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Basic Attack Guide
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<blockquote data-quote="Fardiz" data-source="post: 6702474" data-attributes="member: 6761896"><p>[h=1]Controllers[/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=[COLOR=#0000FF]<strong>Bladesinger</strong></span></span><span style="font-family: 'Open Sans'">]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Bladesinger</strong> </span>(NCS): A melee 'controller'. Well you may not be that great at controllering but you can do some reasonable damage if you use your bladespells to double tap vulnerability. Unfortunately these only trigger on your own turn. However, you have little reason not to beef up your MBA as much as you can.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #000000">AW0 (PHB) -<span style="color: #FF00FF"><strong> Magic Missile</strong></span></span> - Ranged 20 so you should always be able to do something on your turn but it doesn't trigger your bladespells so rarely worth doing.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (NCS) - <span style="color: #0000FF"><strong>Shadow Sever</strong></span> - Knocks prone which is nice but deals necrotic damage which is widely resisted.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (NCS) - <span style="color: #FF00FF"><strong>Dancing Fire</strong></span> - Not as good as <span style="color: #0000FF"><strong>Shadow Sever</strong></span>, you probably want to avoid unlike you're a Tiefling specialising in fire damage.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (NCS) - <span style="color: #00CCFF"><strong>Dazzling Sunray</strong> </span>- Radiant damage and a debuff to attacks. Remember when I said you want to double tap vulnerability? This combines very nicely with being a <span style="color: #FF9900"><strong>Morninglord</strong></span>, or just having one in the party.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (NCS) -<span style="color: #00CCFF"><strong> Frost Bite</strong></span> - This does cold damage, which is the other damage type with which you can easily abuse vulnerability. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (NCS) - <strong><span style="color: #FF00FF">Lightning Ring</span></strong> - Considering this power doesn't hit (and thus no Promise of Storm from being a Stormsoul Genasi), lightning doesn't have enough support account for the lack of control on this power.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (NCS) -<span style="color: #0000FF"><strong> Unseen Hand</strong></span> - Force damage is generally not resisted and a slide 3 is pretty handy.[/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=Druid] </span></p><p><span style="font-family: 'Open Sans'"><strong>Druid</strong> (PHB2): You have at-will powers that can be used as MBAs in beast form (one of which is only for the charge) and combined with <span style="color: #00CCFF"><strong>Claw Gloves</strong></span> you can make a quite a dent with your MBA. You don't really have an RBA.</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>Savage Rend</strong></span> - The best of the Druid MBAs because of the inbuilt slide.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB2) - <strong> Grasping Claws</strong> - A melee power that slows isn't that useful unless you plan to abuse WSG. Nicer if your DM prevokes a lot of opportunity attacks to reposition his monsters.</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>Pounce</strong> </span>- No real reason to use power over the ones above.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (PHB2) - <span style="color: #0000FF"><strong>Claws of Retribution</strong></span> - Nice way for the Predator druid to increase his offturn striker damage. Especially nice when you MBA is <span style="color: #0000FF"><strong>Savage Rend</strong></span>. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (PHB2) -<span style="color: #0000FF"><strong> Primal Tiger</strong></span> - Gives you the equivalent of polearm gamble for a round. Nice for polearm druids. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Hunter</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Hunter</strong> </span>(HFK): You are literally built around your RBA and you should build it up as much as you possibly can. Like the Scout, this is aided by your sspecets (many of which are the same). You don't have any reason to have an MBA. </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 and aiming to miss is usually not a good idea.</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>Aspect of the Dancing Serpent</strong> </span>- This is better than Aspect of the Lurking Spider for the hunter, for whom it is harder to get CA. Power bonus to hit and damage against isolated creatures, which 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 (HFK) - <strong> Aspect of the Lurking Spider</strong> - Nice skill bonuses and a power bonus to damage when you have CA. Nice if you have a way to get constant CA at range.</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 Pack Wolf</strong></span> - Quite situational but if you can organise your party well you may get good milage out of this stance.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">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></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 Pouncing Lynx</strong></span> - There is very little reason not to start every encounter in this stance. You gain +4 to init that stacks with the init feats and +2 attacks in the first round of combat which stacks with superior reflexes. Awesome.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) -<strong> Aspect of the Seeking Falcon</strong> - A reasonable out of combat stance but generally you will always be in short range (15 for a crossbow, 25 for a greatbow) so most of this stances isn't that great in-combat.</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>Aimed Shot</strong></span> - Even <span style="color: #FF0000"><strong>worse</strong> </span>for crossbow users, who ignore cover and concealment with there expertise anyway. Very rarely would you want to use this over <span style="color: #0000FF"><strong>Clever Shot</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>Clever Shot</strong></span> - Good options and very versatile power.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFK) - <span style="color: #00CCFF"><strong>Rapid Shot</strong> </span>- A RBA against everyone in a pseudo close burst 1. If you have a tricked out RBA and a way to clump enemies (e.g. a wizard ally), then this is just awesome.</span></p><p><span style="font-family: 'Open Sans'">[/sblock]</span></p><p> <span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#00CCFF]<strong>Invoker</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><strong><span style="color: #00CCFF">Invoker</span> </strong>(PHB2): The best RBA in the game is <span style="color: #FF9900"><strong>Divine Bolts</strong> </span>coupled with <span style="color: #FF9900"><strong>Power of Skill</strong></span>. A two-target power (which will normally be doing radiant damage via a radiant staff for a blaster, or psychic damage via a githyanki silver weapon/mindiron weapon for the psychic lock controller) as an RBA (and an MBA via <span style="color: #00CCFF"><strong>Staff of Channeled Invocations</strong></span>) is just insane.</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>Divine Bolts</strong></span> - A noted above, the best RBA in the game. Period.</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>Sun Strike</strong></span> - Radiant damage and slide - not bad at all.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB2) - <strong>Avenging Light</strong> - Similar to Sun Strike, but conditional extra damage is not as good as a slide. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[B]Psion[/B]]</span></p><p><span style="font-family: 'Open Sans'"><strong>Psion</strong> (PHB3): You have two options for your RBA at level 1 (and more later) which are reasonable but there is nothing that is too stellar. It's worth having at-least one if you travel with a warlod however.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB3) - <strong>Kinetic Trawl</strong> - RBA vs reflex that pulls. This would be better as a push or a slide.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB3) - <span style="color: #000000"><strong>Mind Thrust</strong></span> - An RBA in it's unaugmented form and very nice in it's augment 2 form for setting up a party nova round.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW7 (PHB3) -<span style="color: #0000FF"><strong> Mind Break</strong></span> - At-will vulnerability to psychic and psychic damage is nice combination.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW17 (PHB3) - <span style="color: #0000FF"><strong>Psychic Brand</strong></span> - Removing cover and concealment on your RBA is nice, it's augments are reasonable.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW27 (PP) - <span style="color: #FF00FF"><strong>Decebrate</strong> </span>- As a basic attack this is fairly poor - just 1d10 damage at level 27. The augment 6 is a 3 target daze, which still isn't great. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Seeker</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Seeker</strong> </span>(PHB3): Like the Hunter, you are built around your RBA and you have ways of improving it. You hybrid well with other ranged weapon classes, such as the Ranger.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E0 (PHB3) - <span style="color: #0000FF"><strong>Inevitable Shot </strong><span style="color: #000000">- if you ever miss with a ranged attack you get an RBA as no action and you get this back every time you use an AP. Especially nice if you have the <span style="color: #00CCFF"><strong>Battlefield Archer</strong></span> PP.</span></span></span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB3) - <span style="color: #00CCFF"><strong>Biting Swarm</strong></span> - An RBA with a debuff to attacks - the best seeker at-will. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB3) -<span style="color: #0000FF"><strong> Grappling Spirit</strong></span> - The other Seeker RBA, which has some reasonable movement control. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB3) - <strong><span style="color: #FF00FF">Guardian Harrier</span> </strong>- Another RBA, it's control is not good enough to compete with the other too. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (PHB3) - <span style="color: #FF0000"><strong> Mischief Spirits</strong></span> - Worse than your at-will RBAs so you don't want this.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (PHB3) - <strong><span style="color: #FF00FF">Winter Spirit</span></strong> - An RBA that immobilises. You can get similar effects at-will, so this isn't that great. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U6 (Drag389) - <strong> Swirling Arrows</strong> - Rare that you would miss two attacks in a row. Not that great.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 (PHB3) - <span style="color: #FF0000"><strong>Wasp Sting Shot</strong> </span>- Just not enough control to compete with your at-wills.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (PHB3) -<strong> Raven Wing Shot</strong> - In general the damage of this isn't great for its level, but if you combine this will an immobilising effect (e.g. an adjacent fighter) then this is <span style="color: #0000FF"><strong>better</strong> </span>and becomes a decent double-tap.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (Drag389) - <span style="color: #FF0000"><strong>Seeker's Peerless Shot</strong></span> - Nothing great on a hit and an RBA on a miss. Not what you want. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (PHB3) - <span style="color: #FF00FF"><strong>Convocations of Arrows</strong></span> - Just damage but quite a lot of it for an RBA. No control which is just poor at this level. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D19 (PHB3) - <span style="color: #00CCFF"><strong>Captivating Missile</strong></span> - A reliable dominating RBA, sweet.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (PHB3) -<strong> Sinking Earth</strong> - RBA that restrains is ok but would have been better at a much lower level.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (PHB3) -<strong> Devouring Arrow</strong> - Weakens the target and all creatures adjacent - not really sufficient as this level.