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Basic Attack Guide
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<blockquote data-quote="Fardiz" data-source="post: 6702477" data-attributes="member: 6761896"><p>[h=1]Granting Attacks[/h]</p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Non Leaders]</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Barbarian E3 (PP) </span></span><span style="color: #FF00FF"><span style="font-family: 'Open Sans'"><strong>Rippling Blades</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> - You never aim to miss, and this power is horribly plain on a hit.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Psion AW17 (PHB3) </span></span><span style="color: #00CCFF"><span style="font-family: 'Open Sans'"><strong>Forced Opportunity</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> - Nice and versatile power. In its unaugmented form, it is an improved version of Commander's Strike, and in its augment 4 form, it is almost comparable with Hail of Steel (while being repeatable). </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Rogue D9 (MP) </span></span><strong>Into Harm's Way</strong><span style="color: #333333"><span style="font-family: 'Open Sans'"> - Not bad, but horribly overshadowed by </span></span><span style="color: #FF9900"><span style="font-family: 'Open Sans'"><strong>Knockout</strong> </span></span><span style="color: #333333"><span style="font-family: 'Open Sans'">at this level.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Rogue D15 (MP) </span></span><span style="color: #FF00FF"><span style="font-family: 'Open Sans'"><strong>Vicious Cooperation</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> - Increased likelihood of Sneak Attack damage being dealt, but when does a rogue ever miss? 4[W] is not great if you are using a dagger. Again as I striker, I wouldn't touch this.</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Rogue D29 (MP) </span></span><span style="color: #0000FF"><span style="font-family: 'Open Sans'"><strong>Deathweaving Strike</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> - Not bad, but this isn't a capstone striker daily (c.f. </span></span><span style="color: #FF9900"><span style="font-family: 'Open Sans'"><strong>Five Missile Dance</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'">). However this is as good as the cha-based rogue gets and with the right party and the right set up, this can do </span></span><span style="color: #00CCFF"><span style="font-family: 'Open Sans'"><strong>a lot</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> of damage. Since the rider is quite significant, brutal rogue should probably </span></span><span style="color: #FF00FF"><span style="font-family: 'Open Sans'"><strong>avoid</strong> </span></span><span style="color: #333333"><span style="font-family: 'Open Sans'">this, however it is slightly redeemed by the fact it targets reflex and is reliable. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Seeker E17 (PHB3) </span></span><span style="color: #000000"><span style="font-family: 'Open Sans'"><strong>Sprite Dance</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> - The only power you would take as a Seeker at level 17. You hit the target, tele them next to your melee striker and he can MBA them as a immediate. The fact that the ally has to use an immediate to get his swing is a pain, but hey, this is the seeker - what can you expect?</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Warlock E23 (DSCS) </span></span><span style="color: #0000FF"><span style="font-family: 'Open Sans'"><strong>Command of Execution</strong> </span></span><span style="color: #333333"><span style="font-family: 'Open Sans'">- If you hit, you daze the target and give two allies a free MBA or charge at the target. For Sorcerer-Kings </span></span><span style="color: #FF9900"><span style="font-family: 'Open Sans'"><strong>look no further</strong> </span></span><span style="color: #333333"><span style="font-family: 'Open Sans'">- each allies gets to add your curse damage damage. Sweet. </span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Warlock E27 (DSCS)</span></span><strong> Price of Defiance</strong><span style="color: #333333"><span style="font-family: 'Open Sans'"> - Not really worth it unless you are </span></span><span style="color: #00CCFF"><span style="font-family: 'Open Sans'"><strong>Sorcerer-King pact</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> and spend your fell might. At this point ping-ponging off your allies can be great fun. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">Wilden Racial </span></span><span style="color: #0000FF"><span style="font-family: 'Open Sans'"><strong>Wrath of the Destroyer</strong></span></span><span style="color: #333333"><span style="font-family: 'Open Sans'"> (PHB3) - An easy trigger (a bloodied enemy attacks you or an adjacent ally) grants you a charge or an MBA. Not a bad racial at all.[/sblock]</span></span></p><p></p><p>[h=2]The Other Leaders[/h]</p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Ardent</strong></span></span><span style="font-family: 'Open Sans'">] </span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Ardent</strong> </span>(PHB3): You have various options for granting attack which can become quite destructive at higher levels. You are especially promising in a charge-savy party. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 <span style="color: #0000FF"><strong>Ire Strike</strong> </span>(PHB3): The lazy ardent’s spammable at-will. Unaugmented it just grants an MBA with a small amount of psychic vulnerability, but when you start to augment it the vulnerability can be more of a factor. With some party organisation (a party that specialises in psychic damage) the Augment 1 can be almost as good as the Augment 2, and can obviously be used twice as many times.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 <span style="color: #0000FF"><strong>Implanted Suggestion</strong> </span>(PHB3): As an effect, whenever the target tries to attack, an ally adjacent to it gets a free MBA. As the creature is also dazed on a hit, it is unlikely that it will move away, making the extra MBAs likely. Unfortunately this is best used on a solo or elite (as they are more likely to have multiple attacks or survive more than one round) and they tend to have bonuses to saves. Still a very strong choice for this level.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 <span style="color: #FF00FF"><strong>Wormhole Plunge</strong> </span>(PHB3): Not a great choice, even though it grants an MBA as an effect. If the zone was sustainable it would be better, but as it you should probably avoid it.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW3 <span style="color: #FF00FF"><strong>Guarded Prison</strong></span> (PsP): You’re not a defender but with a reach weapon (or a Blade of the Eldritch Knight) you might be able to make something of this. The Augment 2 turns on ally adjacent to the target into a fighter for one round. Most of the time the monster will stay where it is (it has at least two enemies adjacent to it after all) and you will have wasted two power points.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 <span style="color: #00CCFF"><strong>Fate Exchange</strong> </span>(PHB3): As long as you have a semi-passable MBA, this is a very strong power. You and an ally both get an MBA with +2 to hit, and when you hit you toss out surges and saving throws. Nice.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW7 <span style="color: #0000FF"><strong>Courageous Strike</strong> </span>(PHB3): This takes some setup but you can reap some great rewards. The Augment 2 is a close burst 1 which allows adjacent allies to make MBAs on a hit as an opportunity action (so you can only grant one MBA per ally) and also gives a large buff to AC for you and your allies in the burst. If you are tag-teaming with a defender, the lower Augments are also very useful.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">A good setup for this power: (M = Monster, A = Ardent, B = Barbarian, F = Fighter, R = Rogue)</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">R</span></p><p><span style="font-family: 'Open Sans'">M M M</span></p><p><span style="font-family: 'Open Sans'">B A F</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">So the Ardent does a close burst 1, hits the three monsters, the Rogue can hit M1 with CA, the Barb can hit M2 and the Fighter can hit M3. The Barb and Fighter will then get the Ardent’s wis mod bonus to AC. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW7 <span style="color: #00CCFF"><strong>Forward-Thinking Cut</strong></span> (PHB3): One or two allies can make a charge attack for augment 2? That’s crazy good, considering the quantity of charge-spamming builds out there. The con bonus to damage is just gravy.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW7 <strong>Mindlink Strike</strong> (PHB3): The Unaugmented version is worse than Ire Strike, and the Augment 2 is worse than Courageous Strike. The Augment 1 is only good if there are no melee strikers in your party and you find yourself granting attacks to the defender. This power’s rating is only as high as it is due to its versatility.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW7 <span style="color: #0000FF"><strong>Trailblazing Assault</strong> </span>(PsP): On the Augment 2, both you and an ally get a charge attack. The ally gets a large bonus to the attack roll and a bonus to defence and healing if they hit. Depending on your build (and party composition), there is question of whether this or the Augment 2 of Forward-thinking Cut is better.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 <span style="color: #00CCFF"><strong>Passage of Swords</strong> </span>(PHB3): Dazed on a hit and an effect of forced movement coupled with a few MBAs at the end. With the right positioning this is a really strong choice.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 <strong>Spatial Anomaly</strong> (PsP): Doesn’t pip Passage of Swords. Teleport instead of slide and a few temps do not compensate for the limitation on attacks or the bonus to damage.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D15 <span style="color: #00CCFF"><strong>Coordinated Effort</strong> </span>(PsP): An extremely versatile power for a minor action. One ally (or you) makes a basic attack, one charges, one spends a surge, one can shift and one can fly. Top quality leader daily.