLOR=#000000], which at least has strength as its secondary stat. All your other attacks are implement based but you use ki focuses, so your weapon attacks aren't as bad as they might be, but unless for some strange reason you have improved unarmed strike, it is not going to be more than a 1d8 weapon. At least monks have a way to use dex for their OA ([/COLOR][/COLOR][COLOR=#000000][B]Internalize the Basic Kata[/B][/COLOR]) and make it trigger flurry of blows which is slightly better than melee training, but not by much. [/sblock][COLOR=#FF00FF][COLOR=#000000] [sblock=[COLOR=#0000FF][B]Ranger[/B][/sblock][/COLOR][sblock=[COLOR=#0000FF]] [B][COLOR=#0000FF]Ranger[/COLOR] [/B](PHB) If you are a two weapon ranger your MBA with good and the same goes for the RBA of the archer ranger. However the two weapon ranger and has no RBA and vice versa. Your striker feature is twin strike, so it is in your interest to pump your static modifiers as much as possible. These bonuses all apply to your basic attack. AW1 (MP2) - [B]Fading Strike[/B] - A dex based melee attack that hunter-style rangers can use for an opportunity attack. Comes with a shift 2 which is nice for the skirmishing sort. AW1 (MP2) - [B][COLOR=#00CCFF]Marauder's Rush[/COLOR][/B] - The ranger's version of howling strike. An at-will that can be used on the charge with a secondary stat to damage. AW1 (MP2) - [B][COLOR=#00CCFF]Throw and Stab[/COLOR][/B] - A two-attack at-will that doesn't quite compete with twinstrike because it cannot focus fire. You make a strength-based ranged atttack and a MBA against different characters. E1 (PHB) - [COLOR=#0000FF][B]Fox's Cunning[/B][/COLOR] - A pretty nice counter-attack that takes place outside of your turn, it even comes with an attack bonus attached to make sure it lands. [B]Less useful[/B] for greatbow rangers that twang from the back. D1 (Drag 383) - [COLOR=#FF00FF][B]Guardian's Arrow[/B][/COLOR] - Lets you play sub-defender for a bit. Considering the other great ranger immediate actions out there, you probably don't want this. D1 (MP) - [B]Partnered Savaging[/B] - Similar damage to Jaws of the Wolf for low level beast master rangers attacking their quarry. But beast damage horribly fails to scale. E3 (MP2) - [B][COLOR=#0000FF]Avenging Charge[/COLOR][/B] - An offturn charge with an easy trigger? What's not to love. The only downside to this power is that it comes at the same level as [B][COLOR=#00CCFF]Disruptive Strike[/COLOR][/B]; taken in a vacuum, it is [COLOR=#00CCFF][B]better[/B][/COLOR]. E3 (MP) - [B]Paired Predators[/B] - Allows your beast to make an MBA. Good as far as beastmaster go, not so good in the bigger picture. E3 (MP) - [B]Encircle the Prey[/B] - Basically [B]Paired Predators[/B] but trading 1[W] for a shift and a slide. D5 (MP) - [B][COLOR=#0000FF]Spitting-Cobra Stance[/COLOR][/B] - Gives you an RBA if an enemy within 5 squares moves closer to you. I errata that changed this attack to an immediate action rather than an opportunity action hurt the rating slightly but still a strong power. D5 (MP2) - [COLOR=#0000FF][B]Snarling Wolf Stance[/B][/COLOR] - an MBA as a reaction whenever you are hit or missed is pretty sweet for a two-weapon ranger. D5 (Drag 381) - [B]Predatory Charge[/B] - You and your beast companion charge the target. Like all the beastmaster powers mention so far, it is the best at the level for a beastmaster, but sub-par in the bigger picture. D5 (Drag 383) - [COLOR=#0000FF][B]Flying Steel[/B] [/COLOR]- Similar power to Spitting Cobra Stance. The trigger is easier, but it only works on a single target. D5 (MP2) - [COLOR=#FF00FF][B]Coordinated Charge[/B][/COLOR] - Very little reason to choose this over [B]Preditory Charge[/B]. D9 (DM 383) - [B]Thousand Arrow Awareness[/B] - Rare for a ranger to