</span></p><p> <span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (PHB3) -<strong><span style="color: #FF00FF"> Trampling Shot</span></strong><span style="color: #000000"> - really not sufficient for a capstone daily. [/sblock]</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=#FF0000]<strong>Wizard</strong></span>] </span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Wizard</strong> </span>(PHB): Now that Magic Missile is so poor, you really have nothing to say in either RBA or the MBA department. Unless you are genasi, in which case at least you have strength secondary, gives you a <strong><span style="color: #FF00FF">par(ish)</span></strong>-MBA. Neither the Witch nor the Sha'ir have anything to mention but the Bladesinger gets it's own section. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB) - <span style="color: #FF0000"><strong>Magic Missile</strong></span> - Auto damage but no damage roll, so there is never a reason to waste a standard action on this. [/sblock][/COLOR]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'"></span>[/COLOR]</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'"></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'"></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'"></span></span></p><p>[h=1]Defenders[/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'"></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'"></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'"><span style="color: #000000">[sblock=[COLOR=#FF00FF]<strong>Battlemind</strong></span>]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"><strong>Battlemind</strong> </span>(PHB3): It is a common complaint that the battlemind is the only defender that doesn't have a reasonable basic attack, but there a few powers here a there that are worth looking at. If you don't have at least one of the powers that can used as an OA then it is almost compulsary for you to take <span style="color: #00CCFF"><strong>Heavy Blade Opporunity</strong></span> (and that feat is probably a good idea anyway - to allow you to use <span style="color: #00CCFF"><strong>Brutal Barrage</strong> </span>as your OA).</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'">AW1 (PH3) - <span style="color: #0000FF"><strong>Twisted Eye</strong></span> - Augment 1 allows this to be used as an OA and gives a debuff to attack rolls.</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'">AW7 (PH3) -<span style="color: #0000FF"> <strong>Ego Crush</strong> </span>- Augment 1 allows this to be used as an OA and means the target cannot gain combat advantage UEoNT. The selling point of this power is the damage of the augment 2 version.</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'">D9 (PP) - <span style="color: #FF0000"><strong>Lion's Charge</strong></span> - You are unlikely to be able to charge 3 targets at once, and unlikely to spec'd for charging. Avoid. </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'">D25 (PP) - <span style="color: #FF0000"><strong>Sublime Fury</strong> </span>- Taking attack penalties is almost never a good idea and you don't have a decent MBA to make this power work well.</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'">AW27 (PHB3) - <strong>Cage of Cowardice</strong> - Not distinctly better than either of the lower level augment 1s for OAs. </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'">D29 (DSCS) -<span style="color: #00CCFF"><strong> Focused Rampage</strong></span> - You finally get an MBA!! If you have a warlord throwing basic attacks around, then you using <strong><span style="color: #00CCFF">Brutal Barrage</span></strong> instead could get pretty messy. [/sblock]</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]Cavalier[/B]]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cavalier </strong>(HFK): Nothing much to talk about here, you are strength based and have an encounter to beef it slightly, but you have nothing that the paladin doesn't have. [/sblock]</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=[COLOR=#0000FF]<strong>Fighter</strong></span></span><span style="font-family: 'Open Sans'">]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Fighter</strong> </span>(PHB): You have the strongest MBA of any of the defender classes, and your secondary roll can be striker if you build for it (or even primary with a chargebot). You need a strong MBA to make monsters fear your combat challenge, and you need an accurate one to make sure your OAs hit to immobilise.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (Drag 379) - <span style="color: #FF00FF"><strong>Wicked Strike</strong></span> - A basic attack that nerf your accuracy for a small amount of extra damage? No thank you.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (MP2) - <span style="color: #00CCFF"><strong>Grappling Strike</strong> </span>- Allows you to grab on your OA. Sweet for brawlers. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (MP2) - <strong>Threatening Rush</strong>- A mass marking power that can be used on the charge, though it takes a hit to damage.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHH1) - <span style="color: #FF00FF"><strong>Knockdown Assault</strong></span> - Another power that can be used on the charge, but it has a no damage roll so doesn't benefit as much as others.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (Drag 379) - <span style="color: #FF00FF"><strong>Punishing Charge</strong></span> - The special effect of this powers is removed by the Badge of the Berserker. So this is merely a charge with extra con mod to damage. Not great.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (MP) - <span style="color: #FF00FF"><strong>Shield Bash</strong></span> - Not bad for a low level dwarf fighter but as this power doesn't scale, it becomes <span style="color: #FF0000"><strong>unusuable</strong></span> sharpish. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (MP2) - <strong>Takedown Attack</strong> - A charge that knocks prone and hits a NAD (fort), not bad. However it required you to have a free hand and if you do so you are probably a brawler and thus not spec'd for damage.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 (DSCS) - <strong>Master's Edge</strong> - Nice against a melee solo, which will often have no choice but to move closer to your allies, allowing you either an MBA or a charge. However your natural stickiness will tend to keep any creature you hit locked next to you, so this power isn't quite as nice as it looks. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (MP) - <span style="color: #0000FF"><strong>Probing Attack</strong></span> - A nice and meaty attack buff for you, and it can come up as part of an OA. A pretty nice setup power.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (MP) -<span style="color: #FF0000"> <strong>Rhino Strike</strong></span> - Again the effect is made redundant by Badge of the Berserker. A 2[W] charge with no effect is not what you want. Strictly worse than <span style="color: #0000FF"><strong>Bull Charge</strong></span>.</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>Bull Charge</strong> </span>- A charge attack vs fort that can allow you to push and knock prone. A strong choice.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (Drag 378) -<span style="color: #00CCFF"><strong> Dancing Defence</strong></span> - A sweet stance for the dual wielder (even just a spiked shield), allowing an extra attack per round and bonus to defences for subsequent attacks.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (Drag379) - <span style="color: #00CCFF"><strong>Brutal Advance</strong></span> - A nice damage + lockdown power, this combines a push and prone effect combination with a double-up attack that includes a charge. A powerful tool in the hands of a two-handed weapon Fighter.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (MP) - <span style="color: #0000FF"><strong>Bedevilling Assault</strong></span> - An extra basic attack per round as long as someone else hits the target with a melee attack. Good against elites or solos. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (MP) - <strong>Cometfall Charge</strong> - A straight damage power but quite a lot of it on the charge. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (MP) - <span style="color: #0000FF"><strong>Hounding Longarm</strong></span> - Requires a reach weapon and allows you to make use of that reach. Without having marked the target, you get all the punishment of combat challenge, even from a short distance away. This combines<span style="color: #00CCFF"><strong> very nicely</strong> </span>with a second defender.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 (MP2) - <span style="color: #00CCFF"><strong>Dervish's Challenge</strong></span> - Another strong dual wielder stance - a second attack to add to your OAs and IAs.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 (MP) - <span style="color: #0000FF"><strong>Trip Up</strong> </span>- An extra attack when you hit with an MBA and knocks prone if you are a using polearm or spear. Serviceable.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 (MP2) - <span style="color: #0000FF"><strong>Echoing Assault</strong></span> - An ensured double tap - either they stay next to you are are attacked, shift and are hit by combat challenge, or move and are OA'd which actually allows you a third attack. Extra bonus for using an axe, hammer or mace.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 (MP2) - <span style="color: #00CCFF"><strong>Hydra Charge</strong></span> - A close burst that you can use on the charge that comes with an attack debuff. Awesome.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 (MP2) - <span style="color: #0000FF"><strong>Opportunist's Rend</strong></span> - An MBA that is effectively 2 MBAs. Not bad at all. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 (Drag385) - <span style="color: #FF00FF"><strong>Shield and a Hard Place</strong></span> - Requires a shield, but it can grab and be used on the charge. A fighter with a shield will not be built to charge or grab - very niche. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 (MP) - <strong>Piquing Dare</strong> - Doubles up your combat challenge and makes you extra sticky for a time.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 (Drag379) - <strong>Murderous Assault</strong> - A straight damage then a charge as an effect.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (Drag375) - <span style="color: #0000FF"><strong>Salamander Lash</strong></span> - A nice way to add a slide to your combat challege and some decent damage with it.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (MP) - <span style="color: #FF00FF"><strong>Brutal Rebuke</strong></span> - Fighters don't want to use powers that can be used instead of an OA unless they have a decent effect as their normal OA stops movement. This doesn't have a great effect, so avoid.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (MP2) - <span style="color: #00CCFF"><strong>Strangehold</strong></span> - A dazing attack that grabs and can be used as an OA is a potential turn-ender, and as such is a quality tool in the arsenal of a Brawler.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 (MP) - <strong>Quicksilver Stance</strong> - You can shift half your speed and make an MBA as a stance action.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U16 (Drag385) - <span style="color: #FF00FF"><strong>Shield Clamor</strong> </span>- Costing a standard, makes this not worthwhile.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 (MP) - <span style="color: #00CCFF"><strong>Boulder Charge</strong></span> - A multi-attack charge power, awesome.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (MP) - <span style="color: #0000FF"><strong>Skirmisher Pounce</strong></span> - A charge against 2 targets with a shift in between.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (MP) - <strong>Wild Strike</strong> - 4[W] power that can be used on the charge.</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>Minotaur Charge</strong></span> - Lose 1[W] against <strong>Wild Strike</strong> but adds pushing and proning.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (PHB) - <span style="color: #0000FF"><strong>Harrying Assault</strong> </span>- Hit once then shift and make an MBA, nice as a double tap even if you don't have much of a dex mod.