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW17 <span style="color: #FF00FF"><strong>Diamond Defense Assault</strong></span> (PHB3): The Augment 1 gives and ally a free action MBA when a target moves or shifts (this would stack with combat challenge). Chances are the monster would respect the pseudo-mark and you would have wasted your turn.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW23 <span style="color: #00CCFF"><strong>Revelatory Slash</strong></span> (PHB3): The new lazy-ardent at-will. The Unaugmented version grants an MBA at range 10 that causes the target to grant CA. The Augment 2 causes the target of the MBA to be dazed as long as it was granting CA to you (not the person making the attack) already. The Augment 6 allows any two allies to use any at-will (twin strike anyone?) and grants temps on a hit. A great enabling leader power. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW23 <span style="color: #FF00FF"><strong>Concerted Strike</strong></span> (PsP): This is just nowhere near the power of Revelatory slash. You have to hit to get your enabling off and even then the enabling isn’t as powerful. Only consider this if you are traveling with a team of essentials strikers.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D25 <strong>Victorious Vision</strong> (PsP): Two MBAs that daze with a little extra damage doesn’t cut it as a daily at this level. The miss damage is no consolation.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW27<span style="color: #0000FF"><strong> Exhilarating Strike</strong></span> (PHB3): This is not a power to spam as its low Augments are frankly terrible. However the Augment 6 is a repeatable Hail of Steel (close 5 basic attack or charge) and as you get 3 at-wills at any one time, I would recommend this be one of them, purely for the Augment 6.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW27 <span style="color: #0000FF"><strong>Unconscious Assault</strong></span> (PHB3): While this is clearly designed to make monsters hit each other, the Unaugmented version can actually be used to make an MBA with +2 to and +(10+con) to damage. That’s not bad at all. The Augment 2 allows you to reposition. You wouldn’t use the Augment 6 on an ally except in a very strange situation as it actually does damage to the target. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">[sblock=[COLOR=#FF00FF]<strong>Artificer</strong>[/COLOR]]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF00FF"><strong>Artificer</strong> </span>(EPG): You are known as a strong buffer rather than an attack granter, and with good reason. Note the short power list and remember the strength of the Artificer daily power list.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D5 <span style="color: #0000FF"><strong><span style="color: #FF00FF">Smokepowder Blast</span> </strong><span style="color: #000000">(Drag403): A daily that creates one MBA. Not that great by leader standards.</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></span><span style="color: #000000"><strong>Synchronized Weaponry</strong></span> (Drag403): This struggles because it eats up the IRs of the enabling target for just a straight-forward MBA. However, for an artificer, this is repeated attack granting, even if isn't that great.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 <span style="color: #FF00FF"><strong>Tactical Detonation</strong></span> (Drag381): This requires a controller to group the enemy together and then several allies to have MBAs. This is really not great for a capstone daily. [/sblock]</span>[/COLOR]</p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=[COLOR=#0000FF]<strong>Bard</strong></span></span><span style="font-family: 'Open Sans'">] </span></p><p><span style="font-family: 'Open Sans'"><span style="color: #0000FF"><strong>Bard</strong> </span>(PHB2): Your enabling comes with a side order of chessmastering, both for allies and enemies. However a lot of is based off implement attacks and requires hitting and you may struggle slightly for accuracy, so take every chance you can to boost your to-hit bonus.</span>[/COLOR]</p><p></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 <span style="color: #00CCFF"><strong>Staggering Note</strong></span> (Drag383): The go-to bard at-will, combining both repositioning and enabling. On hit, this grants a free MBA to an ally and also pushes the enemy two squares (the ally can attack at any point before, during or after the push), along with your cha mod damage. It also targets will making it reasonably accurate.</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'">E1 <span style="color: #FF00FF"><strong>Thunder's Calling</strong> </span>(AP): This is like an encounter version of Staggering Note. It has a longer slide (equal to your con mod) but it has the restriction that you only get a basic attack out of it (and that has to be an RBA) if the target ends up adjacent to no creatures. There are few times you’d use this over Staggering Note.</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'">E1 <span style="color: #0000FF"><strong>Blunder</strong></span> (PHB2): This is a straight up improvement on Staggering note. The attack gains a +2 power bonus to hit (or 1+int) if you are a cunning bard. Serviceable.</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'">E3 <span style="color: #0000FF"><strong>Unicorn's Charge</strong> </span>(Drag387): Providing a charge this early on isn't that great, but charges get easier and easier to optimise so this power increases in worth.</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'">E7<span style="color: #00CCFF"> <strong>Prescient Warning</strong></span> (HotFW): This is a very strong power – you grant an basic attack as an immediate interrupt when your ally is hit by an attack, giving them the chance to kill the monster and thus negate the damage.</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'">E7 <span style="color: #0000FF"><strong>Urge to Victory</strong></span> (HotFW): This is reasonably conditional but nice when it happens. If your striker somehow is forced to miss his turn, he can still be useful (especially as this power allows the ally to 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'">E13 <span style="color: #0000FF"><strong>Couplet of Deceptive Weakness</strong></span> (AP): A double tap off turn if an enemy moves adjacent to you. If you are a melee bard, then this isn’t a bad choice at all.</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'">E13 <strong><span style="color: #FF00FF">Dimensional </span><span style="color: #00CCFF">Step</span> </strong>(HotFW): You don’t want this as a regular bard, but for a Scald, this is right up your street.</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'">E13 <span style="color: #FF00FF"><strong>Harmony of the Two</strong></span> (PHB2): No real reason to use this over staggering note, unless you are trying to have a small amount of enabling while not using an implement.</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<span style="color: #0000FF"><strong> Increasing the Tempo</strong> </span>(PHB2): You give out 4 basic attacks to an ally all at once, however no more than two can be against the same target, so a melee character would need at least two enemies adjacent.</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'">U22 <span style="color: #00CCFF"><strong>Climactic Chord</strong> </span>(AP): This really ought to be a daily attack power (c.f. the warlord D15 Warmaster’s Assault). A huge burst (ranged 10) that allows allies to make a basic attack or use an at-will power with a large bonus to hit and damage. Awesome.</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'">U22<span style="color: #00CCFF"><strong> Note of Aggression</strong></span> (AP): You provide an MBA for any ally within 10 as a minor action. Sweet.</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'">E23 <span style="color: #0000FF"><strong>True Prescient Warning</strong></span> (HotFW): This is still a nice power, but doesn’t get as large boost as one might like over its lower level cousin.</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'">E23 <strong>True Urge to Victory</strong> (HotFW): The chance of people not attacking on their turn is pretty low by this level, as PCs have more and more ways to escape status effects.</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'">E23 <span style="color: #0000FF"><strong>Rhythm of Disorientation</strong> </span>(PHB2): This can be very nice with the right set up. A big party-friendly burst that does damage and knocks the target prone, and then one ally adjacent to each target hit can take an MBA as a free action.</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'">E27<span style="color: #00CCFF"><strong> Surge of Valor</strong> </span>(PHB2): This is especially good for Valorous bards – you hit the target, then every ally within 10 squares can shift 2 and make an MBA with a substantial power bonus to hit and damage. [/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]Cleric[/B]]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Cleric</strong> (PHB): You are knows as a healer, but you do have some sporadic pieces of good enabling. You do not have as wide a list as some, but some of the powers (especially later ones) are really quite strong. </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 <strong>Hallowed Advance</strong> (DP): A decent hit for yourself, and an MBA and healing for an ally.</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 <span style="color: #0000FF"><strong>Inspire Fervor</strong></span> (HotFL): The same hit as above, and given a reasonable setup, you can get several MBAs out of it. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D19 <span style="color: #0000FF"><strong>Beacon of Doom</strong></span> (DP): A decent hit, but the effect is what you are after; a large penalty to defences. Each failed saving grants a BA for an ally within 10 squares, and when the enemy saves, each enemy within 5 gets a BA. It is just a bit of pain because you can't be sure where the enemy will be when the enabling occurs (compare to Hail of Steel).</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'">E23 <span style="color: #0000FF"><strong>Rebuke the Wrathful</strong> </span>(DP): Like the above power, you can't control where the enemy will be when it attacks. However if you can force it to attack (domination etc), then this power is even <span style="color: #00CCFF"><strong>better</strong></span>.</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'">E23 <strong>Shared Secrets</strong> (NCS): You get one MBA out of this power, and a decent penalty to attack roles if you can set it up right (At least -2). Better against solos.