get an area attack, so this is nice but the main of the ranger is to focus fire, which this does not do. The effect is much [B][COLOR=#00CCFF]better[/COLOR] [/B]if you have a controller who can slide enemies around on their own turn, to take advantage of the fact that the secondary attack is an opportunity action. D9 (MP2) - [B]Shocking Assault[/B] - A 3[W] that can be used on the charge. Nothing special. E13 (Drag 377) - [B]Storm in the Trees[/B] - A double tap and an MBA against a different target if you hit with both. Not bad. E13 (Drag 383) - [B][COLOR=#FF00FF]Warding Shot[/COLOR][/B] - A bit of control if you target an enemy without reach or a ranged attack. Otherwise it is just a 2[W] power. Poor for the level. E13 (MP2) -[COLOR=#0000FF] [B]Thread the Needle[/B] [/COLOR]- a melee attack for hunter rangers (dex-mased melee). Reasonable damage if you complete the sequence. D15 (Drag 383) -[COLOR=#FF00FF][B] Tracking the Target[/B] [/COLOR]- Punishes enemies for clustering. [B]Better[/B] if you have a controller to cluster them for you. D15 (MP) - [B][COLOR=#FF00FF]Scent of Fear[/COLOR][/B] - Gives the beast a melee basic for a minor action each turn. As usual good for a beastmaster, but exceedingly poor overall. By this level the beast's damage has horribly failed to scale. E17 (Drag 383) - [B]Entrapping Arrows[/B] - You sort of get to play fighter for a turn - an area burst that allows you to make an RBA against anyone moving out of the burst, which immobilises on a hit. [COLOR=#00CCFF][B]Better[/B] [/COLOR]with a a controller who can force them out of the burst. E17 (MP2) - [B]Supressing Shots[/B] - The opposite of [B]Entrapping Arrows[/B], you get the RBA when anybody else enters the zone. Also [COLOR=#00CCFF][B]Better[/B] [/COLOR]with a a controller who can force them out of the burst. E23 (Drag 383) - [B][COLOR=#FF00FF]Dangerous Friends[/COLOR][/B] - Penalty for clustering. Nowhere near enough for this level. E23 (PHB) - [COLOR=#00CCFF][B]Cloak of Thorns[/B][/COLOR] - 2 debuffing attacks and then 2 more MBAs as a immediate reaction if an adjacent enemy misses you, pretty sweet. D25 (Drag 384) - [COLOR=#0000FF][B]Vengeful Fangs Stance[/B] [/COLOR]- Gives extra attacks and expanded crit range to your beast companion. Almost a passible beastmaster power. D25 (PHB) - [B]Tiger's Reflex[/B] - Gives a basic attack as an immediate interrupt when attacked. [COLOR=#0000FF][B]Better[/B] [/COLOR]if you can force people to attack you (e.g. if a defender powerswaps for it). D25 (Drag 381) -[COLOR=#FF00FF][B] Thunderfury Charge[/B][/COLOR] - Yet another you and your beast charge powers. Meh. D25 (MP) - [B]Primal Rampage[/B] - Another charge power for you and your beast with a debuff. D25 (MP2) - [B][COLOR=#00CCFF]Aid the Beast[/COLOR] [/B]- Best beastmaster power of any level. Gives you an RBA as a minor once per round. And the icing of a hit granting CA to your beast (reasonably irrevelent). D29 (PHB) - [B][COLOR=#FF00FF]Follow-Up Blow[/COLOR][/B] - with the free action attack limit, this power has become rather weak for a capstone daily. D29 (Drag 383) - [B]Imprisoning Arrows[/B] - A 5[W] starting attack, followed by an RBA as an immediate interrupt each time the target moves willingly. Not bad - overshadowed by [B][COLOR=#FF6600]Five Missile Dance[/COLOR][/B]. D29 (MP2) - [B][COLOR=#FF00FF]Culling Out[/COLOR][/B] - A 5[W] power that can be used on the charge with a "drag" effect - not great for a capstone daily, but usuable. D29 (MP2) [B]Gauntlet of[/B] [COLOR=#0000FF][B]Steel [/B][COLOR=#000000]- This power depends on you have as great a speed as possible. If you have a controller to line up the monsters for you and you are fast enough, this can generate a large number of MBAs.