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D19 (MP) - <strong>Controlling Thrust</strong> - Though it only lasts for one turn (and can only be used by a Polearm/Spear wielder), it deals solid damage, it's charge-friendly, and extends your Immediate Interrupt as well. Decent enough.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D19 (MP2) - <strong>Battlefield Challenge</strong> - A big, charge-friendly attack that lets you continually mark an enemy as an opportunity action when he attacks another target (that said, it doesn't allow you to respond). This can come in very handy when dealing with an exceptionally slippery opponent or to keep multiple enemies tied up simultaneously. Decent.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D19 (PHB) - <span style="color: #00CCFF"><strong>Strike of the Watchful Guard</strong></span> - This power comes in for decent damage, and essentially lays another Combat Challenge on your opponent, except that it can be enforced as a free action. That can be great for both double-up punishment effect when your mark is disobeyed or as a way to keep two separate targets locked down. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U22 (Drag382) - <span style="color: #00CCFF"><strong>Martial Supremacy</strong></span> - Rerolls on your bread-and-butter moves (including OA's and Combat Challenge attacks), and it's available to you every encounter. An excellent choice.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (MP) - <span style="color: #FF0000"><strong>Meticulous Stab</strong></span> - 1[W] over your standard OA but doesn't stop movement? Avoid.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (MP2) - <span style="color: #0000FF"><strong>Behemoth Wrath</strong></span> - Solid damage, dazes, knocks prone, and it's charge-friendly. A pretty neat power.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (MP2) - <strong><span style="color: #00CCFF">Goad of Blood </span></strong>- You use any of your melee at-wills or basics, pretty awesome for the charger or even just on your combat challenge or OA.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (MP) - <strong>Ballista Charge</strong> - A reliable double tap you can use on the charge. Shame the secondary is based off dex.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (Drag379) - <strong>Time to Die</strong> - A double tap that includes a charge and a push. Maybe not quite enough at this level.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (MP) - <span style="color: #FF00FF"><strong>Blood Rush</strong></span> - A 4[W] power that can be used on the charge, but not enough for this level.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (DSCS) -<strong> Final Challenge</strong> - A 5[W] damage charge that does ongoing damage. Not quite there for a capstone.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (MP) - <strong>Avalance of Steel</strong> - An 8[W] power that can be used on the charge, but plain damage isn't enough for a capstone daily. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (MP) - <span style="color: #FF00FF"><strong>Titan's Hammer</strong> </span>- A 3[W] + stun on the charge. With the right feat you can get this as an encounter power 16 levels before. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (MP2) - <span style="color: #0000FF"><strong>Exhilarating Assault</strong></span> - A hit, and you clean yourself out of any conditions, plus you get some hefty regen. Nice. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Knight</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Knight</strong> </span>(HFL): You are a fighter built around your basic attack. You get stances to help out your stickiness and you can dip into all the great fighter support.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (Drag395) - <span style="color: #0000FF"><strong>Glimmering Blade</strong></span> - When you hit with an MBA you can teleport. Nice. (Eladrin only...)</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <strong>Cleaving Assault</strong> - Bounces damage if you have a second creature adjacent to you. Ok if you're sticky enough.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <span style="color: #00CCFF"><strong>Defend the Line</strong></span> - The main stance for the knight. Your MBA now slows, which combines nicely with <span style="color: #00CCFF"><strong>World Serpent's Grasp</strong></span> to knock prone. </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>Hammer Hands</strong></span> - As a separate action from your attack, the push is not optimisable at all.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 (HFL) - <strong>Measured Cut</strong> - A shift when you hit. A lesser version of <span style="color: #0000FF"><strong>Glimmering Blade</strong></span>, but available for all races.</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>Poised Assault</strong></span> - A no-strings-attached bonus to hit is a pretty good idea to have around, since a lot of what you do (including your ability to enforce your Defender Aura) is contingent on your attacks actually connecting. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=Paladin]</span></p><p><span style="font-family: 'Open Sans'"><strong>Paladin</strong> (PHB): You don't normally have a reason to up the damage of your MBA. On the other hand you have several powers that can be used as basics, even for those who aren't strength primary.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (PHB) - <span style="color: #FF00FF"><strong>Valiant Strike</strong></span> - Takes a feat (Power of Skill) to turn this into an MBA, and all it has over your standard MBA is that it has a slight accuracy boost. However that is exactly what you want on blackguard, so for a charge-spamming human blackguard this is<span style="color: #0000FF"><strong> not bad at all</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (DP) - <span style="color: #0000FF"><strong>Ardent Strike</strong> </span>- You can use this on the charge whether you are str on cha based and it allows you to add more sanctioning at-will. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (DP) - <span style="color: #00CCFF"><strong>Virtuous Strike</strong></span> - An all day MBA for Chaladins that give you a +2 power bonus to saves? Sweet.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 (DP) - <span style="color: #0000FF"><strong>Glorious Charge</strong> </span>- A nice surgeless heal attached to a cha-based charge. Cool, but a larger area would help. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 (Drag383) - <strong>Driving Blades</strong> - Strength based charge, but ongoing is not that powerful.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (DP) - <span style="color: #0000FF"><strong>Hold Fast</strong></span> - A 2[W] cha or str based power that can be used in place of an MBA and immobilises - very useful as an OA.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 (DP) - <strong>Blade of Light</strong> - A 3[W] power is not bad at this level, and you can charge with it. The defense bonuses are gravy.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 (Drag375) - <strong>Wayfinder's Charge</strong> - Get enemies in the way out of the way and make them pay for taking OAs, then hit the marked target for decent damage, halved on miss. Not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (DP) - <span style="color: #FF00FF"><strong>Spurn the Unworthy</strong> </span>- The attack itself isn't that good for this level, and all you get are an extra weapon die's worth of damage on your MBAs. Not impressive.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (DP) - <strong>Terrible Charge</strong> - A stun on the charge. Not bad, but the figthter gets an equivalent power 14 levels earlier. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (Drag381) - <strong>Charge of the Dead</strong> - By this level you should have chosen a single primary stat so you don't want to be attacking with both strength and charisma. On the other hand the secondary is still part of the charge, so this could be a good damage power. However it does necrotic damage which is widely resisted. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Swordmage</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Swordmage</strong> </span>(FRPG): If you are an assaultmage then this is your mark punishment and you want to beef it up as much as possible. If you are a shieldmage then it is <strong>less</strong> important. The ensnaremage is a non-class. You are the only class that has a feat to get your full primary stat to damage on MBAs - <span style="color: #00CCFF"><strong>Intelligent Blademaster</strong></span>. You don't have an RBA. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (Drag405) - <span style="color: #FF0000"><strong>Arcane Lance</strong></span> - An implement power that can be used on the charge. But it doesn't do enough damage to warrant consideration unless you are mounted, and then you wouldn't be able to teleport. Avoid. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (FRPG) - <strong>Foesnare</strong> - An immbolise you can use on the charge. Not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (AP) - <strong>Blazing Lunge</strong> - A 2[W] power vs reflex, that can be used on the charge or an OA for assaultmages. Would be nice to have an effect alongside the damage.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 (FRPG) - <span style="color: #0000FF"><strong>Blastback Swipe</strong></span> - A 1[W] power that can be used on the charge or instead of your aegis of assault. Comes with a push. Nice.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 (FRPG) - <strong>Spikes of Agony</strong> - A 2[W] power that you can use as part of your aegis of assault. Helps to make you stickier for a round.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 (AP) -<span style="color: #0000FF"><strong> Troll Rampage</strong></span> - A charge attack that gives you regeneration if you hit and just heals you if you miss. Not bad at all.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">U10 (AP) - <span style="color: #FF00FF"><strong>Spider's Leap</strong> </span>- Ensnarers can use this to jump charge. There are much better options.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (AP) - <strong>Binding Light</strong> - Another power that can be used in place of an aegis of assault attack. It immobilises everyone else adjacent to you. Which is ok when you choose you location after a teleport.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (FRPG) - <span style="color: #0000FF"><strong>Acid Burst Blade</strong></span> - Another power that can be used in place of an aegis of assault attack and damages enemies adjacent to the target.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 (AP) -<strong> Burning Mantle</strong> - The reliable part of this power stops it from being strictly worse than <span style="color: #0000FF"><strong>Acid Burst Blade</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (AP) - <strong>Firelasher's Lunge</strong> - A 2[W] power that can be used on the charge or as part of your aegis of assault. The extra damage is not enough for this level. Worse than <span style="color: #0000FF"><strong>Acid Burst Blade</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (AP) -<span style="color: #FF00FF"><strong> Freezing Swordburst</strong></span> - The primary attack is equivalent to the damage you do with an at-will, though the immobilize is nice. The secondary attack is like a combination of pre-epic ray of frost and scorching burst, only without the range. Using it as an assault swordmage attack helps it, but not enough.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23 (FRPG) - <strong>Meteor Strike</strong> - You get a melee basic attack. If it hits, you get two smaller attacks against Reflex that do a little damage. The damage isn't good enough on its own to recommend this power more highly, even though can use it as part of your aegis of assault.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (FRPG) -<span style="color: #00CCFF"> <strong>Quicksilver Blade</strong></span> - Yes, it's only damage, but it's potentially a lot of damage over time. You're using fewer minor actions for your aegis at this level thanks to Total Aegis, so you should be able to make a stab each round against an enemy. Good for non-swordmages to steal too.