</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'">E27 <span style="color: #FF9900"><strong>Valorous Charge</strong></span> (NCS): You and each ally can charge or make an MBA and get a large bonus to all defences. One of the best encounter enabling powers in the game. [/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]Runepriest[/B]]</span></span></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'"><strong>Runepriest</strong> (PHB3): Very sparse power list, especially at lower levels. However the powers you do get aren't all that shabby.</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 <span style="color: #0000FF"><strong>Rune of Boundless Fury</strong></span> (PHB3): A decent starting hit and then a strong piece of enabling for it's level, especially if you can get someone to immobilise the target.</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'">E17 <span style="color: #0000FF"><strong>Rune of the Astral Phoenix</strong></span> (PHB3): A slightly worse version of Hail of Steel, but still allows every ally adjacent to the target to make an MBA. Not bad for its level at all.</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'">E17 <span style="color: #0000FF"><strong>Word of Healing Assault</strong></span> (PHB3): 2 allies within 5 can make a basic attack and gain a decent heal if they hit. </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'">E23 <strong>Rune of Rising Fury</strong> (PHB3): Damage then is not as good as damage now. However this does give you the flexibility, meaning you don't have set up any sort of formation.</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 <span style="color: #0000FF"><strong>Rune of the Conquering Sign</strong> </span>(PHB3): This is quite a good power. If you can prevent the enemy from saving, you effectively get a free Hail of Steel at the start of each of the target's turns. [/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=#00CCFF]<strong>Shaman</strong></span></span><span style="font-family: 'Open Sans'">]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #00CCFF"><strong>Shaman</strong> </span>(PHB2): You have a good wide power list (an option at every level through heroic but sparse at low epic) and have the second most powerful enabling in the game. The stalker shaman is the best build for this.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW0 <span style="color: #0000FF"><strong>Spirit's Prey</strong></span> (PP) - The OA from your spirit companion. Instead of biting the enemy yourself, you get one of your allies to shoot it with an RBA instead. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 <span style="color: #FF9900"><strong>Spirit Infusion</strong></span> (DSCS) - The best attack-granting at-will in the game. It grants the target a basic attack with +2 to hit and +Int to damage. The only issue is that some DMs say that the spirit disappears before the attack, so the ally doesn't get the bonuses for being adjacent to the companion. YMMV. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">AW1 <strong>Claws of the Eagle</strong> (PP) - Only grants a ranged basic attack, but at least it does come with a rider of making the target grant combat advantage. However in the right party, it can be your go to at-will, if you haven't taken <span style="color: #FF9900"><strong>Spirit Infusion</strong></span>.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E1 <strong>Ironbreaker Claws</strong> (PP) - Reasonable for stalker shamans. If you hit you do decent damage and allow an ally to make an MBA with your int bonus to hit.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D1 <span style="color: #0000FF"><strong>Great Watcher Spirit</strong></span> (PP) - Allows two allies within two squares of each other to make a basic attack, and prevents allies adjacent to your companion from granting combat advantage to the end of the encounter. First in class for granting multiple BAs with one action.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E3 <span style="color: #0000FF"><strong>Sly Fox Spirit</strong> </span>(PP) - Allows one ally to make a basic attack and then a second to do so if the first hits. Once you get to a certain level, your strikers shouldn't be missing often, so you should get the second attack the majority of the time.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E7 <strong>Spirit of Weakness</strong> (PP) - On a hit you weaken the target and grant an MBA to an adjacent ally (with +int to damage for stalkers). Not bad, however I would suggest Call to the Blood Dancer at this level.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 <strong>Four-Armed is Forewarned</strong> (Drag395) - You grant an MBA against up four adjacent enemies. This can be pretty potent with the right set up, but I often find it hard to make this power generate more than three attacks.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D9 <span style="color: #0000FF"><strong>Ancient Warlord's Inspiration</strong> </span>(PHB2) - Since you don't have a lot of use for your immediate actions, this power can probably generate at least as many MBAs over the course of a fight than Four-Armed is Forewarned, and does not require much set up. It also comes with an initial hit of your own.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E13 <span style="color: #00CCFF"><strong>Spirit of the Killing Shot</strong></span> (PP) - Damn nice for Stalkers - you grant an MBA with + int to hit and damage and the attack does max damage if it hits (i.e. maximise all dice that would have been rolled). One of the few enabling powers that compete with Death From Two Sides at this level. </span></p><p> <span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 <span style="color: #0000FF"><strong>Boar's Toss</strong></span> (PP) - The shaman's version of Hail of Steel (at the same level). It is a wider effect (all allies within 10 of the target) but only grants RBAs. Still not a bad choice, if you choose not to MC warlord and powerswap (or if you have a ranged-heavy party).</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E17 <strong>Flesh Ripper's Claws</strong> (PP) - A decent hit for yourself, and then an MBA for an ally that knocks prone. <span style="color: #0000FF"><strong>Better</strong> </span>for Protectors, who grant another attack to the ally if the enemy stands up next turn.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E23<strong> <span style="color: #FF9900">Spirit of the Ram </span></strong><span style="color: #FF9900"><span style="color: #000000">(PP) - Given that the Warlord has nothing at this level, this power is by far the best of the attack-granters at this level. Given a bit of set up, you can grant several charges and give them a decent attack and damage bonus.</span></span></span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">E27 <span style="color: #0000FF"><strong>Immolating Spirit</strong></span> (DSCS) - First power that allows an enemy to charge, which is handy as that is easy to optimise. Their charge also does extra damage and allows them to spend a surge. Not bad.</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 <span style="color: #00CCFF"><strong>Fury of Athas</strong></span> (DSCS) - If you can get your party set up right it can be pretty devastating. Each ally makes a basic attack and if they hit, the target is stunned and takes ongoing 10. Stunning 3-4 monsters alongisde the damage is pretty sweet. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 <span style="color: #0000FF"><strong>Sea of Serpents</strong></span> (PHB2) - Gives everyone in the blast 5 the equivalent of the fighter's combat challenge while within the burst and a decent initial hit. Not bad. </span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'">D29 <span style="color: #FF00FF"><strong>Heart of Bedlam</strong></span> (PP) - This is a standard action does nothing straight away, so if you are allowed to use this power before combat, it is <span style="color: #0000FF"><strong>rather more useful</strong></span>. The slight gimic of this power is that you can either grant a BA to your ally or force your enemy use it's BA if that has an interesting rider (which they quite often do). Once you have set the power rolling, it is free enabling for the rest of the encounter. [/sblock]</span></p><p><span style="font-family: 'Open Sans'"></span></p><p><span style="font-family: 'Open Sans'"></span>[/COLOR]</p><p></p><p>[h=2]The Warlord[/h]</p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=[COLOR=#FF9900]<strong>Warlord</strong></span></span><span style="font-family: 'Open Sans'">]</span></p><p><span style="font-family: 'Open Sans'"><span style="color: #FF9900"><strong>Warlord</strong> </span>(PHB): The undisputed king of granting attacks. The is a reason the Warlord gets a section all to himself. The Warlord has as many powers that grant attacks as all the classes put together. There is even a build that is designed to only grant attack and never make its own (the so-called LazyLord). </span>[/COLOR]</p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Heroic]AW1 <span style="color: #FF00FF"><strong>Brash Assault</strong> </span>(MP) – This is not a great power because the vast majority of the time, the DM won’t take the bait and thus you might as well have just hit the monster with an MBA.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">AW1 <span style="color: #FF00FF"><strong>Opening Shove</strong></span> (MP) – This is almost strictly inferior to Commander’s Strike, as you need to hit to enable.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">AW1 <span style="color: #00CCFF"><strong>Commander's Strike</strong></span> (PHB) – You have to be in melee range and it only grants an MBA, however this is still the second most potent at-will attack-granting power in the game.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">AW1<span style="color: #00CCFF"><strong> Direct the Strike (</strong></span>MP2) – This works at range and can grant either an MBA or RBA, but does not come with the extra damage support. I consider the powers about equal. Lazylords will take both.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E1 <span style="color: #00CCFF"><strong>Powerful Warning</strong></span> (MP2) – For an InsightLord this effectively grants an ally a disruptive strike, and it is still a strong power for other Warlords.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E1 <span style="color: #00CCFF"><strong>Vengeance is Mine</strong></span> (MP2) – Two out of turn attacks in response to getting hit. Awesome.