[/COLOR][/COLOR][/sblock] [sblock=[COLOR=#0000FF][B]Rogue[/B][/sblock][/COLOR][sblock=[COLOR=#0000FF]] [COLOR=#0000FF][B]Rogue[/B] [/COLOR](PHB): Rogue are one of the few classes that little reason not to boost dexterity as much as possible at every level, therefore whether you are using a dagger or a crossbow, you're RBA will be pretty decent. Brutal rogues have a decent MBA from their strength secondary, and it is worth other types of melee rogues taking melee training so they can benefit from the extra damage from sneak attack off-turn. If you are going to make charing into combat advantage your schtick, then [COLOR=#00CCFF][B]Surprising Charge[/B] [/COLOR]will be extremely useful. D1 (MP) - [B][COLOR=#0000FF]Handspring Assault[/COLOR][/B] - a 3[W] power that can be used on a charge and gives a shift after. Best designed for a rogue using a rapier, or one who has taken the feat [B]Versatile Duelist[/B] to allow you to use heavy blades a large [W] powers are fairly irrelevent to a dagger user. E3 (MP2) - [COLOR=#0000FF][B]Jumping Blade Assault[/B][/COLOR] - A 2[W] power that can be used on the charge that knocks them prone before you hit them? Pretty sweet. If you have taken [B]Versatile Duelist[/B], then you can also take advantage of [COLOR=#0000FF][B]Headman's Chop[/B][/COLOR]. E17 (MP2) -[COLOR=#0000FF][B] Excruciating Reminder[/B][/COLOR] - A good pick for ranged rogues and not bad for melee either. 3[W] starting attack that rattles and an a basic attack is the target misses during the following round. E17 (MP2) - [B][COLOR=#0000FF]Leaping Dagger Kick[/COLOR][/B] - the big brother of[COLOR=#0000FF][B] Jumping Blade Assault[/B][/COLOR]. A 3[W] power that can be used on the charge and adds a daze for artful dodgers. U22 (PHB) - [COLOR=#0000FF][B]Hide from the Light[/B][/COLOR] - keeps you invisible as long as you only use basic attacks or at-wills. E23 (MP2) - [B][COLOR=#FF00FF]Cutthroat's Rebuke[/COLOR] [/B]- a beefed up Riposte Strike. Without a catch-22 this power is quite poor. If you have someway to mark the target, then this is [COLOR=#0000FF][B]better[/B][/COLOR]. D25 (MP2) - [B]Bounding Assault[/B] - a 6[W] power that can be used on the charge. The special is obsoleted by Badge of the Berserker. E27 (MP) -[COLOR=#0000FF][B] Safe Bet[/B] [/COLOR]- A 4[W] power that can be used at melee or ranged. An easy trigger to get a big shift and a basic attack as an immediate interrupt. A nice and versatile power. D29 (MP2) - [B]Kiss of Death[/B] - Could generate a lot of MBAs with the right party but the fact that it only works on one creature lowers the rating somewhat. [COLOR=#0000FF][B]Better[/B] [/COLOR]against solos.[/sblock] [sblock=[COLOR=#00CCFF][B]Slayer[/B][/COLOR]] [COLOR=#00CCFF][B]Slayer[/B] [/COLOR](HFL): Top quality melee basic (as with most essentials characters). You have a big weapon, two stats to your MBA damage and at-will stances to make your MBAs even better. Seeing as you have a dex secondary your RBA can be perfectly good. And of course you get to take advantage of all the great fighter feat-support. E0 (HFL) [B]Power Strike - [/B]This is your equivalent of other classes encounter powers. Adds extra damage to your MBAs and comes with bonus feat support. AW0 (HFL) - [COLOR=#0000FF][B]Battle Wrath[/B][/COLOR] - +2/3/4 untyped bonus to your BAs. The default stance for non-charging slayers, and nice even when you are charging. AW0 (HFL) - [B][COLOR=#00CCFF]Berserker's Charge[/COLOR][/B] - +2 power bonus to speed and attack rolls when you charge. Awesome. AW0 (HFL) - [COLOR=#0000FF][B]Duelist's Assault[/B][/COLOR] - double the damage bonus of [COLOR=#0000FF][B]Battle Wrath[/B][/COLOR] but with a condition that no one is adjacent to the target except you. Combines well with [B][COLOR=#0000FF]Cunning Stalker[/COLOR][/B]. AW0 (HFL) - [COLOR=#FF00FF][B]Mobile