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 (AP) - <strong>Invincible Rampage</strong> - Barely better than Troll Rampage, which is 16 levels earlier.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (AP) - <span style="color: #0000FF"><strong>Wrath of the Arctic Wind</strong> </span>- Knock prone, push 3 and immobilise on your aegis of assault is pretty good.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (FRPG) - <strong>Maelstrom Blade</strong> - the biggest damage aegis of assualt power, 3[W] close burst 1, but still not that great. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Warden</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Warden</strong> </span>(PHB2): You are strength primary and have every reason to bulk up on your melee basic as it is your major form of mark punishment.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (Drag379) - <span style="color: #FF0000"><strong>Warden's Lunge</strong></span> - An at-will you can use on the charge and marks. Useless now that it has been confirmed that a warden can mark with a free action after the charge. Only possible use is for <span style="color: #FF00FF"><strong>polearm builds</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 (PHB2) - <span style="color: #0000FF"><strong>Form of the Fearsome Ram</strong></span> - +2 to chage attack is pretty sweet, along with a bonus to speed and extra pushing. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 (Drag379) - <span style="color: #FF00FF"><strong>Reckless Ram Assault</strong></span> - 4[W] charge that knocks you and the target prone. Avoid unless you have acrobat boots.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D19 (Drag379) -<span style="color: #0000FF"><strong> Land Shark Charge</strong></span> - +2 to hit on the charge and no OAs is nice. And the attack is good, 4[W] and a bit of control and a defence boost. Not bad at all. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 (PP) -<span style="color: #0000FF"><strong> Form of the Grim Harvester</strong></span> - The guaranteed vulnerability from the attack is pretty nice, and you can get a few free basic attacks out of the form. It's dimmed by the company it keeps though. [/sblock][/COLOR]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'"></span>[/COLOR]</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'"></span></span></p><p>[h=1]Leaders[/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'"></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'"><span style="color: #000000">[sblock=[COLOR=#0000FF]<strong>Ardent</strong></span>]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Ardent</strong> </span>(PHB3): You can secondary in striker and make a good charge spammer. You have many powers that can be used as basics and your power points allow you to spam the lower level ones (e.g. Forward-thinking Cut) repeatedly. </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'">AW1 (Drag395) - <strong>Intent Laid Bare</strong> - As a basic (augment 0) this just stops the target shifting. I guess this could be useful if for some reason you want to be a quazi-defender.</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'">D5 (PHB3) - <span style="color: #0000FF"><strong>Fate Exchange</strong></span> - Gives you a basic attack and can be recharged. All you want in a leader power.</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'">D5 (PP) - <strong>Meteoric Charge</strong> - This is awesome if you are in the right party and you can get the right positioning - you charge and give huge bonuses to others that charge. </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'">AW7 (Drag395) - <span style="color: #FF00FF"><strong>Clarifying Impact</strong></span> - As a basic (augment 0) this removes the benefits from partial cover or partial concealment. Not enough to be useful.</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'">AW7 (PHB3) - <strong><span style="color: #00CCFF">Forward-Thinking Cut</span></strong> - The augment 1 is two attacks, one of which is a charge. Very nice indeed. The augmet 2 grants attacks which is also very good. </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'">AW7 (PP) - <span style="color: #0000FF"><strong>Trailblazing Assault</strong> </span>- All the augments can be used on the charge and the augment 2 allows an ally to charge too. Nice. </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'">D19 (PHB3) -<strong> Temporal Acceleration</strong> - Slowed and can't shift is just a weak status effect for this level. The zone can help with your defender's stickiness, but they probably don't need the help, and you'll need a way to draw enemies into the zone. At least it can be used on the charge.</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'">D19 (PP) - <span style="color: #0000FF"><strong>Reactive Jaunt Strike</strong></span> - The only Ardent stance power - Allows you teleport and make an MBA when an ally is bloodied or reduced to 0 hit points. Nice. [/sblock]</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=[COLOR=#FF0000]<strong>Artificer</strong></span></span><span style="font-family: 'Open Sans'">]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF0000"><strong>Artificer</strong> </span>(EPG): Nothing to say here. You don't have the stats for an MBA or an RBA, you don't have any powers that can be used as an MBA or RBA. You are actually one of the few classes for whom it isn't even worth taking melee training. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#FF00FF]<strong>Bard</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"><strong>Bard</strong> </span>(PHB2): You don't have the stats or an in-class way of getting a MBA or RBA. You get some support in the fact that all the Skald powers can be taken by Bards (and thus will be put here) but if you want to play an MBA Bard, you would be better off playing a Skald.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (HFW) - <span style="color: #0000FF"><strong>Lesser Dimensional Step</strong></span> - You can teleport yourself and one ally next to the enemy you hit with your basic, preferably into a flank. Overall, its purpose is similar to Victim of the Feywild's except you use your weapon, and you'll usually want a Defender already next to the target. Where this power can really elevate itself is if you can get an MBA on something other than a standard (Eladrin MC Swordmage can get this very early).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (HFW) - <span style="color: #0000FF"><strong>Lesser Flash of Distraction</strong></span> - Daze an enemy after you hit it with an MBA. Good to have at this level.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 (HFW) - <span style="color: #FF00FF"><strong>Lesser Ringing Weapon</strong></span> - Extra thunder damage, combat advantage and concealment negation after you hit. This one's not nearly as good as the other two.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (HFW) - <span style="color: #0000FF"><strong>Dimensional Step</strong></span> - An upgrade over the Lv. 1 Lesser power, this one allows your ally to make a basic attack (melee or ranged), in addition to the existing option to teleport next to the enemy you hit. A very good enabler for attacking and positioning, and even stronger if you have a way of doing a basic attack on something other than your standard.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (HFW) - <strong>Flash of Distraction - </strong>Like the Lesser version, daze the enemy, and he also gets slapped with a -2 attack penalty. Not as great at this level as its Lesser variant was at Lv. 1, but not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (HFW) - <strong><span style="color: #FF0000">Ringing Weapon</span> - </strong>This wasn't good at Lv. 1, and 5 more damage sure doesn't make it good now. Avoid this. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (HFW) - <span style="color: #0000FF"><strong>Greater Dimensional Step</strong></span> - Same as its Lv. 13 counterpart, with an extra d10 on the ally's attack enabled by this power. But this is still as good a choice as any, provided you have a means to make a basic attack on something besides your standard action. Plus there's something to be said about taking this one and also keeping its Lv. 13 predecessor in your arsenal (considering you can trigger them both off the same hit).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (HFW) - <span style="color: #0000FF"><strong>Greater Flash of Distraction</strong></span> - Stun an enemy until the end of your next turn after you hit him. Stunning's great, as always. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 (HFW) - <strong><span style="color: #FF0000">Greater Ringing Weapon</span> - </strong>Third time is absolutely not a charm for this effect. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[B]Cleric[/B]] </span></p><p><span style="font-family: 'Open Sans'"><strong>Cleric</strong> (PHB): The cleric now has both a strength-based and wisdom-based MBA, but no RBA of which to speak. You have few powers that are usable as MBAs. <span style="color: #FF0000"><strong>Lazer clerics</strong></span> have no basic attacks at all.</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>Righteous Brand</strong></span> - This requires <span style="color: #0000FF"><strong>Power of Skill</strong> </span>to make it a str-based basic attack. Gives an ally in burst 5 a +3 power bonus to attacks against the target. A strong choice for a battle cleric. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (Drag385) - <strong>Sonnlinor's Hammer</strong> - A wis-based MBA that adds a small amount of extra damage. Could be useful to avoid melee training at higher levels. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 (HFL) - <span style="color: #0000FF"><strong>Storm Hammer</strong></span> - Targets Fort, thunder and lightning damage, and can be used as an MBA on the charge. Devout warpriests push 2.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 (Drag383) - <strong>Gift of Incomparable Strength</strong> - Marks for the rest of the encounter vs AC for good damage. So only take it if you really want to sub as a defender. You can use it on a charge as well.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (DP) - <span style="color: #0000FF"><strong>Angel's Rescue</strong> </span>- A strength-based attack you can use on the charge. Allows you to slide an ally adjacent to you after you charge. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[B]Runepriest[/B]]</span></p><p><span style="font-family: 'Open Sans'"><strong>Runepriest</strong> (PHB3): Like the battle cleric, you are strength primary so you have a passible MBA. You have no MBA and one one power that grants you the use of an MBA.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 (PHB3) - <strong>Iron Reboubt</strong> - Under the rune of destruction, this gives you a mark with a knight's mark punishment. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#FF00FF]<strong>Sentinel</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"><strong>Sentinel</strong> </span>(HotFK): (warning I have not played this class and there isn't a great handbook on it). As far as I can see, your animal companion has a basic attack but as none of your powers count as basic attacks. Unfortunately, the animal companion's MBA does not scale as well as it might. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#FF0000]<strong>Shaman</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'">Shaman (PP): You have no basic attacks to speak of, but your spirit companion occassionally gets to make an OA, if an enemy moves away without shifting. However seeing as these are not basic attacks in any form, they shall not be discussed here. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[B]Warl<span style="color: #0000FF">ord</span>[/B]]</span></p><p><span style="font-family: 'Open Sans'"><strong>Warl<span style="color: #0000FF">ord</span></strong> (PHB) - (unless <span style="color: #FF0000"><strong>Lazy</strong></span>): You are strength based and have every reason to make your strength-based attacks be as accurate as possible, in order for your big-enabling encounter powers to function. While you mostly grant BAs you also have several powers that can be are used as BAs in their own right. Most warlords carry a javelin or other heavy thrown weapon so their RBA is at least <span style="color: #FF00FF"><strong>existant</strong></span>. At the other end of the spectrum, <span style="color: #0000FF"><strong>BraveLords</strong> </span>have a good reason to beef up their MBA to in order to take advantage of all the charge powers.