</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'">E1<strong> Provocative Order</strong> (Drag381) - An ally gets to charge. Reasonable, <span style="color: #0000FF"><strong>better</strong> </span>if you have a dedicated charger. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E1 <span style="color: #0000FF"><strong>Race the Arrow</strong></span> (MP2) – A top quality power for the RangeLord, and even better sb if you have a chargespammer.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E1 <strong>Hammer and Anvil</strong> (PHB) – You attack and if you hit, your ally gets to attack with a small damage bonus. Not bad, but not quite as good as some other choices at this level.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D1 <strong>Orchestrated Offensive</strong> (Drag384) – Despite the name, this power does not allow you focus fire. However it does allow two allies to charge, which can be a lot of damage if the party is so optimised.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D1 <strong>Concentrated Attack</strong> (MP) – A swing for you and a decent swing for an ally. Only one ally gets an attack but at least it can be against the same target as you.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D1 <span style="color: #FF0000"><strong>Lead by Example</strong></span> (MP) r – Far better on a miss than a hit. Avoid.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D1 <strong>Create <span style="color: #00CCFF">a Target</span></strong> (MP2) – With some forced movement, this can be extremely strong (especially if your DM interprets a move as a bunch of individual moves, each of which provokes from a different ally). The down side is that the effect can be saved out of and thus may not last very long.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D1 <strong>Leader's Instincts</strong> (MP2) – A slightly better version of <strong>Hammer and Anvil</strong>. Reliable.</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'">D1 <span style="color: #00CCFF"><strong>Lamb to the Slaughter</strong> </span>(Drag381) - This provides up to 3 charges at once. This can be deadly, but is even more party dependent than other Warlord powers.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E3 <span style="color: #0000FF"><strong>Devastating Offensive</strong></span> (Drag381) – A better version of <strong>Hammer and Anvil</strong>. You get some chessmastering and a slight bonus for Taclords and RecLords.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E3 <span style="color: #FF00FF"><strong>Interrupting Strike</strong> </span>(Drag384) – Annoyingly conditional. You effectively mark the target, but the punishment has to come from an ally, and they have to hit to make the -2 to hit come into play (and it uses up their immediate action). Possible uses at very low level, but you almost certainly want to avoid.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E3 <span style="color: #FF0000"><strong>Battering Command</strong> </span>(MP2) – You’d do more damage using Commander’s Strike (sb). You don’t want this.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D5 <strong>Scent of Victory</strong> (MP) – Not bad towards the end of a combat if you want to finish it up quickly.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D5<span style="color: #0000FF"><strong> Staggering Spin</strong></span> (MP) – The most offense-oriented power at this level – you attack each enemy adjacent to you and then push them and generate several attacks from your allies.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D5 <span style="color: #0000FF"><strong>Create Opportunity</strong> </span>(MP2) – Very good for the RangeLord. You can continue to enable as you do whatever else you fancy doing for the rest of the encounter.</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 <strong>Directed Combat</strong> (Drag384) - You will almost always be able to use this power, however it's not as powerful as many of the others on this list.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E7 <span style="color: #FF00FF"><strong>Provoke Overextension</strong></span> (MP) p – The big brother of Brash Assault. It’s not worth picking up unless you are a BraveLord with a Knight ally (or Fighter if it is marked) in which case it is reasonable (b). You are going to be attack, so you want to get two attacks out of your defender to make this a useful trade.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E7 <strong>On My Mark</strong> (MP2) bl – An improved version of <strong>Hammer and Anvil</strong> but it can be used at either melee or ranged. A flexible power but not too stellar. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E7 <strong>Surprise Attack</strong> (MP) – Taclords should take this rather than the above but even without rider, it is probably better.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D9 <span style="color: #FF00FF"><strong>Awakened Wrath</strong></span> (Drag381) – Weirdly conditional and too hard to get the power’s full potential (seeing as most Warlords won’t be able to control when they are bloodied).</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D9 <span style="color: #FF00FF"><strong>Stay on Target</strong></span> (MP) – You need to be wielding a heavy thrown weapon (which is unlikely). It also takes an immediate reaction from both yourself and all your allies. And it only allows RBAs so it’s probably not what you want.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D9 <span style="color: #FF00FF"><strong>Shift the Field</strong></span> (Drag384) – Supposedly the big brother of Orchestrated Offensive, but it doesn’t allow them to charge and still requires every attack to be against a different target. Not what you want.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D9<span style="color: #0000FF"><strong> Iron Dragon Charge</strong></span> (PHB) – A very nice power which can produce quite a few charges over the course of a combat. If you are a Bravelord built around charging, you <strong><span style="color: #00CCFF">definitely</span></strong> want this.</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 Ready the Charge (MP2)</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D9 <span style="color: #FF0000"><strong>Knock Them Down</strong></span> (PHB) – Prone is such a trivial condition. If this power gave the allies real MBAs then it would be worth looking at, but it doesn’t so it isn’t.</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'">U10 <span style="color: #0000FF"><strong>Rallying Deflection</strong></span> (MP) - A utility that grants a charge? Awesome! Shame the trigger is not as easy as it might be.[/sblock]</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Paragon]E13<span style="color: #0000FF"><strong> Befuddling Cry</strong> </span>(MP) – A bit conditional, but if you know you have this power, you can allow your allies to move around with impunity, given that you will negate and redirect the first opportunity attack that hits.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13<span style="color: #0000FF"><strong> Unified in Blood</strong> </span>(MP) – An off-turn attack for both you and your ally on the not uncommon condition that your ally gets bloodied (and as the healer you can wait for him to become bloodied before healing him, just to get this power off).</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13 <span style="color: #FF00FF"><strong>Bolstering Insight</strong></span> (MP) – An MBA and a cancelled attack. Not much better than Powerful Warning (sb) and not on the par of other powers at this level.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13<strong> Blade Burst Trap</strong> (Drag384) – An reasonably easy trigger (you or an ally within 5 being hit) gives an ally an MBA against every enemy adjacent to them. The attacks daze, though as this is off-turn, said daze might not last very long.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13<span style="color: #0000FF"><strong> Impromptu Attack</strong> </span>(MP2) – A very easy trigger (An ally hits with an attack within 5) and grants two off-turn attacks, as long as you get the setup right.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13 <span style="color: #FF00FF"><strong>Invitational Assault</strong> </span>(Drag381) – <strong>Hammer and Anvil</strong> with a bit of chessmastering. By this level you want rather more than this. If you can use this, use Death From Two Sides (g) instead.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13 <span style="color: #0000FF"><strong>Pincer Maneuver</strong></span> (MP) – Two MBAs with a shift before each happens with a decent bonus for BraveLords. A good choice for Lazylords.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13 <span style="color: #FF0000"><strong>Ventured Gains</strong></span> (MP) – Far too difficult to use effectively unless you have the monster stat block in front of you. Avoid.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13 <span style="color: #FF9900"><strong>Death from Two Sides</strong></span> (MP2) – This is the strongest single-target enabling power in the game. You can’t ask for much more than a crit on demand.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13 <span style="color: #0000FF"><strong>Signal the Charge</strong> </span>(MP2) – Serviceable but not much better than <span style="color: #0000FF"><strong>Race the Arrow</strong> </span> from 12 levels earlier.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E13<span style="color: #FF0000"> <strong>Beat Them Into the Ground</strong></span> (PHB) – The encounter version of <span style="color: #FF0000"><strong>Knock Them Down</strong></span> and just as woeful.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D15 <span style="color: #FF00FF"><strong>Call to Action</strong> </span>(Drag384) – This is rather overshadowed by <span style="color: #00CCFF"><strong>War Master’s Assault</strong></span> but it does have its niche in long range enabling.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D15 <span style="color: #00CCFF"><strong>War Master's Assault</strong> <span style="color: #000000">(</span></span>MP) – The whole party gets to charge or make a basic attack with bonuses. A good power for Cha-based non-Warlords to steal (e.g. Paladins, who are general part leader in any case).