Blade[/B] [/COLOR]- no that great - a free move after you hit, but nothing stops you from prevoking (unless you've just killed the target of course!). AW0 (HFL) -[B][COLOR=#0000FF] Poised assault[/COLOR][/B] - +1 power bonus to hit. Accuracy is king. Not bad. AW0 (HFL) - [/COLOR][B]Unfettered Fury[/B][COLOR=#000000] - An improved version of [COLOR=#FF00FF][B]Power Attack[/B][/COLOR], but not as good as [COLOR=#0000FF][B]Duelist's Assult[/B][/COLOR]. Unless you are on 105% accuraxy you probably don't want this. [/COLOR][/sblock][COLOR=#000000] [sblock=[COLOR=#0000FF][B]Scout[/B][/sblock][/COLOR][sblock=[COLOR=#0000FF]] [COLOR=#0000FF][B]Scout[/B] [/COLOR](HFK) - A strong MBA thats gets all the benefits of using light blades. Like the slayer you can take advantages of at-will stances and take feats from your parent class (ranger in this case). You hampered by the fact that your Dual Weapon Attack only triggers on your own turn and can only be used 1/round but still a very potent MBA. A scout can use a rapier in his mainhand and dagger in his off to have a reasonable potent RBA too (or a waraxe and a throwing axe). AW0 (HFK) -[COLOR=#FF9900][B] Aspect of the Charging Ram[/B][/COLOR] - Opens your neckslot by not requiring you to take Badge of the Berserker and adds damage and control to your charges. Pretty Sweet. AW0 (HFK) - [COLOR=#FF00FF][B]Aspect of the Cunning Fox[/B][/COLOR] - You are unlikely to take damage on your turn unless you prevoke and if you were planning to charge to prevoke you should use [COLOR=#00CCFF][B]Aspect of the Charging Ram[/B] [/COLOR]or a[COLOR=#00CCFF][B] Badge of Berserker[/B][/COLOR]. AW0 (HFK) - [COLOR=#FF00FF][B]Aspect of the Dancing Serpent[/B][/COLOR] - Worse than [B][COLOR=#0000FF]Aspect of the Lurking Spider[/COLOR][/B][/COLOR][COLOR=#000000] and doesn't apply to your Dual Weapon Attack (your striker feature). AW0 (HFK) - [B]Aspect of the Hungry Shark[/B] - Bonus to accuracy for MBA and shift 3 as a move action, nice but nothing special. AW0 (HFK) - [COLOR=#0000FF][B] Aspect of the Lurking Spider[/B] [/COLOR]- Nice skill bonuses and a power bonus to damage when you have CA. Nice. AW0 (HFK) - [B]Aspect of the Pack Wolf[/B] - Quite situational but if you can organise your party well you may get good milage out of this stance. AW0 (HFK) - [B]Aspect of the Regal Lion[/B] - Quite campaign dependent but if you routinely fight large of larger creatures this is a good bonus to attack rolls and defences. AW0 (HFK) - [B][COLOR=#FF00FF]Aspect of the Soaring Hawk [/COLOR]- [/B] A Perception bonus is good for out-of-combat situations, but a bonus to speed and ignoring cover/concealment penalties isn't terribly useful. AW0 (HFK) -[COLOR=#0000FF][B] Dual Weapon Attack[/B][/COLOR] - Your main striker feature - You effectively get a second MBA when you hit with an MBA (but it's technically not an MBA so you don't get any MBA boosters). E0 (HFK) -[B] Power Strike[/B] - Same as that of all the other essentials builds. Extra damage when you hit.[/COLOR][/sblock][COLOR=#000000] [sblock=[COLOR=#0000FF][B]Sorcerer[/B][/sblock][/COLOR][sblock=[COLOR=#0000FF]] [COLOR=#0000FF][B]Sorcerer[/B] [/COLOR](PHB2): With three at-wills that can be used as an RBA and one that can be used in place of an MBA, you are pretty much covered when it comes BAs. Your striker feature will apply to the basic attacks so it all comes out pretty sweet. AW1 (PHB2) -[B] Acid Orb[/B] - A range 20 basic attack is worth having. At 1d10, this is the biggest damage of any of the sorcerer RBAs. Unfortunately acid is not a damage type that is easily abusable, but is rarely resisted. AW1 (PHB2) -[COLOR=#FF00FF][B] Energy Strobe[/B][/COLOR] - Same as [B]Acid Orb[/B] but with a random damage type, which makes it hard to optimise