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 <strong>Inevitable <span style="color: #0000FF">Wave</span></strong><span style="color: #0000FF"> <span style="color: #000000">(PHH2): A charge attack that boosts people charging the samae target. Solid, and especially good if you have charge-barb/ranger/exection/whatever. This is the easiest way for a warlord to damage damage himself at-will.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E1 <span style="color: #00CCFF"><strong>Vengeance is Mine</strong></span> (MP2): Two out-of-turn attack as a response to getting hit (one by one you and one by an ally). Nice.</span></span>[/COLOR]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E1<strong> Luing Focus </strong>(MP): An MBA in damage terms that pulls another enemy to you somewhat. Requires some not-always-attainable early Charisma, and the sturdiness to survive a concentrated enemy assault, too. Not unsalvageable if you're lacking in the "force fireball formation" department, but not a world-beater either.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E3 Flattening Charge (MP): If you hit, you knock them down (CA for you). If not, CA for them. Swingy, but it can be effective. The ability to hit Fort and regen the power for Bravuralords opens up some potentially decent charge spam. If you need to be a fill in striker, this is </span></span><span style="color: #0000FF"><strong>perhaps worthy of a look?</strong> </span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E3 <span style="color: #FF00FF"><strong>Follow Me In</strong> </span>(MP): A charge for you, and some charge incentive for an ally. OK, I guess. But dedicated chargers will have the badge, and anyone else isn't gonna have a real stellar charge.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D5<strong> Brave Warriors</strong> (MP2): A charge that gives allies a hit bonus for charging for the rest of the encounter. A bit corner-case, but that is offset by that charging is actually some characters' bread and butter strategy. But its only +1, which is not as good as it might be.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D9 <strong>Dangerous Leader</strong> (MP2): A decently damaging charge power, with some free healing for all your allies every time you charge. Hard to realize its full potential since most Walords can't really spam charge attacks; if you can, this is <span style="color: #0000FF"><strong>quite good</strong></span>. </span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D9 <span style="color: #0000FF"><strong>Iron Dragon Charge</strong> </span>(PHB): The pinacle of the charging warlord's armoury. Free charges for your ally when you charge for the whole encounter (makes certain characters very happy). Find a way to charge every round (easier said than done), and this is <span style="color: #00CCFF"><strong>fantastic</strong></span>. </span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E13 <span style="color: #0000FF"><strong>Headstrong Bravery</strong> </span>(MP): You charge in for solid damage, impose a mark, and grant allies a huge damage bonus if you're a Bravelord. Who cares if you grant CA? It is a great nova enabler, which is always good in my book.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D15 <span style="color: #FF00FF"><strong>Arkhosia's Fury</strong> </span>(MP): A straight charge with an aditional MBA. Not what your warlord ought to be doing.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D15 <strong>Bravura Charge</strong> (MP2): Effectively Stand the Fallen but usuable on the charge. Not bad for the warlord who wants to heal but keep up his damage.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E17 <strong>Bloody Termination</strong> (MP): It's conditional to the enemy being Bloodied, but single-target multiattacking is rare on a Warlord, and you do buff yourself on the follow-up hit. Serviceable. </span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E17<span style="color: #0000FF"><strong> Into the Breach!</strong></span> (MP): A charge that lets an ally charge as well, with a bonus if you're Inspiring. It can be good, <span style="color: #0000FF"><span style="color: #000000">especially</span> </span>with a dedicated charger-type in your party. This is the encounter power version of<span style="color: #0000FF"><strong> Iron Dragon Charge</strong></span>.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D19 <strong>Inspiring Charge</strong> (MP): The improved version for <strong>Bravura Charge</strong>, not bad.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D19<span style="color: #FF00FF"><strong> Assault of the Ram</strong></span> (MP2): While it does have decent damage and it is charge-friendly, CA on a charge is a rather underwhelming benefit, especially if you consider how popular permafrost is among charging characters. </span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D19 <strong><span style="color: #0000FF">Leader of Bowmen</span> </strong>(MP2): A nice buff that opens up tactical options for you and your party by denying OA's on Ranged attacks. <span style="color: #00CCFF"><strong>Godly</strong> </span>in a Ranged-heavy party. </span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D19 <span style="color: #00CCFF"><strong>Break the Tempo</strong> </span>(PHB): A beautiful power for Int-based Melee Warlords, it gives you a devastating option to exercise against a single enemy, which can take Elites or Solos out of the fight altogether, provided you keep one Minor and one Immediate Action reserved every turn. </span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E23 <strong>Wave of War</strong> (MP2): Wait... isn't this Warlord's Rush from L17, but charge-friendly? Not quite as impressive as its cousin, but a decent alternative. </span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D25 <span style="color: #FF0000"><strong>Forceful Leader</strong> </span>(MP2): 5 HP for every charge is hardly appropriate for a Daily of this level, even if it lets you charge as well. Not your power of choice.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D25 <span style="color: #FF00FF"><strong>Help Where It's Needed</strong></span> (MP2): I'm having a hard time seeing how I'd want to pick this over Stand the Fallen, unless Mark of Healing isn't available, and even then it's debatable (though being charge-friendly is a respectable boost). Skip.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">E27 <span style="color: #FF0000"><strong>Devastating Charge</strong></span> (PHB): A charge with a marginal damage bonus for other chargers, and only for a turn. Not good enough at this level.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D29 <span style="color: #FF00FF"><strong>Flawless Snare</strong> </span>(MP): Since you have no real way of forcing your opponent to take the attack, this is essentially just a big attack that is charge-friendly. That doesn't really fly at this level.</span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000"></span></span></span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><span style="color: #000000">D29 <span style="color: #FF00FF"><strong>Legendary Charge</strong> </span>(MP2): <strong>Inspiring Charge</strong>, minus the shift, with a bit more damage and 10 levels later. Not worth the investment. [/sblock]</span></span></span>[/COLOR]</p></blockquote><p></p>
[QUOTE="Fardiz, post: 6702474, member: 6761896"] [h=1]Controllers[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][sblock=[COLOR=#0000FF][B]Bladesinger[/B][/FONT][/COLOR][FONT=Open Sans]] [COLOR=#0000FF][B]Bladesinger[/B] [/COLOR](NCS): A melee 'controller'. Well you may not be that great at controllering but you can do some reasonable damage if you use your bladespells to double tap vulnerability. Unfortunately these only trigger on your own turn. However, you have little reason not to beef up your MBA as much as you can. [COLOR=#000000]AW0 (PHB) -[COLOR=#FF00FF][B] Magic Missile[/B][/COLOR][/COLOR] - Ranged 20 so you should always be able to do something on your turn but it doesn't trigger your bladespells so rarely worth doing. AW0 (NCS) - [COLOR=#0000FF][B]Shadow Sever[/B][/COLOR] - Knocks prone which is nice but deals necrotic damage which is widely resisted. AW0 (NCS) - [COLOR=#FF00FF][B]Dancing Fire[/B][/COLOR] - Not as good as [COLOR=#0000FF][B]Shadow Sever[/B][/COLOR], you probably want to avoid unlike you're a Tiefling specialising in fire damage. AW0 (NCS) - [COLOR=#00CCFF][B]Dazzling Sunray[/B] [/COLOR]- Radiant damage and a debuff to attacks. Remember when I said you want to double tap vulnerability? This combines very nicely with being a [COLOR=#FF9900][B]Morninglord[/B][/COLOR], or just having one in the party. AW0 (NCS) -[COLOR=#00CCFF][B] Frost Bite[/B][/COLOR] - This does cold damage, which is the other damage type with which you can easily abuse vulnerability. AW0 (NCS) - [B][COLOR=#FF00FF]Lightning Ring[/COLOR][/B] - Considering this power doesn't hit (and thus no Promise of Storm from being a Stormsoul Genasi), lightning doesn't have enough support account for the lack of control on this power. AW0 (NCS) -[COLOR=#0000FF][B] Unseen Hand[/B][/COLOR] - Force damage is generally not resisted and a slide 3 is pretty handy.[/sblock] [sblock=Druid] [B]Druid[/B] (PHB2): You have at-will powers that can be used as MBAs in beast form (one of which is only for the charge) and combined with [COLOR=#00CCFF][B]Claw Gloves[/B][/COLOR] you can make a quite a dent with your MBA. You don't really have an RBA. AW1 (PHB2) - [COLOR=#0000FF][B]Savage Rend[/B][/COLOR] - The best of the Druid MBAs because of the inbuilt slide. AW1 (PHB2) - [B] Grasping Claws[/B] - A melee power that slows isn't that useful unless you plan to abuse WSG. Nicer if your DM prevokes a lot of opportunity attacks to reposition his monsters. AW1 (PHB2) - [COLOR=#FF00FF][B]Pounce[/B] [/COLOR]- No real reason to use power over the ones above. E13 (PHB2) - [COLOR=#0000FF][B]Claws of Retribution[/B][/COLOR] - Nice way for the Predator druid to increase his offturn striker damage. Especially nice when you MBA is [COLOR=#0000FF][B]Savage Rend[/B][/COLOR]. D25 (PHB2) -[COLOR=#0000FF][B] Primal Tiger[/B][/COLOR] - Gives you the equivalent of polearm gamble for a round. Nice for polearm druids. [/sblock] [sblock=[COLOR=#0000FF][B]Hunter[/B][/COLOR]] [COLOR=#0000FF][B]Hunter[/B] [/COLOR](HFK): You are literally built around your RBA and you should build it up as much as you possibly can. Like the Scout, this is aided by your sspecets (many of which are the same). You don't have any reason to have an MBA. AW0 (HFK) - [COLOR=#FF00FF][B]Aspect of the Cunning Fox[/B][/COLOR] - You are unlikely to take damage on your turn and aiming to miss is usually not a good idea. AW0 (HFK) - [COLOR=#0000FF] [B]Aspect of the Dancing Serpent[/B] [/COLOR]- This is better than Aspect of the Lurking Spider for the hunter, for whom it is harder to get CA. Power bonus to hit and damage against isolated creatures, which combines well with [B][COLOR=#0000FF]Cunning Stalker[/COLOR][/B]. AW0 (HFK) - [B] Aspect of the Lurking Spider[/B] - Nice skill bonuses and a power bonus to damage when you have CA. Nice if you have a way to get constant CA at range. AW0 (HFK) - [COLOR=#FF00FF][B]Aspect of the Pack Wolf[/B][/COLOR] - 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) -[COLOR=#FF9900][B] Aspect of the Pouncing Lynx[/B][/COLOR] - There is very little reason not to start every encounter in this stance. You gain +4 to init that stacks with the init feats and +2 attacks in the first round of combat which stacks with superior reflexes. Awesome. AW0 (HFK) -[B] Aspect of the Seeking Falcon[/B] - A reasonable out of combat stance but generally you will always be in short range (15 for a crossbow, 25 for a greatbow) so most of this stances isn't that great in-combat. AW0 (HFK) -[COLOR=#FF00FF] [B]Aimed Shot[/B][/COLOR] - Even [COLOR=#FF0000][B]worse[/B] [/COLOR]for crossbow users, who ignore cover and concealment with there expertise anyway. Very rarely would you want to use this over [COLOR=#0000FF][B]Clever Shot[/B][/COLOR]. AW0 (HFK) - [COLOR=#0000FF][B]Clever Shot[/B][/COLOR] - Good options and very versatile