</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D15 <span style="color: #FF00FF"><strong>Archery Duel</strong> </span>(MP2) – A decent starting hit, but the chance of your allies with a decent RBA being hit by a ranged attack very often is not particularly high, and the ally would probably not want to use the immediate for a straight-forward RBA at this level.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D15 <span style="color: #FF0000"><strong>Band of Fellows</strong></span> (MP2) – Since it is no longer reliable, you never want this over War Master’s Assault (sb).</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D15<span style="color: #0000FF"><strong> Driving Volley</strong></span> (MP2) – Requires a small amount of set up, but this can basically become a triple-attack version of Hammer and Anvil (bl).</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D15 <span style="color: #FF00FF"><strong>Warlord's Gambit</strong> </span>(PHB) – Unless you have some way to encourage the monster to keep attacking you, this won’t generate many attacks.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">U16<strong> Forbidden Ground</strong> (MP2) – This takes a standard action to set up, so if you can do it before combat starts, then this is much <span style="color: #0000FF"><strong>better</strong></span>. A lot of forced movement helps too.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E17 <span style="color: #FF00FF"><strong>We Will Not Fail</strong> </span>(MP2) – You don’t want to be missing, so don’t plan around it.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E17 <span style="color: #0000FF"><strong>Forced Respect</strong> </span>(MP2) – A decent 1-2 punch for the InsightLord, but other Warlords should avoid.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E17 <span style="color: #FF00FF"><strong>Pincer Shot</strong></span> (MP2) – Not enough at this level, a simple hit and reposition and an MBA for an ally.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E17 <span style="color: #FF9900"><strong>Hail of Steel</strong></span> (PHB) – The power to which all other enabling powers are compared to. You want this. No arguments. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D19 <span style="color: #0000FF"><strong>Exhorted Counterattack</strong></span> (MP) – Two off turn attacks, which daze and some healing. Not bad at all.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D19 <strong>Anticipate the Target</strong> (MP2) – This would be better if it was not save ends. Unfortunately this would not be triggered by forced movement, so this power is closer to an immobilised (save ends).</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D19 <span style="color: #FF00FF"><strong>Storm of Carnage</strong></span> (MP) – You are a leader, it is your job to make your allies not miss. You don’t want to plan for missing.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D19 <strong>Unleash Hell</strong> (MP) – This would be pretty awesome in a ranged-heavy party, but I find that these are very unusual. And the requirement to be wielding a heavy thrown weapon is a pain too.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D19 <span style="color: #00CCFF"><strong>Victory Surge</strong></span> (PHB) – This can create an awful lot of extra attacks and it is the gift that keeps on giving with its sustain ability.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D19 <span style="color: #FF0000"><strong>Windmill of Doom</strong> </span>(PHB) – War Master’s Assault (sb) was better than this, 4 levels ago.[/sblock]</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">[sblock=Epic]U22 <span style="color: #0000FF"><strong>Bloodthirsty Offensive</strong> </span>(MP) – A nice nova boost – granting an MBA when people AP. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">U22 <span style="color: #00CCFF"><strong>Rush of Battle</strong> </span>(MP) – Allowing everyone to use minor actions to attack with for a round as a utility power is incredibly powerful. The RecLord bonuses are just gravy.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E23 <span style="color: #FF0000"><strong>Blood Begets Blood</strong></span> (MP) – The improved version of Ventured Gains (r) and seeing as you still don’t have the stat blocks in front of you, so this is still useless.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E23 <strong>Pillar to Post</strong> (PHB) – Requires you to be flanking, but at least it comes out as a triple-hitter. Certainly nowhere near as good as Hail of Steel (g). </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D25<strong> Wave of Defeat</strong> (MP) – A mildly improved daily version of Hail of Steel? Not at this level.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D25 <strong>Herding Barrage</strong> (MP2) – Requires a bit of set up but it can lead to decent damage to three enemies.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D25<span style="color: #00CCFF"><strong> Relentless Assault</strong></span> (PHB) – This power can get just silly. A decent starting hit but the effect can give you a huge number of basic attacks. Look at the synergy between this power and Death From Two Sides (g). </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D25 <span style="color: #FF00FF"><strong>Stir the Hornet's Nest</strong></span> (PHB) – Only grants an attack if you miss, so if that is your goal, avoid this power.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E27 <span style="color: #0000FF"><strong>A Plan Comes Together</strong> </span>(Drag384) – How to give a monster a really bad day. For daring to start its turn, it gets hit twice, dazed and knocked prone. Sweet. </span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E27 <span style="color: #0000FF"><strong>Warlord's Indignation</strong></span> (MP) – An out of turn <span style="color: #FF9900"><strong>Hail of Steel</strong></span> that knocks prone. Good if you can get the set up.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E27 <span style="color: #FF00FF"><strong>Abrupt Skirmish</strong> </span>(MP) – Can do decent damage but takes far too much set up to be effective.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">E27 <span style="color: #0000FF"><strong>Combined Arms Assault</strong> </span>(MP) – 2 RBAs or charges, nice with the right set up.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D29 <span style="color: #00CCFF"><strong>Break it Up</strong></span> (MP2) – A very nice stance which gives an ally an MBA whenever you hit with a ranged attack for the rest of the fight.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D29 <span style="color: #FF00FF"><strong>Victory by Design</strong> </span>(Drag384) – For some bizarre reason your 5th allies gets shafted out of a charge or basic attack. It’s basically a large version of <span style="color: #FF9900"><strong>Hail of Steel</strong></span>. It just doesn’t cut it.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D29 <span style="color: #FF00FF"><strong>Deific Rallying</strong></span> (MP) – Another variant of<span style="color: #FF9900"> Hail of Steel</span> with some temps. Underwhelming.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D29 <span style="color: #FF0000"><strong>Loyal Squadron</strong> </span>(MP2) – Much better on a miss, and really not worth miss-whoring. Avoid like the plague.</span></span></p><p></p><p><span style="color: #333333"><span style="font-family: 'Open Sans'">D29<span style="color: #FF0000"><strong> Partners in Battle</strong></span> (MP2) – Same as above. You shouldn’t miss at all at this level.[/sblock][/sblock]</span></span></p></blockquote><p></p>
[QUOTE="Fardiz, post: 6702477, member: 6761896"] [h=1]Granting Attacks[/h] [COLOR=#333333][FONT=Open Sans][sblock=Non Leaders][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Barbarian E3 (PP) [/FONT][/COLOR][COLOR=#FF00FF][FONT=Open Sans][B]Rippling Blades[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] - You never aim to miss, and this power is horribly plain on a hit.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Psion AW17 (PHB3) [/FONT][/COLOR][COLOR=#00CCFF][FONT=Open Sans][B]Forced Opportunity[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] - Nice and versatile power. In its unaugmented form, it is an improved version of Commander's Strike, and in its augment 4 form, it is almost comparable with Hail of Steel (while being repeatable). [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Rogue D9 (MP) [/FONT][/COLOR][B]Into Harm's Way[/B][COLOR=#333333][FONT=Open Sans] - Not bad, but horribly overshadowed by [/FONT][/COLOR][COLOR=#FF9900][FONT=Open Sans][B]Knockout[/B] [/FONT][/COLOR][COLOR=#333333][FONT=Open Sans]at this level.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Rogue D15 (MP) [/FONT][/COLOR][COLOR=#FF00FF][FONT=Open Sans][B]Vicious Cooperation[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] - Increased likelihood of Sneak Attack damage being dealt, but when does a rogue ever miss? 4[W] is not great if you are using a dagger. Again as I striker, I wouldn't touch this.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Rogue D29 (MP) [/FONT][/COLOR][COLOR=#0000FF][FONT=Open Sans][B]Deathweaving Strike[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] - Not bad, but this isn't a capstone striker daily (c.f. [/FONT][/COLOR][COLOR=#FF9900][FONT=Open Sans][B]Five Missile Dance[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans]). However this is as good as the cha-based rogue gets and with the right party and the right set up, this can do [/FONT][/COLOR][COLOR=#00CCFF][FONT=Open Sans][B]a lot[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] of damage. Since the rider is quite significant, brutal rogue should probably [/FONT][/COLOR][COLOR=#FF00FF][FONT=Open Sans][B]avoid[/B] [/FONT][/COLOR][COLOR=#333333][FONT=Open Sans]this, however it is slightly redeemed by the fact it targets reflex and is reliable. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Seeker E17 (PHB3) [/FONT][/COLOR][COLOR=#000000][FONT=Open Sans][B]Sprite Dance[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] - The only power you would take as a Seeker at level 17. You hit the target, tele them next to your melee striker and he can MBA them as a immediate. The fact that the ally has to use an immediate to get his swing is a pain, but hey, this is the seeker - what can you expect?[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Warlock E23 (DSCS) [/FONT][/COLOR][COLOR=#0000FF][FONT=Open Sans][B]Command of Execution[/B] [/FONT][/COLOR][COLOR=#333333][FONT=Open Sans]- If you hit, you daze the target and give two allies a free MBA or charge at the target. For Sorcerer-Kings [/FONT][/COLOR][COLOR=#FF9900][FONT=Open Sans][B]look no further[/B] [/FONT][/COLOR][COLOR=#333333][FONT=Open Sans]- each allies gets to add your curse damage damage. Sweet. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Warlock E27 (DSCS)[/FONT][/COLOR][B] Price of Defiance[/B][COLOR=#333333][FONT=Open Sans] - Not really worth it unless you are [/FONT][/COLOR][COLOR=#00CCFF][FONT=Open Sans][B]Sorcerer-King pact[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] and spend your fell might. At this point ping-ponging off your allies can be great fun. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]Wilden Racial [/FONT][/COLOR][COLOR=#0000FF][FONT=Open Sans][B]Wrath of the Destroyer[/B][/FONT][/COLOR][COLOR=#333333][FONT=Open Sans] (PHB3) - An easy trigger (a bloodied enemy attacks you or an adjacent ally) grants you a charge or an MBA. Not a bad racial at all.[/sblock][/FONT][/COLOR] [h=2]The Other Leaders[/h] [COLOR=#333333][FONT=Open Sans][sblock=[COLOR=#0000FF][B]Ardent[/B][/FONT][/COLOR][FONT=Open Sans]] [COLOR=#0000FF][B]Ardent[/B] [/COLOR](PHB3): You have various options for granting attack which can become quite destructive at higher levels. You are especially promising in a charge-savy party. AW1 [COLOR=#0000FF][B]Ire Strike[/B] [/COLOR](PHB3): The lazy ardent’s spammable at-will. Unaugmented it just grants an MBA with a small amount of psychic vulnerability, but when you start to augment it the vulnerability can be more of a factor. With some party organisation (a party that specialises in psychic damage) the Augment 1 can be almost as good as the Augment 2, and can obviously be used twice as many times. D1 [COLOR=#0000FF][B]Implanted Suggestion[/B] [/COLOR](PHB3): As an effect, whenever the target tries to attack, an ally adjacent to it gets a free MBA. As the creature is also dazed on a hit, it is unlikely that it will move away, making the extra MBAs likely. Unfortunately this is best used on a solo or elite (as they are more likely to have multiple attacks or survive more than one round) and they tend to have bonuses to saves. Still a very strong choice for this level. D1 [COLOR=#FF00FF][B]Wormhole Plunge[/B] [/COLOR](PHB3): Not a great choice, even though it grants an MBA as an effect. If the zone was sustainable it would be better, but as it you should probably avoid it. AW3 [COLOR=#FF00FF][B]Guarded Prison[/B][/COLOR] (PsP): You’re not a defender but with a reach weapon (or a Blade of the Eldritch Knight) you might be able to make something of this. The Augment 2 turns on ally adjacent to the target into a fighter for one round. Most of the time the monster will stay where it is (it has at least two enemies adjacent to it after all) and you will have wasted two power points. D5 [COLOR=#00CCFF][B]Fate Exchange[/B] [/COLOR](PHB3): As long as you have a semi-passable MBA, this is a very strong power. You and an ally both get an MBA with +2 to hit, and when you hit you toss out surges and saving throws. Nice. AW7 [COLOR=#0000FF][B]Courageous Strike[/B] [/COLOR](PHB3): This takes some setup but you can reap some great rewards. The Augment 2 is a close burst 1 which allows adjacent allies to make MBAs on a hit as an opportunity action (so you can only grant one MBA per ally) and also gives a large buff to AC for you and your allies in the burst. If you are tag-teaming with a defender, the lower Augments are also very useful. A good setup for this power: (M = Monster, A = Ardent, B = Barbarian, F = Fighter, R = Rogue) R M M M B A F So the Ardent does a close burst 1, hits the three monsters, the Rogue can hit M1 with CA, the Barb can hit M2 and the Fighter can hit M3. The Barb and Fighter will then get the Ardent’s wis mod bonus to AC. AW7 [COLOR=#00CCFF][B]Forward-Thinking Cut[/B][/COLOR] (PHB3): One or two allies can make a charge attack for augment 2? That’s crazy good, considering the quantity of charge-spamming builds out there. The con bonus to damage is just gravy. AW7 [B]Mindlink Strike[/B] (PHB3): The Unaugmented version is worse than Ire Strike, and the Augment 2 is worse than Courageous Strike. The Augment 1 is only good if there are no melee strikers in your party and you find yourself granting attacks to the defender. This power’s rating is only as high as it is due to its versatility. AW7 [COLOR=#0000FF][B]Trailblazing Assault[/B] [/COLOR](PsP): On the Augment 2, both you and an ally get a charge attack. The ally gets a large bonus to the attack roll and a bonus to defence and healing if they hit. Depending on your build (and party composition), there is question of whether this or the Augment 2 of Forward-thinking Cut is better. D9 [COLOR=#00CCFF][B]Passage of Swords[/B] [/COLOR](PHB3): Dazed on a hit and an effect of forced movement coupled with a few MBAs at the end. With the right positioning this is a really strong choice. D9 [B]Spatial Anomaly[/B] (PsP): Doesn’t pip Passage of Swords. Teleport instead of slide and a few temps do not compensate for the limitation on attacks or the bonus to damage. D15 [COLOR=#00CCFF][B]Coordinated Effort[/B] [/COLOR](PsP): An extremely versatile power for a minor action. One ally (or you) makes a basic attack, one charges, one spends a surge, one can shift and one can fly. Top quality leader daily. AW17 [COLOR=#FF00FF][B]Diamond Defense Assault[/B][/COLOR] (PHB3): The Augment 1 gives and ally a free action MBA when a target moves or shifts (this would stack with combat challenge). Chances are the monster would respect the pseudo-mark and you would have wasted your turn. AW23 [COLOR=#00CCFF][B]Revelatory Slash[/B][/COLOR] (PHB3): The new lazy-ardent at-will. The Unaugmented version grants an MBA at range 10 that causes the target to grant CA. The Augment 2 causes the target of the MBA to be dazed as long as it was granting CA to you (not the person making the attack) already. The Augment 6 allows any two allies to use any at-will (twin strike anyone?) and grants temps on a hit. A great enabling leader power. AW23 [COLOR=#FF00FF][B]Concerted Strike[/B][/COLOR] (PsP): This is just nowhere near the power of Revelatory slash. You have to hit to get your enabling off and even then the enabling isn’t as powerful. Only consider this if you are traveling with a team of essentials strikers. D25 [B]Victorious Vision[/B] (PsP): Two MBAs that daze with a little extra damage doesn’t cut it as a daily at this level. The miss damage is no consolation. AW27[COLOR=#0000FF][B] Exhilarating Strike[/B][/COLOR] (PHB3): This is not a power to spam as its low Augments are frankly terrible. However the Augment 6 is a repeatable Hail of Steel (close 5 basic attack or charge) and as you get 3 at-wills at any one time, I would recommend this be one of them, purely for the Augment 6. AW27 [COLOR=#0000FF][B]Unconscious Assault[/B][/COLOR] (PHB3): While this is clearly designed to make monsters hit each other, the Unaugmented version can actually be used to make an MBA with +2 to and +(10+con) to damage. That’s not bad at all. The Augment 2 allows you to reposition. You wouldn’t use the Augment 6 on an ally except in a very strange situation as it actually does damage to the target. [/sblock] [sblock=[COLOR=#FF00FF][B]Artificer[/B][/COLOR]] [COLOR=#FF00FF][B]Artificer[/B] [/COLOR](EPG): You are known as a strong buffer rather than an attack granter, and with good reason. Note the short power list and remember the strength of the Artificer daily power list. D5 [COLOR=#0000FF][B][COLOR=#FF00FF]Smokepowder Blast[/COLOR] [/B][COLOR=#000000](Drag403): A daily that creates one MBA. Not that great by leader standards. D25 [/COLOR][/COLOR][COLOR=#000000][B]Synchronized Weaponry[/B][/COLOR] (Drag403): This struggles because it eats up the IRs of the enabling target for just a straight-forward MBA. However, for an artificer, this is repeated attack granting, even if isn't that great. D29 [COLOR=#FF00FF][B]Tactical Detonation[/B][/COLOR] (Drag381): This requires a controller to group the enemy together and then several allies to have MBAs. This is really not great for a capstone daily. [/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][sblock=[COLOR=#0000FF][B]Bard[/B][/FONT][/COLOR][FONT=Open Sans]] [COLOR=#0000FF][B]Bard[/B] [/COLOR](PHB2): Your enabling comes with a side order of chessmastering, both for allies and enemies. However a lot of is based off implement attacks and requires hitting and you may struggle slightly for accuracy, so take every chance you can to boost your to-hit bonus.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans] AW1 [COLOR=#00CCFF][B]Staggering Note[/B][/COLOR] (Drag383): The go-to bard at-will, combining both repositioning and enabling. On hit, this grants a free MBA to an ally and also pushes the enemy two squares (the ally can attack at any point before, during or after the push), along with your cha mod damage. It also targets will making it reasonably accurate. E1 [COLOR=#FF00FF][B]Thunder's Calling[/B] [/COLOR](AP): This is like an encounter version of Staggering Note. It has a longer slide (equal to your con mod) but it has the restriction that you only get a basic attack out of it (and that has to be an RBA) if the target ends up adjacent to no creatures. There are few times you’d use this over Staggering Note. E1 [COLOR=#0000FF][B]Blunder[/B][/COLOR] (PHB2): This is a straight up improvement on Staggering note. The attack gains a +2 power bonus to hit (or 1+int) if you are a cunning bard. Serviceable. E3 [COLOR=#0000FF][B]Unicorn's Charge[/B] [/COLOR](Drag387): Providing a charge this early on isn't that great, but charges get easier and easier to optimise so this power increases in worth. E7[COLOR=#00CCFF] [B]Prescient Warning[/B][/COLOR] (HotFW): This is a very strong power – you grant an basic attack as an immediate interrupt when your ally is hit by an attack, giving them the chance to kill the monster and thus negate the damage. E7 [COLOR=#0000FF][B]Urge to Victory[/B][/COLOR] (HotFW): This is reasonably conditional but nice when it happens. If your striker somehow is forced to miss his turn, he can still be useful (especially as this power allows the ally to charge). E13 [COLOR=#0000FF][B]Couplet of Deceptive Weakness[/B][/COLOR] (AP): A double tap off turn if an enemy moves adjacent to you. If you are a melee bard, then this isn’t a bad choice at all. E13 [B][COLOR=#FF00FF]Dimensional [/COLOR][COLOR=#00CCFF]Step[/COLOR] [/B](HotFW): You don’t want this as a regular bard, but for a Scald, this is right up your street. E13 [COLOR=#FF00FF][B]Harmony of the Two[/B][/COLOR] (PHB2): No real reason to use this over staggering note, unless you are trying to have a