around. AW1 (PHB2) - [COLOR=#0000FF][B]Dragonfrost[/B] [/COLOR]- The best of the sorcerer RBAs. Cold damage (which can happily be built around) and an inbuilt push. Pretty Sweet. Especially good if you are dragonborn who MCs Fighter to pick up [COLOR=#0000FF][B]Draconic Arrogance[/B][/COLOR]. AW1 (PHB2) - [COLOR=#0000FF][B]Ensorcelled Blade[/B][/COLOR] - A weapon power that can be used in place of an MBA which helps to set up a catch-22 situation if you can isolate your target. With the correct riposte optimisation this power gets even [COLOR=#00CCFF][B]better[/B][/COLOR]. [/sblock] [sblock=[COLOR=#00CCFF][B]Thief[/B][/COLOR]] [B][COLOR=#00CCFF]Thief[/COLOR] [/B](HFL) - One of the most accurate MBAs around there and compliments the charge kit perfectly. Your tricks help you maintain CA to make sure you get SA on all your attacks. Being dex primary, your RBA with a dagger (or hand crossbow if you want to go full ranged) would be pretty good too. EO (HFL) - [COLOR=#0000FF][B]Backstab[/B] [/COLOR]- Improves your already good accuracy to insane levels and adds extra damage. AW0 (HFL) - [COLOR=#0000FF][B]Acrobat's Trick[/B][/COLOR] - Power bonus to damage and an at-will climb speed, not bad. AW0 (Hfl) - [COLOR=#0000FF][B]Ambush Trick[/B][/COLOR] - CA against everyone within 5 squares. Especially [COLOR=#00CCFF][B]good[/B] [/COLOR]for ranged thieves who find it harder to get CA. AW0 (Hfl) -[B] Escape Artist's Trick[/B] - Could be useful to set up a charge, but generally not something you would pick early on. AW0 (Hfl) - [B][COLOR=#FF0000]Feinting Trick[/COLOR][/B] - You should never not have CA. You don't want this. AW0 (Hfl) -[B] Sneak's Trick[/B] - Reasonable for perma-stealth builds as a way to get around not having the cunning sneak class feature. AW0 (Hfl) - [B][COLOR=#0000FF]Tactical Trick[/COLOR][/B] - Another nice way to CA and helps with your maneuverability. AW0 (Hfl) - [B]Thug's Trick[/B] - Possible that this would get you an extra off-turn attack but also may well do nothing. AW0 (Hfl) - [COLOR=#0000FF][B]Tumbling Trick[/B][/COLOR] - Shift 3 as a move action and if you have a strength secondary this can add a bit of extra damage to your MBA. AW0 (Hfl) - [B][COLOR=#0000FF]Unbalancing Trick[/COLOR][/B] - Knocking prone with your MBA is nice as long as you don't need to use another trick to get CA. [/sblock] [sblock=[COLOR=#0000FF][B]Vampire[/B][/COLOR]] [COLOR=#0000FF][B]Vampire[/B] [/COLOR](HoS): "What?!" I hear you cry, "A vampire getting a decent rating in a charOP guide?!". Well yes, if there is one decent part of the vampire it is his MBA, which is intrinsically a implement vs reflex attack for 1d10+stat+stat with a push. It may not be able to multi-attack, but at least its MBA is up to snuff. Unfortunately it is an impliment attack so you don't get the full use of the charge kit (e.g. surprising charge) but it should be passible. AW1 [COLOR=#0000FF][B]Vampire Slam[/B][/COLOR] (Hos): See above for details. This attack is what makes the vampire what it is, you will rarely use anything else. [/sblock] [sblock=[COLOR=#0000FF][B]Warlock[/B][/COLOR]] [COLOR=#0000FF][B]Warlock[/B] [/COLOR](PHB): You have the option of both an RBA and MBA at will, either of which works for any of the warlock builds (both can be based on Con or Cha). AW1 (PHB) - [COLOR=#0000FF][B]Eldritch Blast[/B][/COLOR] - 1d10 RBA at ranged 10, perfectly passible. AW1 (PHH1) - [COLOR=#FF9900][B]Eldritch Strike[/B] [/COLOR]- One of the most poached powers in the game. A MBA that comes off either Charisma or Constitution and has a built in slide. This power is generally better off in the hands of another class or hybrided for (e.g. Warlock|Executioner). [/sblock][/COLOR][/COLOR] [/FONT][/COLOR] [/QUOTE]
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