power. AW0 (HFK) - [COLOR=#00CCFF][B]Rapid Shot[/B] [/COLOR]- A RBA against everyone in a pseudo close burst 1. If you have a tricked out RBA and a way to clump enemies (e.g. a wizard ally), then this is just awesome. [/sblock] [sblock=[COLOR=#00CCFF][B]Invoker[/B][/COLOR]] [B][COLOR=#00CCFF]Invoker[/COLOR] [/B](PHB2): The best RBA in the game is [COLOR=#FF9900][B]Divine Bolts[/B] [/COLOR]coupled with [COLOR=#FF9900][B]Power of Skill[/B][/COLOR]. A two-target power (which will normally be doing radiant damage via a radiant staff for a blaster, or psychic damage via a githyanki silver weapon/mindiron weapon for the psychic lock controller) as an RBA (and an MBA via [COLOR=#00CCFF][B]Staff of Channeled Invocations[/B][/COLOR]) is just insane. AW1 (PHB2) - [COLOR=#FF9900][B]Divine Bolts[/B][/COLOR] - A noted above, the best RBA in the game. Period. AW1 (PHB2) - [COLOR=#0000FF][B]Sun Strike[/B][/COLOR] - Radiant damage and slide - not bad at all. AW1 (PHB2) - [B]Avenging Light[/B] - Similar to Sun Strike, but conditional extra damage is not as good as a slide. [/sblock] [sblock=[B]Psion[/B]] [B]Psion[/B] (PHB3): You have two options for your RBA at level 1 (and more later) which are reasonable but there is nothing that is too stellar. It's worth having at-least one if you travel with a warlod however. AW1 (PHB3) - [B]Kinetic Trawl[/B] - RBA vs reflex that pulls. This would be better as a push or a slide. AW1 (PHB3) - [COLOR=#000000][B]Mind Thrust[/B][/COLOR] - An RBA in it's unaugmented form and very nice in it's augment 2 form for setting up a party nova round. AW7 (PHB3) -[COLOR=#0000FF][B] Mind Break[/B][/COLOR] - At-will vulnerability to psychic and psychic damage is nice combination. AW17 (PHB3) - [COLOR=#0000FF][B]Psychic Brand[/B][/COLOR] - Removing cover and concealment on your RBA is nice, it's augments are reasonable. AW27 (PP) - [COLOR=#FF00FF][B]Decebrate[/B] [/COLOR]- As a basic attack this is fairly poor - just 1d10 damage at level 27. The augment 6 is a 3 target daze, which still isn't great. [/sblock] [sblock=[COLOR=#0000FF][B]Seeker[/B][/COLOR]] [COLOR=#0000FF][B]Seeker[/B] [/COLOR](PHB3): Like the Hunter, you are built around your RBA and you have ways of improving it. You hybrid well with other ranged weapon classes, such as the Ranger. E0 (PHB3) - [COLOR=#0000FF][B]Inevitable Shot [/B][COLOR=#000000]- if you ever miss with a ranged attack you get an RBA as no action and you get this back every time you use an AP. Especially nice if you have the [COLOR=#00CCFF][B]Battlefield Archer[/B][/COLOR] PP.[/COLOR][/COLOR] AW1 (PHB3) - [COLOR=#00CCFF][B]Biting Swarm[/B][/COLOR] - An RBA with a debuff to attacks - the best seeker at-will. AW1 (PHB3) -[COLOR=#0000FF][B] Grappling Spirit[/B][/COLOR] - The other Seeker RBA, which has some reasonable movement control. AW1 (PHB3) - [B][COLOR=#FF00FF]Guardian Harrier[/COLOR] [/B]- Another RBA, it's control is not good enough to compete with the other too. E1 (PHB3) - [COLOR=#FF0000][B] Mischief Spirits[/B][/COLOR] - Worse than your at-will RBAs so you don't want this. E3 (PHB3) - [B][COLOR=#FF00FF]Winter Spirit[/COLOR][/B] - An RBA that immobilises. You can get similar effects at-will, so this isn't that great. U6 (Drag389) - [B] Swirling Arrows[/B] - Rare that you would miss two attacks in a row. Not that great. E7 (PHB3) - [COLOR=#FF0000][B]Wasp Sting Shot[/B] [/COLOR]- Just not enough control to compete with your at-wills. E13 (PHB3) -[B] Raven Wing Shot[/B] - In general the damage of this isn't great for its level, but if you combine this will an immobilising effect (e.g. an adjacent fighter) then this is [COLOR=#0000FF][B]better[/B] [/COLOR]and becomes a decent double-tap. E17 (Drag389) - [COLOR=#FF0000][B]Seeker's Peerless Shot[/B][/COLOR] - Nothing great on a hit and an RBA on a miss. Not what you want. E17 (PHB3) - [COLOR=#FF00FF][B]Convocations of Arrows[/B][/COLOR] - Just damage but quite a lot of it for an RBA. No control which is just poor at this level. D19 (PHB3) - [COLOR=#00CCFF][B]Captivating Missile[/B][/COLOR] - A reliable dominating RBA, sweet. E23 (PHB3) -[B] Sinking Earth[/B] - RBA that restrains is ok but would have been better at a much lower level. E27 (PHB3) -[B] Devouring Arrow[/B] - Weakens the target and all creatures adjacent - not really sufficient as this level. D29 (PHB3) -[B][COLOR=#FF00FF] Trampling Shot[/COLOR][/B][COLOR=#000000] - really not sufficient for a capstone daily. [/sblock] [sblock=[COLOR=#FF0000][B]Wizard[/B][/COLOR]] [COLOR=#FF0000][B]Wizard[/B] [/COLOR](PHB): Now that Magic Missile is so poor, you really have nothing to say in either RBA or the MBA department. Unless you are genasi, in which case at least you have strength secondary, gives you a [B][COLOR=#FF00FF]par(ish)[/COLOR][/B]-MBA. Neither the Witch nor the Sha'ir have anything to mention but the Bladesinger gets it's own section. AW1 (PHB) - [COLOR=#FF0000][B]Magic Missile[/B][/COLOR] - Auto damage but no damage roll, so there is never a reason to waste a standard action on this. [/sblock][/COLOR] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=1]Defenders[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][COLOR=#000000][sblock=[COLOR=#FF00FF][B]Battlemind[/B][/COLOR]] [COLOR=#FF00FF][B]Battlemind[/B] [/COLOR](PHB3): It is a common complaint that the battlemind is the only defender that doesn't have a reasonable basic attack, but there a few powers here a there that are worth looking at. If you don't have at least one of the powers that can used as an OA then it is almost compulsary for you to take [COLOR=#00CCFF][B]Heavy Blade Opporunity[/B][/COLOR] (and that feat is probably a good idea anyway - to allow you to use [COLOR=#00CCFF][B]Brutal Barrage[/B] [/COLOR]as your OA). AW1 (PH3) - [COLOR=#0000FF][B]Twisted Eye[/B][/COLOR] - Augment 1 allows this to be used as an OA and gives a debuff to attack rolls. AW7 (PH3) -[COLOR=#0000FF] [B]Ego Crush[/B] [/COLOR]- Augment 1 allows this to be used as an OA and means the target cannot gain combat advantage UEoNT. The selling point of this power is the damage of the augment 2 version. D9 (PP) - [COLOR=#FF0000][B]Lion's Charge[/B][/COLOR] - You are unlikely to be able to charge 3 targets at once, and unlikely to spec'd for charging. Avoid. D25 (PP) - [COLOR=#FF0000][B]Sublime Fury[/B] [/COLOR]- Taking attack penalties is almost never a good idea and you don't have a decent MBA to make this power work well. AW27 (PHB3) - [B]Cage of Cowardice[/B] - Not distinctly better than either of the lower level augment 1s for OAs. D29 (DSCS) -[COLOR=#00CCFF][B] Focused Rampage[/B][/COLOR] - You finally get an MBA!! If you have a warlord throwing basic attacks around, then you using [B][COLOR=#00CCFF]Brutal Barrage[/COLOR][/B] instead could get pretty messy. [/sblock] [sblock=[B]Cavalier[/B]] [B]Cavalier [/B](HFK): Nothing much to talk about here, you are strength based and have an encounter to beef it slightly, but you have nothing that the paladin doesn't have. [/sblock] [sblock=[COLOR=#0000FF][B]Fighter[/B][/FONT][/COLOR][FONT=Open Sans]] [COLOR=#0000FF][B]Fighter[/B] [/COLOR](PHB): You have the strongest MBA of any of the defender classes, and your secondary roll can be striker if you build for it (or even primary with a chargebot). You need a strong MBA to make monsters fear your combat challenge, and you need an accurate one to make sure your OAs hit to immobilise. AW1 (Drag 379) - [COLOR=#FF00FF][B]Wicked Strike[/B][/COLOR] - A basic attack that nerf your accuracy for a small amount of extra damage? No thank you. AW1 (MP2) - [COLOR=#00CCFF][B]Grappling Strike[/B] [/COLOR]- Allows you to grab on your OA. Sweet for brawlers. AW1 (MP2) - [B]Threatening Rush[/B]- A mass marking power that can be used on the charge, though it takes a hit to damage. AW1 (PHH1) - [COLOR=#FF00FF][B]Knockdown Assault[/B][/COLOR] - Another power that can be used on the charge, but it has a no damage roll so doesn't benefit as much as others. E1 (Drag 379) - [COLOR=#FF00FF][B]Punishing Charge[/B][/COLOR] - The special effect of this powers is removed by the Badge of the Berserker. So this is merely a charge with extra con mod to damage. Not great. E1 (MP) - [COLOR=#FF00FF][B]Shield Bash[/B][/COLOR] - Not bad for a low level dwarf fighter but as this power doesn't scale, it becomes [COLOR=#FF0000][B]unusuable[/B][/COLOR] sharpish. E1 (MP2) - [B]Takedown Attack[/B] - A charge that knocks prone and hits a NAD (fort), not bad. However it required you to have a free hand and if you do so you are probably a brawler and thus not spec'd for damage. D1 (DSCS) - [B]Master's Edge[/B] - Nice against a melee solo, which will often have no choice but to move closer to your allies, allowing you either an MBA or a charge. However your natural stickiness will tend to keep any creature you hit locked next to you, so this power isn't quite as nice as it looks. E3 (MP) - [COLOR=#0000FF][B]Probing Attack[/B][/COLOR] - A nice and meaty attack buff for you, and it can come up as part of an OA. A pretty nice setup power. E3 (MP) -[COLOR=#FF0000] [B]Rhino Strike[/B][/COLOR] - Again the effect is made redundant by Badge of the Berserker. A 2[W] charge with no effect is not what you want. Strictly worse than [COLOR=#0000FF][B]Bull Charge[/B][/COLOR]. E3 (MP2) - [COLOR=#0000FF][B]Bull Charge[/B] [/COLOR]- A charge attack vs fort that can allow you to push and knock prone. A strong choice. D5 (Drag 378) -[COLOR=#00CCFF][B] Dancing Defence[/B][/COLOR] - A sweet stance for the dual wielder (even just a spiked shield), allowing an extra attack per round and bonus to defences for subsequent attacks. D5 (Drag379) - [COLOR=#00CCFF][B]Brutal Advance[/B][/COLOR] - A nice damage + lockdown power, this combines a push and prone effect combination with a double-up attack that includes a charge. A powerful tool in the hands of a two-handed weapon Fighter. D5 (MP) - [COLOR=#0000FF][B]Bedevilling Assault[/B][/COLOR] - An extra basic attack per round as long as someone else hits the target with a melee attack. Good against elites or solos. D5 (MP) - [B]Cometfall Charge[/B] - A straight damage power but quite a lot of it on the charge. D5 (MP) - [COLOR=#0000FF][B]Hounding Longarm[/B][/COLOR] - Requires a reach weapon and allows you to make use of that reach. Without having marked the target, you get all the punishment of combat challenge, even from a short distance away. This combines[COLOR=#00CCFF][B] very nicely[/B] [/COLOR]with a second defender. D5 (MP2) - [COLOR=#00CCFF][B]Dervish's Challenge[/B][/COLOR] - Another strong dual wielder stance - a second attack to add to your OAs and IAs. E7 (MP) - [COLOR=#0000FF][B]Trip Up[/B] [/COLOR]- An extra attack when you hit with an MBA and knocks prone if you are a using polearm or spear. Serviceable. E7 (MP2) - [COLOR=#0000FF][B]Echoing Assault[/B][/COLOR] - An ensured double tap - either they stay next to you are are attacked, shift and are hit by combat challenge, or move and are OA'd which actually allows you a third attack. Extra bonus for using an axe, hammer or mace. E7 (MP2) - [COLOR=#00CCFF][B]Hydra Charge[/B][/COLOR] - A close burst that you can use on the charge that comes with an attack debuff. Awesome. E7 (MP2) - [COLOR=#0000FF][B]Opportunist's Rend[/B][/COLOR] - An MBA that is effectively 2 MBAs. Not bad at all. D9 (Drag385) - [COLOR=#FF00FF][B]Shield and a Hard Place[/B][/COLOR] - Requires a shield, but it can grab and be used on the charge. A fighter with a shield will not be built to charge or grab - very niche. D9 (MP) - [B]Piquing Dare[/B] - Doubles up your combat challenge and makes you extra sticky for a time. D9 (Drag379) - [B]Murderous Assault[/B] - A straight damage then a charge as an effect. E13 (Drag375) - [COLOR=#0000FF][B]Salamander Lash[/B][/COLOR] - A nice way to add a slide to your combat challege and some decent damage with it. E13 (MP) - [COLOR=#FF00FF][B]Brutal Rebuke[/B][/COLOR] - Fighters don't want to use powers that can be used instead of an OA unless they have a decent effect as their normal OA stops movement. This doesn't have a great effect, so avoid. E13 (MP2) - [COLOR=#00CCFF][B]Strangehold[/B][/COLOR] - A dazing attack that grabs and can be used as an OA is a potential turn-ender, and as such is a quality tool in the arsenal of a Brawler. D15 (MP) - [B]Quicksilver Stance[/B] - You can shift half your speed and make an MBA as a stance action. U16 (Drag385) - [COLOR=#FF00FF][B]Shield Clamor[/B] [/COLOR]- Costing a standard, makes this not worthwhile. D15 (MP) - [COLOR=#00CCFF][B]Boulder