small amount of enabling while not using an implement. D19[COLOR=#0000FF][B] Increasing the Tempo[/B] [/COLOR](PHB2): You give out 4 basic attacks to an ally all at once, however no more than two can be against the same target, so a melee character would need at least two enemies adjacent. U22 [COLOR=#00CCFF][B]Climactic Chord[/B] [/COLOR](AP): This really ought to be a daily attack power (c.f. the warlord D15 Warmaster’s Assault). A huge burst (ranged 10) that allows allies to make a basic attack or use an at-will power with a large bonus to hit and damage. Awesome. U22[COLOR=#00CCFF][B] Note of Aggression[/B][/COLOR] (AP): You provide an MBA for any ally within 10 as a minor action. Sweet. E23 [COLOR=#0000FF][B]True Prescient Warning[/B][/COLOR] (HotFW): This is still a nice power, but doesn’t get as large boost as one might like over its lower level cousin. E23 [B]True Urge to Victory[/B] (HotFW): The chance of people not attacking on their turn is pretty low by this level, as PCs have more and more ways to escape status effects. E23 [COLOR=#0000FF][B]Rhythm of Disorientation[/B] [/COLOR](PHB2): This can be very nice with the right set up. A big party-friendly burst that does damage and knocks the target prone, and then one ally adjacent to each target hit can take an MBA as a free action. E27[COLOR=#00CCFF][B] Surge of Valor[/B] [/COLOR](PHB2): This is especially good for Valorous bards – you hit the target, then every ally within 10 squares can shift 2 and make an MBA with a substantial power bonus to hit and damage. [/sblock] [sblock=[B]Cleric[/B]] [B]Cleric[/B] (PHB): You are knows as a healer, but you do have some sporadic pieces of good enabling. You do not have as wide a list as some, but some of the powers (especially later ones) are really quite strong. D5 [B]Hallowed Advance[/B] (DP): A decent hit for yourself, and an MBA and healing for an ally. D5 [COLOR=#0000FF][B]Inspire Fervor[/B][/COLOR] (HotFL): The same hit as above, and given a reasonable setup, you can get several MBAs out of it. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D19 [COLOR=#0000FF][B]Beacon of Doom[/B][/COLOR] (DP): A decent hit, but the effect is what you are after; a large penalty to defences. Each failed saving grants a BA for an ally within 10 squares, and when the enemy saves, each enemy within 5 gets a BA. It is just a bit of pain because you can't be sure where the enemy will be when the enabling occurs (compare to Hail of Steel). E23 [COLOR=#0000FF][B]Rebuke the Wrathful[/B] [/COLOR](DP): Like the above power, you can't control where the enemy will be when it attacks. However if you can force it to attack (domination etc), then this power is even [COLOR=#00CCFF][B]better[/B][/COLOR]. E23 [B]Shared Secrets[/B] (NCS): You get one MBA out of this power, and a decent penalty to attack roles if you can set it up right (At least -2). Better against solos. E27 [COLOR=#FF9900][B]Valorous Charge[/B][/COLOR] (NCS): You and each ally can charge or make an MBA and get a large bonus to all defences. One of the best encounter enabling powers in the game. [/sblock] [sblock=[B]Runepriest[/B]] [B]Runepriest[/B] (PHB3): Very sparse power list, especially at lower levels. However the powers you do get aren't all that shabby. D9 [COLOR=#0000FF][B]Rune of Boundless Fury[/B][/COLOR] (PHB3): A decent starting hit and then a strong piece of enabling for it's level, especially if you can get someone to immobilise the target. E17 [COLOR=#0000FF][B]Rune of the Astral Phoenix[/B][/COLOR] (PHB3): A slightly worse version of Hail of Steel, but still allows every ally adjacent to the target to make an MBA. Not bad for its level at all. E17 [COLOR=#0000FF][B]Word of Healing Assault[/B][/COLOR] (PHB3): 2 allies within 5 can make a basic attack and gain a decent heal if they hit. E23 [B]Rune of Rising Fury[/B] (PHB3): Damage then is not as good as damage now. However this does give you the flexibility, meaning you don't have set up any sort of formation. D25 [COLOR=#0000FF][B]Rune of the Conquering Sign[/B] [/COLOR](PHB3): This is quite a good power. If you can prevent the enemy from saving, you effectively get a free Hail of Steel at the start of each of the target's turns. [/sblock] [sblock=[COLOR=#00CCFF][B]Shaman[/B][/FONT][/COLOR][FONT=Open Sans]] [COLOR=#00CCFF][B]Shaman[/B] [/COLOR](PHB2): You have a good wide power list (an option at every level through heroic but sparse at low epic) and have the second most powerful enabling in the game. The stalker shaman is the best build for this. AW0 [COLOR=#0000FF][B]Spirit's Prey[/B][/COLOR] (PP) - The OA from your spirit companion. Instead of biting the enemy yourself, you get one of your allies to shoot it with an RBA instead. AW1 [COLOR=#FF9900][B]Spirit Infusion[/B][/COLOR] (DSCS) - The best attack-granting at-will in the game. It grants the target a basic attack with +2 to hit and +Int to damage. The only issue is that some DMs say that the spirit disappears before the attack, so the ally doesn't get the bonuses for being adjacent to the companion. YMMV. AW1 [B]Claws of the Eagle[/B] (PP) - Only grants a ranged basic attack, but at least it does come with a rider of making the target grant combat advantage. However in the right party, it can be your go to at-will, if you haven't taken [COLOR=#FF9900][B]Spirit Infusion[/B][/COLOR]. E1 [B]Ironbreaker Claws[/B] (PP) - Reasonable for stalker shamans. If you hit you do decent damage and allow an ally to make an MBA with your int bonus to hit. D1 [COLOR=#0000FF][B]Great Watcher Spirit[/B][/COLOR] (PP) - Allows two allies within two squares of each other to make a basic attack, and prevents allies adjacent to your companion from granting combat advantage to the end of the encounter. First in class for granting multiple BAs with one action. E3 [COLOR=#0000FF][B]Sly Fox Spirit[/B] [/COLOR](PP) - Allows one ally to make a basic attack and then a second to do so if the first hits. Once you get to a certain level, your strikers shouldn't be missing often, so you should get the second attack the majority of the time. E7 [B]Spirit of Weakness[/B] (PP) - On a hit you weaken the target and grant an MBA to an adjacent ally (with +int to damage for stalkers). Not bad, however I would suggest Call to the Blood Dancer at this level. D9 [B]Four-Armed is Forewarned[/B] (Drag395) - You grant an MBA against up four adjacent enemies. This can be pretty potent with the right set up, but I often find it hard to make this power generate more than three attacks. D9 [COLOR=#0000FF][B]Ancient Warlord's Inspiration[/B] [/COLOR](PHB2) - Since you don't have a lot of use for your immediate actions, this power can probably generate at least as many MBAs over the course of a fight than Four-Armed is Forewarned, and does not require much set up. It also comes with an initial hit of your own. E13 [COLOR=#00CCFF][B]Spirit of the Killing Shot[/B][/COLOR] (PP) - Damn nice for Stalkers - you grant an MBA with + int to hit and damage and the attack does max damage if it hits (i.e. maximise all dice that would have been rolled). One of the few enabling powers that compete with Death From Two Sides at this level. E17 [COLOR=#0000FF][B]Boar's Toss[/B][/COLOR] (PP) - The shaman's version of Hail of Steel (at the same level). It is a wider effect (all allies within 10 of the target) but only grants RBAs. Still not a bad choice, if you choose not to MC warlord and powerswap (or if you have a ranged-heavy party). E17 [B]Flesh Ripper's Claws[/B] (PP) - A decent hit for yourself, and then an MBA for an ally that knocks prone. [COLOR=#0000FF][B]Better[/B] [/COLOR]for Protectors, who grant another attack to the ally if the enemy stands up next turn. E23[B] [COLOR=#FF9900]Spirit of the Ram [/COLOR][/B][COLOR=#FF9900][COLOR=#000000](PP) - Given that the Warlord has nothing at this level, this power is by far the best of the attack-granters at this level. Given a bit of set up, you can grant several charges and give them a decent attack and damage bonus.[/COLOR][/COLOR] E27 [COLOR=#0000FF][B]Immolating Spirit[/B][/COLOR] (DSCS) - First power that allows an enemy to charge, which is handy as that is easy to optimise. Their charge also does extra damage and allows them to spend a surge. Not bad. D29 [COLOR=#00CCFF][B]Fury of Athas[/B][/COLOR] (DSCS) - If you can get your party set up right it can be pretty devastating. Each ally makes a basic attack and if they hit, the target is stunned and takes ongoing 10. Stunning 3-4 monsters alongisde the damage is pretty sweet. D29 [COLOR=#0000FF][B]Sea of Serpents[/B][/COLOR] (PHB2) - Gives everyone in the blast 5 the equivalent of the fighter's combat challenge while within the burst and a decent initial hit. Not bad. D29 [COLOR=#FF00FF][B]Heart of Bedlam[/B][/COLOR] (PP) - This is a standard action does nothing straight away, so if you are allowed to use this power before combat, it is [COLOR=#0000FF][B]rather more useful[/B][/COLOR]. The slight gimic of this power is that you can either grant a BA to your ally or force your enemy use it's BA if that has an interesting rider (which they quite often do). Once you have set the power rolling, it is free enabling for the rest of the encounter. [/sblock] [/FONT][/COLOR] [h=2]The Warlord[/h] [COLOR=#333333][FONT=Open Sans][sblock=[COLOR=#FF9900][B]Warlord[/B][/FONT][/COLOR][FONT=Open Sans]] [COLOR=#FF9900][B]Warlord[/B] [/COLOR](PHB): The undisputed king of granting attacks. The is a reason the Warlord gets a section all to himself. The Warlord has as many powers that grant attacks as all the classes put together. There is even a build that is designed to only grant attack and never make its own (the so-called LazyLord). [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][sblock=Heroic]AW1 [COLOR=#FF00FF][B]Brash Assault[/B] [/COLOR](MP) – This is not a great power because the vast majority of the time, the DM won’t take the bait and thus you might as well have just hit the monster with an MBA.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]AW1 [COLOR=#FF00FF][B]Opening Shove[/B][/COLOR] (MP) – This is almost strictly inferior to Commander’s Strike, as you need to hit to enable.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]AW1 [COLOR=#00CCFF][B]Commander's Strike[/B][/COLOR] (PHB) – You have to be in melee range and it only grants an MBA, however this is still the second most potent at-will attack-granting power in the game.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]AW1[COLOR=#00CCFF][B] Direct the Strike ([/B][/COLOR]MP2) – This works at range and can grant either an MBA or RBA, but does not come with the extra damage support. I consider the powers about equal. Lazylords will take both.