Charge[/B][/COLOR] - A multi-attack charge power, awesome. E17 (MP) - [COLOR=#0000FF][B]Skirmisher Pounce[/B][/COLOR] - A charge against 2 targets with a shift in between. E17 (MP) - [B]Wild Strike[/B] - 4[W] power that can be used on the charge. E17 (MP2) - [COLOR=#0000FF][B]Minotaur Charge[/B][/COLOR] - Lose 1[W] against [B]Wild Strike[/B] but adds pushing and proning. E17 (PHB) - [COLOR=#0000FF][B]Harrying Assault[/B] [/COLOR]- Hit once then shift and make an MBA, nice as a double tap even if you don't have much of a dex mod. D19 (MP) - [B]Controlling Thrust[/B] - Though it only lasts for one turn (and can only be used by a Polearm/Spear wielder), it deals solid damage, it's charge-friendly, and extends your Immediate Interrupt as well. Decent enough. D19 (MP2) - [B]Battlefield Challenge[/B] - A big, charge-friendly attack that lets you continually mark an enemy as an opportunity action when he attacks another target (that said, it doesn't allow you to respond). This can come in very handy when dealing with an exceptionally slippery opponent or to keep multiple enemies tied up simultaneously. Decent. D19 (PHB) - [COLOR=#00CCFF][B]Strike of the Watchful Guard[/B][/COLOR] - This power comes in for decent damage, and essentially lays another Combat Challenge on your opponent, except that it can be enforced as a free action. That can be great for both double-up punishment effect when your mark is disobeyed or as a way to keep two separate targets locked down. U22 (Drag382) - [COLOR=#00CCFF][B]Martial Supremacy[/B][/COLOR] - Rerolls on your bread-and-butter moves (including OA's and Combat Challenge attacks), and it's available to you every encounter. An excellent choice. E23 (MP) - [COLOR=#FF0000][B]Meticulous Stab[/B][/COLOR] - 1[W] over your standard OA but doesn't stop movement? Avoid. E23 (MP2) - [COLOR=#0000FF][B]Behemoth Wrath[/B][/COLOR] - Solid damage, dazes, knocks prone, and it's charge-friendly. A pretty neat power. D25 (MP2) - [B][COLOR=#00CCFF]Goad of Blood [/COLOR][/B]- You use any of your melee at-wills or basics, pretty awesome for the charger or even just on your combat challenge or OA. D25 (MP) - [B]Ballista Charge[/B] - A reliable double tap you can use on the charge. Shame the secondary is based off dex. D25 (Drag379) - [B]Time to Die[/B] - A double tap that includes a charge and a push. Maybe not quite enough at this level. E27 (MP) - [COLOR=#FF00FF][B]Blood Rush[/B][/COLOR] - A 4[W] power that can be used on the charge, but not enough for this level. D29 (DSCS) -[B] Final Challenge[/B] - A 5[W] damage charge that does ongoing damage. Not quite there for a capstone. D29 (MP) - [B]Avalance of Steel[/B] - An 8[W] power that can be used on the charge, but plain damage isn't enough for a capstone daily. D29 (MP) - [COLOR=#FF00FF][B]Titan's Hammer[/B] [/COLOR]- A 3[W] + stun on the charge. With the right feat you can get this as an encounter power 16 levels before. D29 (MP2) - [COLOR=#0000FF][B]Exhilarating Assault[/B][/COLOR] - A hit, and you clean yourself out of any conditions, plus you get some hefty regen. Nice. [/sblock] [sblock=[COLOR=#0000FF][B]Knight[/B][/COLOR]] [COLOR=#0000FF][B]Knight[/B] [/COLOR](HFL): You are a fighter built around your basic attack. You get stances to help out your stickiness and you can dip into all the great fighter support. AW0 (Drag395) - [COLOR=#0000FF][B]Glimmering Blade[/B][/COLOR] - When you hit with an MBA you can teleport. Nice. (Eladrin only...) AW0 (HFL) - [B]Cleaving Assault[/B] - Bounces damage if you have a second creature adjacent to you. Ok if you're sticky enough. AW0 (HFL) - [COLOR=#00CCFF][B]Defend the Line[/B][/COLOR] - The main stance for the knight. Your MBA now slows, which combines nicely with [COLOR=#00CCFF][B]World Serpent's Grasp[/B][/COLOR] to knock prone. AW0 (HFL) - [COLOR=#FF00FF][B]Hammer Hands[/B][/COLOR] - As a separate action from your attack, the push is not optimisable at all. AW0 (HFL) - [B]Measured Cut[/B] - A shift when you hit. A lesser version of [COLOR=#0000FF][B]Glimmering Blade[/B][/COLOR], but available for all races. AW0 (HFL) - [COLOR=#0000FF][B]Poised Assault[/B][/COLOR] - A no-strings-attached bonus to hit is a pretty good idea to have around, since a lot of what you do (including your ability to enforce your Defender Aura) is contingent on your attacks actually connecting. [/sblock] [sblock=Paladin] [B]Paladin[/B] (PHB): You don't normally have a reason to up the damage of your MBA. On the other hand you have several powers that can be used as basics, even for those who aren't strength primary. AW1 (PHB) - [COLOR=#FF00FF][B]Valiant Strike[/B][/COLOR] - Takes a feat (Power of Skill) to turn this into an MBA, and all it has over your standard MBA is that it has a slight accuracy boost. However that is exactly what you want on blackguard, so for a charge-spamming human blackguard this is[COLOR=#0000FF][B] not bad at all[/B][/COLOR]. AW1 (DP) - [COLOR=#0000FF][B]Ardent Strike[/B] [/COLOR]- You can use this on the charge whether you are str on cha based and it allows you to add more sanctioning at-will. AW1 (DP) - [COLOR=#00CCFF][B]Virtuous Strike[/B][/COLOR] - An all day MBA for Chaladins that give you a +2 power bonus to saves? Sweet. D1 (DP) - [COLOR=#0000FF][B]Glorious Charge[/B] [/COLOR]- A nice surgeless heal attached to a cha-based charge. Cool, but a larger area would help. D1 (Drag383) - [B]Driving Blades[/B] - Strength based charge, but ongoing is not that powerful. E3 (DP) - [COLOR=#0000FF][B]Hold Fast[/B][/COLOR] - A 2[W] cha or str based power that can be used in place of an MBA and immobilises - very useful as an OA. E7 (DP) - [B]Blade of Light[/B] - A 3[W] power is not bad at this level, and you can charge with it. The defense bonuses are gravy. D15 (Drag375) - [B]Wayfinder's Charge[/B] - Get enemies in the way out of the way and make them pay for taking OAs, then hit the marked target for decent damage, halved on miss. Not bad. D25 (DP) - [COLOR=#FF00FF][B]Spurn the Unworthy[/B] [/COLOR]- The attack itself isn't that good for this level, and all you get are an extra weapon die's worth of damage on your MBAs. Not impressive. E27 (DP) - [B]Terrible Charge[/B] - A stun on the charge. Not bad, but the figthter gets an equivalent power 14 levels earlier. E27 (Drag381) - [B]Charge of the Dead[/B] - By this level you should have chosen a single primary stat so you don't want to be attacking with both strength and charisma. On the other hand the secondary is still part of the charge, so this could be a good damage power. However it does necrotic damage which is widely resisted. [/sblock] [sblock=[COLOR=#0000FF][B]Swordmage[/B][/COLOR]] [COLOR=#0000FF][B]Swordmage[/B] [/COLOR](FRPG): If you are an assaultmage then this is your mark punishment and you want to beef it up as much as possible. If you are a shieldmage then it is [B]less[/B] important. The ensnaremage is a non-class. You are the only class that has a feat to get your full primary stat to damage on MBAs - [COLOR=#00CCFF][B]Intelligent Blademaster[/B][/COLOR]. You don't have an RBA. AW1 (Drag405) - [COLOR=#FF0000][B]Arcane Lance[/B][/COLOR] - An implement power that can be used on the charge. But it doesn't do enough damage to warrant consideration unless you are mounted, and then you wouldn't be able to teleport. Avoid. E1 (FRPG) - [B]Foesnare[/B] - An immbolise you can use on the charge. Not bad. E3 (AP) - [B]Blazing Lunge[/B] - A 2[W] power vs reflex, that can be used on the charge or an OA for assaultmages. Would be nice to have an effect alongside the damage. E3 (FRPG) - [COLOR=#0000FF][B]Blastback Swipe[/B][/COLOR] - A 1[W] power that can be used on the charge or instead of your aegis of assault. Comes with a push. Nice. E7 (FRPG) - [B]Spikes of Agony[/B] - A 2[W] power that you can use as part of your aegis of assault. Helps to make you stickier for a round. D9 (AP) -[COLOR=#0000FF][B] Troll Rampage[/B][/COLOR] - A charge attack that gives you regeneration if you hit and just heals you if you miss. Not bad at all. U10 (AP) - [COLOR=#FF00FF][B]Spider's Leap[/B] [/COLOR]- Ensnarers can use this to jump charge. There are much better options. E13 (AP) - [B]Binding Light[/B] - Another power that can be used in place of an aegis of assault attack. It immobilises everyone else adjacent to you. Which is ok when you choose you location after a teleport. E13 (FRPG) - [COLOR=#0000FF][B]Acid Burst Blade[/B][/COLOR] - Another power that can be used in place of an aegis of assault attack and damages enemies adjacent to the target. D15 (AP) -[B] Burning Mantle[/B] - The reliable part of this power stops it from being strictly worse than [COLOR=#0000FF][B]Acid Burst Blade[/B][/COLOR]. E17 (AP) - [B]Firelasher's Lunge[/B] - A 2[W] power that can be used on the charge or as part of your aegis of assault. The extra damage is not enough for this level. Worse than [COLOR=#0000FF][B]Acid Burst Blade[/B][/COLOR]. E23 (AP) -[COLOR=#FF00FF][B] Freezing Swordburst[/B][/COLOR] - The primary attack is equivalent to the damage you do with an at-will, though the immobilize is nice. The secondary attack is like a combination of pre-epic ray of frost and scorching burst, only without the range. Using it as an assault swordmage attack helps it, but not enough. E23 (FRPG) - [B]Meteor Strike[/B] - You get a melee basic attack. If it hits, you get two smaller attacks against Reflex that do a little damage. The damage isn't good enough on its own to recommend this power more highly, even though can use it as part of your aegis of assault. D25 (FRPG) -[COLOR=#00CCFF] [B]Quicksilver Blade[/B][/COLOR] - Yes, it's only damage, but it's potentially a lot of damage over time. You're using fewer minor actions for your aegis at this level thanks to Total Aegis, so you should be able to make a stab each round against an enemy. Good for non-swordmages to steal too. D25 (AP) - [B]Invincible Rampage[/B] - Barely better than Troll Rampage, which is 16 levels earlier. E27 (AP) - [COLOR=#0000FF][B]Wrath of the Arctic Wind[/B] [/COLOR]- Knock prone, push 3 and immobilise on your aegis of assault is pretty good. E27 (FRPG) - [B]Maelstrom Blade[/B] - the biggest damage aegis of assualt power, 3[W] close burst 1, but still not that great. [/sblock] [sblock=[COLOR=#0000FF][B]Warden[/B][/COLOR]] [COLOR=#0000FF][B]Warden[/B] [/COLOR](PHB2): You are strength primary and have every reason to bulk up on your melee basic as it is your major form of mark punishment. AW1 (Drag379) - [COLOR=#FF0000][B]Warden's Lunge[/B][/COLOR] - An at-will you can use on the charge and marks. Useless now that it has been confirmed that a warden can mark with a free action after the charge. Only possible use is for [COLOR=#FF00FF][B]polearm builds[/B][/COLOR]. D1 (PHB2) - [COLOR=#0000FF][B]Form of the Fearsome Ram[/B][/COLOR] - +2 to chage attack is pretty sweet, along with a bonus to speed and extra pushing. E17 (Drag379) - [COLOR=#FF00FF][B]Reckless Ram Assault[/B][/COLOR] - 4[W] charge that knocks you and the target prone. Avoid unless you have acrobat boots. D19 (Drag379) -[COLOR=#0000FF][B] Land Shark Charge[/B][/COLOR] - +2 to hit on the charge and no OAs is nice. And the attack is good, 4[W] and a bit of control and a defence boost. Not bad at all. D29 (PP) -[COLOR=#0000FF][B] Form of the Grim Harvester[/B][/COLOR] - The guaranteed vulnerability from the attack is pretty nice, and you can get a few free basic attacks out of the form. It's dimmed by the company it keeps though. [/sblock][/COLOR] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [h=1]Leaders[/h][COLOR=#333333][FONT=Open Sans] [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] [COLOR=#000000][sblock=[COLOR=#0000FF][B]Ardent[/B][/COLOR]] [COLOR=#0000FF][B]Ardent[/B] [/COLOR](PHB3): You can secondary in striker and make a good charge spammer. You have many powers that can be used as basics and your power points allow you to spam the lower level ones (e.g. Forward-thinking Cut) repeatedly. AW1 (Drag395) - [B]Intent Laid Bare[/B] - As a basic (augment 0) this just stops the target shifting. I guess this could be useful if for some reason you want to be a quazi-defender. D5 (PHB3) - [COLOR=#0000FF][B]Fate Exchange[/B][/COLOR] - Gives you a basic attack and can be recharged. All you want in a leader power. D5 (PP) - [B]Meteoric Charge[/B] - This is awesome if you are in the right party and you can get the right positioning - you charge and give huge bonuses to others that charge. AW7 (Drag395) - [COLOR=#FF00FF][B]Clarifying Impact[/B][/COLOR] - As a basic (augment 0) this removes the benefits from partial cover or partial concealment. Not enough to be useful. AW7 (PHB3) - [B][COLOR=#00CCFF]Forward-Thinking Cut[/COLOR][/B] - The augment 1 is two attacks, one of which is a charge. Very nice indeed. The augmet 2 grants attacks which is also very good. AW7 (PP) - [COLOR=#0000FF][B]Trailblazing Assault[/B] [/COLOR]- All the augments can be used on the charge and the augment 2 allows an ally to charge too. Nice. D19 (PHB3) -[B] Temporal Acceleration[/B] - Slowed and can't shift is just a weak status effect for this level. The zone can help with your defender's stickiness, but they probably don't need the help, and you'll need a way to draw enemies into the zone. At least it can be used on the charge. D19 (PP) - [COLOR=#0000FF][B]Reactive Jaunt Strike[/B][/COLOR] - The only Ardent stance power - Allows you teleport and make an MBA when an ally is bloodied or reduced to 0 hit points. Nice. [/sblock] [sblock=[COLOR=#FF0000][B]Artificer[/B][/FONT][/COLOR][FONT=Open Sans]] [COLOR=#FF0000][B]Artificer[/B] [/COLOR](EPG): Nothing to say here. You don't have the stats for an MBA or an RBA, you don't have any powers that can be used as an MBA or RBA. You are actually one of the few classes for whom it isn't even worth taking melee training. [/sblock] [sblock=[COLOR=#FF00FF][B]Bard[/B][/COLOR]] [COLOR=#FF00FF][B]Bard[/B] [/COLOR](PHB2): You don't have the stats or an in-class way of getting a MBA or RBA. You get some support in the fact that all the Skald powers can be taken by Bards (and thus will be put here) but if you want to play an MBA Bard, you would be better off playing a Skald. E1 (HFW) - [COLOR=#0000FF][B]Lesser Dimensional Step[/B][/COLOR] - You can teleport yourself and one ally next to the enemy you hit with your basic, preferably into a flank. Overall, its purpose is similar to Victim of the Feywild's except you use your weapon, and you'll usually want a Defender already next to the target. Where this power can really elevate itself is if you can get an MBA on something other than a standard (Eladrin MC Swordmage can get this very early). E1 (HFW) - [COLOR=#0000FF][B]Lesser Flash of Distraction[/B][/COLOR] - Daze an enemy after you hit it with an MBA. Good to have at this level. E1 (HFW) - [COLOR=#FF00FF][B]Lesser Ringing Weapon[/B][/COLOR] - Extra thunder damage, combat advantage and concealment negation after you hit. This one's not nearly as good as the other two. E13 (HFW) - [COLOR=#0000FF][B]Dimensional Step[/B][/COLOR] - An upgrade over the Lv. 1 Lesser power, this one allows your ally to make a basic attack (melee or ranged), in addition to the existing option to teleport next to the enemy you hit. A very good enabler for attacking and positioning, and even stronger if you have a way of doing a basic attack on something other than your standard. E13 (HFW) - [B]Flash of Distraction - [/B]Like the Lesser version, daze the enemy, and he also gets slapped with a -2 attack penalty. Not as great at this level as its Lesser variant was at Lv. 1, but not bad. E13 (HFW) - [B][COLOR=#FF0000]Ringing Weapon[/COLOR] - [/B]This wasn't good at Lv. 1, and 5 more damage sure doesn't make it good now. Avoid this. E27 (HFW) - [COLOR=#0000FF][B]Greater Dimensional Step[/B][/COLOR] - Same as its Lv. 13 counterpart, with an extra d10 on the ally's attack enabled by this power. But this is still as good a choice as any, provided you have a means to make a basic attack on something besides your standard action. Plus there's something to be said about taking this one and also keeping its Lv. 13 predecessor in your arsenal (considering you can trigger them both off the same hit). E27 (HFW) - [COLOR=#0000FF][B]Greater Flash of Distraction[/B][/COLOR] - Stun an enemy until the end of your next turn after you hit him. Stunning's great, as always. E27 (HFW) - [B][COLOR=#FF0000]Greater Ringing Weapon[/COLOR] - [/B]Third time is absolutely not a charm for this effect. [/sblock] [sblock=[B]Cleric[/B]] [B]Cleric[/B] (PHB): The cleric now has both a strength-based and wisdom-based MBA, but no RBA of which to speak. You have few powers that are usable as MBAs. [COLOR=#FF0000][B]Lazer clerics[/B][/COLOR] have no basic attacks at all. AW1 (PHB) - [COLOR=#0000FF][B]Righteous Brand[/B][/COLOR] - This requires [COLOR=#0000FF][B]Power of Skill[/B] [/COLOR]to make it a str-based basic attack. Gives an ally in burst 5 a +3 power bonus to attacks against the target. A strong choice for a battle cleric. AW1 (Drag385) - [B]Sonnlinor's Hammer[/B] - A wis-based MBA that adds a small amount of extra damage. Could be useful to avoid melee training at higher levels. AW1 (HFL) - [COLOR=#0000FF][B]Storm Hammer[/B][/COLOR] - Targets Fort, thunder and lightning damage, and can be used as an MBA on the charge. Devout warpriests push 2. D1 (Drag383) - [B]Gift of Incomparable Strength[/B] - Marks for the rest of the encounter vs AC for good damage. So only take it if you really want to sub as a defender. You can use it on a charge as well. E13 (DP) - [COLOR=#0000FF][B]Angel's Rescue[/B] [/COLOR]- A strength-based attack you can use on the charge. Allows you to slide an ally adjacent to you after you charge. [/sblock] [sblock=[B]Runepriest[/B]] [B]Runepriest[/B] (PHB3): Like the battle cleric, you are strength primary so you have a passible MBA. You have no MBA and one one power that grants you the use of an MBA. E13 (PHB3) - [B]Iron Reboubt[/B] - Under the rune of destruction, this gives you a mark with a knight's mark punishment. [/sblock] [sblock=[COLOR=#FF00FF][B]Sentinel[/B][/COLOR]] [COLOR=#FF00FF][B]Sentinel[/B] [/COLOR](HotFK): (warning I have not played this class and there isn't a great handbook on it). As far as I can see, your animal companion has a basic attack but as none of your powers count as basic attacks. Unfortunately, the animal companion's MBA does not scale as well as it might. [/sblock] [sblock=[COLOR=#FF0000][B]Shaman[/B][/COLOR]] Shaman (PP): You have no basic attacks to speak of, but your spirit companion occassionally gets to make an OA, if an enemy moves away without shifting. However seeing as these are not basic attacks in any form, they shall not be discussed here. [/sblock] [sblock=[B]Warl[COLOR=#0000FF]ord[/COLOR][/B]] [B]Warl[COLOR=#0000FF]ord[/COLOR][/B] (PHB) - (unless [COLOR=#FF0000][B]Lazy[/B][/COLOR]): You are strength based and have every reason to make your strength-based attacks be as accurate as possible, in order for your big-enabling encounter powers to function. While you mostly grant BAs you also have several powers that can be are used as BAs in their own right. Most warlords carry a javelin or other heavy thrown weapon so their RBA is at least [COLOR=#FF00FF][B]existant[/B][/COLOR]. At the other end of the spectrum, [COLOR=#0000FF][B]BraveLords[/B] [/COLOR]have a good reason to beef up their MBA to in order to take advantage of all the charge powers. AW1 [B]Inevitable [COLOR=#0000FF]Wave[/COLOR][/B][COLOR=#0000FF] [COLOR=#000000](PHH2): A charge attack that boosts people charging the samae target. Solid, and especially good if you have charge-barb/ranger/exection/whatever. This is the easiest way for a warlord to damage damage himself at-will.[/COLOR] [COLOR=#000000]E1 [COLOR=#00CCFF][B]Vengeance is Mine[/B][/COLOR] (MP2): Two out-of-turn attack as a response to getting hit (one by one you and one by an ally). Nice.[/COLOR][/COLOR][/COLOR] [COLOR=#0000FF][COLOR=#000000]E1[B] Luing Focus [/B](MP): An MBA in damage terms that pulls another enemy to you somewhat. Requires some not-always-attainable early Charisma, and the sturdiness to survive a concentrated enemy assault, too. Not unsalvageable if you're lacking in the "force fireball formation" department, but not a world-beater either. E3 Flattening Charge (MP): If you hit, you knock them down (CA for you). If not, CA for them. Swingy, but it can be effective. The ability to hit Fort and regen the power for Bravuralords opens up some potentially decent charge spam. If you need to be a fill in striker, this is [/COLOR][/COLOR][COLOR=#0000FF][B]perhaps worthy of a look?[/B] [COLOR=#000000]E3 [COLOR=#FF00FF][B]Follow Me In[/B] [/COLOR](MP): A charge for you, and some charge incentive for an ally. OK, I guess. But dedicated chargers will have the badge, and anyone else isn't gonna have a real stellar charge. D5[B] Brave Warriors[/B] (MP2): A charge that gives allies a hit bonus for charging for the rest of the encounter. A bit corner-case, but that is offset by that charging is actually some characters' bread and butter strategy. But its only +1, which is not as good as it might be. D9 [B]Dangerous Leader[/B] (MP2): A decently damaging charge power, with some free healing for all your allies every time you charge. Hard to realize its full potential since most Walords can't really spam charge attacks; if you can, this is [COLOR=#0000FF][B]quite good[/B][/COLOR]. D9 [COLOR=#0000FF][B]Iron Dragon Charge[/B] [/COLOR](PHB): The pinacle of the charging warlord's armoury. Free charges for your ally when you charge for the whole encounter (makes certain characters very happy). Find a way to charge every round (easier said than done), and this is [COLOR=#00CCFF][B]fantastic[/B][/COLOR]. E13 [COLOR=#0000FF][B]Headstrong Bravery[/B] [/COLOR](MP): You charge in for solid damage, impose a mark, and grant allies a huge damage bonus if you're a Bravelord. Who cares if you grant CA? It is a great nova enabler, which is always good in my book. D15 [COLOR=#FF00FF][B]Arkhosia's Fury[/B] [/COLOR](MP): A straight charge with an aditional MBA. Not what your warlord ought to be doing. D15 [B]Bravura Charge[/B] (MP2): Effectively Stand the Fallen but usuable on the charge. Not bad for the warlord who wants to heal but keep up his damage. E17 [B]Bloody Termination[/B] (MP): It's conditional to the enemy being Bloodied, but single-target multiattacking is rare on a Warlord, and you do buff yourself on the follow-up hit. Serviceable. E17[COLOR=#0000FF][B] Into the Breach![/B][/COLOR] (MP): A charge that lets an ally charge as well, with a bonus if you're Inspiring. It can be good, [COLOR=#0000FF][COLOR=#000000]especially[/COLOR] [/COLOR]with a dedicated charger-type in your party. This is the encounter power version of[COLOR=#0000FF][B] Iron Dragon Charge[/B][/COLOR]. D19 [B]Inspiring Charge[/B] (MP): The improved version for [B]Bravura Charge[/B], not bad. D19[COLOR=#FF00FF][B] Assault of the Ram[/B][/COLOR] (MP2): While it does have decent damage and it is charge-friendly, CA on a charge is a rather underwhelming benefit, especially if you consider how popular permafrost is among charging characters. D19 [B][COLOR=#0000FF]Leader of Bowmen[/COLOR] [/B](MP2): A nice buff that opens up tactical options for you and your party by denying OA's on Ranged attacks. [COLOR=#00CCFF][B]Godly[/B] [/COLOR]in a Ranged-heavy party. D19 [COLOR=#00CCFF][B]Break the Tempo[/B] [/COLOR](PHB): A beautiful power for Int-based Melee Warlords, it gives you a devastating option to exercise against a single enemy, which can take Elites or Solos out of the fight altogether, provided you keep one Minor and one Immediate Action reserved every turn. E23 [B]Wave of War[/B] (MP2): Wait... isn't this Warlord's Rush from L17, but charge-friendly? Not quite as impressive as its cousin, but a decent alternative. D25 [COLOR=#FF0000][B]Forceful Leader[/B] [/COLOR](MP2): 5 HP for every charge is hardly appropriate for a Daily of this level, even if it lets you charge as well. Not your power of choice. D25 [COLOR=#FF00FF][B]Help Where It's Needed[/B][/COLOR] (MP2): I'm having a hard time seeing how I'd want to pick this over Stand the Fallen, unless Mark of Healing isn't available, and even then it's debatable (though being charge-friendly is a respectable boost). Skip. E27 [COLOR=#FF0000][B]Devastating Charge[/B][/COLOR] (PHB): A charge with a marginal damage bonus for other chargers, and only for a turn. Not good enough at this level. D29 [COLOR=#FF00FF][B]Flawless Snare[/B] [/COLOR](MP): Since you have no real way of forcing your opponent to take the attack, this is essentially just a big attack that is charge-friendly. That doesn't really fly at this level. D29 [COLOR=#FF00FF][B]Legendary Charge[/B] [/COLOR](MP2): [B]Inspiring Charge[/B], minus the shift, with a bit more damage and 10 levels later. Not worth the investment. [/sblock][/COLOR][/COLOR][/FONT][/COLOR] [/QUOTE]
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