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E1 [COLOR=#00CCFF][B]Powerful Warning[/B][/COLOR] (MP2) – For an InsightLord this effectively grants an ally a disruptive strike, and it is still a strong power for other Warlords.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E1 [COLOR=#00CCFF][B]Vengeance is Mine[/B][/COLOR] (MP2) – Two out of turn attacks in response to getting hit. Awesome. E1[B] Provocative Order[/B] (Drag381) - An ally gets to charge. Reasonable, [COLOR=#0000FF][B]better[/B] [/COLOR]if you have a dedicated charger. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E1 [COLOR=#0000FF][B]Race the Arrow[/B][/COLOR] (MP2) – A top quality power for the RangeLord, and even better sb if you have a chargespammer.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E1 [B]Hammer and Anvil[/B] (PHB) – You attack and if you hit, your ally gets to attack with a small damage bonus. Not bad, but not quite as good as some other choices at this level.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D1 [B]Orchestrated Offensive[/B] (Drag384) – Despite the name, this power does not allow you focus fire. However it does allow two allies to charge, which can be a lot of damage if the party is so optimised.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D1 [B]Concentrated Attack[/B] (MP) – A swing for you and a decent swing for an ally. Only one ally gets an attack but at least it can be against the same target as you.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D1 [COLOR=#FF0000][B]Lead by Example[/B][/COLOR] (MP) r – Far better on a miss than a hit. Avoid.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D1 [B]Create [COLOR=#00CCFF]a Target[/COLOR][/B] (MP2) – With some forced movement, this can be extremely strong (especially if your DM interprets a move as a bunch of individual moves, each of which provokes from a different ally). The down side is that the effect can be saved out of and thus may not last very long.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D1 [B]Leader's Instincts[/B] (MP2) – A slightly better version of [B]Hammer and Anvil[/B]. Reliable. D1 [COLOR=#00CCFF][B]Lamb to the Slaughter[/B] [/COLOR](Drag381) - This provides up to 3 charges at once. This can be deadly, but is even more party dependent than other Warlord powers.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E3 [COLOR=#0000FF][B]Devastating Offensive[/B][/COLOR] (Drag381) – A better version of [B]Hammer and Anvil[/B]. You get some chessmastering and a slight bonus for Taclords and RecLords.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E3 [COLOR=#FF00FF][B]Interrupting Strike[/B] [/COLOR](Drag384) – Annoyingly conditional. You effectively mark the target, but the punishment has to come from an ally, and they have to hit to make the -2 to hit come into play (and it uses up their immediate action). Possible uses at very low level, but you almost certainly want to avoid.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E3 [COLOR=#FF0000][B]Battering Command[/B] [/COLOR](MP2) – You’d do more damage using Commander’s Strike (sb). You don’t want this.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D5 [B]Scent of Victory[/B] (MP) – Not bad towards the end of a combat if you want to finish it up quickly.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D5[COLOR=#0000FF][B] Staggering Spin[/B][/COLOR] (MP) – The most offense-oriented power at this level – you attack each enemy adjacent to you and then push them and generate several attacks from your allies.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D5 [COLOR=#0000FF][B]Create Opportunity[/B] [/COLOR](MP2) – Very good for the RangeLord. You can continue to enable as you do whatever else you fancy doing for the rest of the encounter. D5 [B]Directed Combat[/B] (Drag384) - You will almost always be able to use this power, however it's not as powerful as many of the others on this list.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E7 [COLOR=#FF00FF][B]Provoke Overextension[/B][/COLOR] (MP) p – The big brother of Brash Assault. It’s not worth picking up unless you are a BraveLord with a Knight ally (or Fighter if it is marked) in which case it is reasonable (b). You are going to be attack, so you want to get two attacks out of your defender to make this a useful trade.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E7 [B]On My Mark[/B] (MP2) bl – An improved version of [B]Hammer and Anvil[/B] but it can be used at either melee or ranged. A flexible power but not too stellar. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E7 [B]Surprise Attack[/B] (MP) – Taclords should take this rather than the above but even without rider, it is probably better.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D9 [COLOR=#FF00FF][B]Awakened Wrath[/B][/COLOR] (Drag381) – Weirdly conditional and too hard to get the power’s full potential (seeing as most Warlords won’t be able to control when they are bloodied).[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D9 [COLOR=#FF00FF][B]Stay on Target[/B][/COLOR] (MP) – You need to be wielding a heavy thrown weapon (which is unlikely). It also takes an immediate reaction from both yourself and all your allies. And it only allows RBAs so it’s probably not what you want.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D9 [COLOR=#FF00FF][B]Shift the Field[/B][/COLOR] (Drag384) – Supposedly the big brother of Orchestrated Offensive, but it doesn’t allow them to charge and still requires every attack to be against a different target. Not what you want.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D9[COLOR=#0000FF][B] Iron Dragon Charge[/B][/COLOR] (PHB) – A very nice power which can produce quite a few charges over the course of a combat. If you are a Bravelord built around charging, you [B][COLOR=#00CCFF]definitely[/COLOR][/B] want this. D9 Ready the Charge (MP2)[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D9 [COLOR=#FF0000][B]Knock Them Down[/B][/COLOR] (PHB) – Prone is such a trivial condition. If this power gave the allies real MBAs then it would be worth looking at, but it doesn’t so it isn’t. U10 [COLOR=#0000FF][B]Rallying Deflection[/B][/COLOR] (MP) - A utility that grants a charge? Awesome! Shame the trigger is not as easy as it might be.[/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][sblock=Paragon]E13[COLOR=#0000FF][B] Befuddling Cry[/B] [/COLOR](MP) – A bit conditional, but if you know you have this power, you can allow your allies to move around with impunity, given that you will negate and redirect the first opportunity attack that hits.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13[COLOR=#0000FF][B] Unified in Blood[/B] [/COLOR](MP) – An off-turn attack for both you and your ally on the not uncommon condition that your ally gets bloodied (and as the healer you can wait for him to become bloodied before healing him, just to get this power off).[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13 [COLOR=#FF00FF][B]Bolstering Insight[/B][/COLOR] (MP) – An MBA and a cancelled attack. Not much better than Powerful Warning (sb) and not on the par of other powers at this level.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13[B] Blade Burst Trap[/B] (Drag384) – An reasonably easy trigger (you or an ally within 5 being hit) gives an ally an MBA against every enemy adjacent to them. The attacks daze, though as this is off-turn, said daze might not last very long.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13[COLOR=#0000FF][B] Impromptu Attack[/B] [/COLOR](MP2) – A very easy trigger (An ally hits with an attack within 5) and grants two off-turn attacks, as long as you get the setup right.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13 [COLOR=#FF00FF][B]Invitational Assault[/B] [/COLOR](Drag381) – [B]Hammer and Anvil[/B] with a bit of chessmastering. By this level you want rather more than this. If you can use this, use Death From Two Sides (g) instead.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13 [COLOR=#0000FF][B]Pincer Maneuver[/B][/COLOR] (MP) – Two MBAs with a shift before each happens with a decent bonus for BraveLords. A good choice for Lazylords.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13 [COLOR=#FF0000][B]Ventured Gains[/B][/COLOR] (MP) – Far too difficult to use effectively unless you have the monster stat block in front of you. Avoid.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13 [COLOR=#FF9900][B]Death from Two Sides[/B][/COLOR] (MP2) – This is the strongest single-target enabling power in the game. You can’t ask for much more than a crit on demand.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13 [COLOR=#0000FF][B]Signal the Charge[/B] [/COLOR](MP2) – Serviceable but not much better than [COLOR=#0000FF][B]Race the Arrow[/B] [/COLOR] from 12 levels earlier.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E13[COLOR=#FF0000] [B]Beat Them Into the Ground[/B][/COLOR] (PHB) – The encounter version of [COLOR=#FF0000][B]Knock Them Down[/B][/COLOR] and just as woeful.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D15 [COLOR=#FF00FF][B]Call to Action[/B] [/COLOR](Drag384) – This is rather overshadowed by [COLOR=#00CCFF][B]War Master’s Assault[/B][/COLOR] but it does have its niche in long range enabling.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D15 [COLOR=#00CCFF][B]War Master's Assault[/B] [COLOR=#000000]([/COLOR][/COLOR]MP) – The whole party gets to charge or make a basic attack with bonuses. A good power for Cha-based non-Warlords to steal (e.g. Paladins, who are general part leader in any case).[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D15 [COLOR=#FF00FF][B]Archery Duel[/B] [/COLOR](MP2) – A decent starting hit, but the chance of your allies with a decent RBA being hit by a ranged attack very often is not particularly high, and the ally would probably not want to use the immediate for a straight-forward RBA at this level.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D15 [COLOR=#FF0000][B]Band of Fellows[/B][/COLOR] (MP2) – Since it is no longer reliable, you never want this over War Master’s Assault (sb).[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D15[COLOR=#0000FF][B] Driving Volley[/B][/COLOR] (MP2) – Requires a small amount of set up, but this can basically become a triple-attack version of Hammer and Anvil (bl).[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D15 [COLOR=#FF00FF][B]Warlord's Gambit[/B] [/COLOR](PHB) – Unless you have some way to encourage the monster to keep attacking you, this won’t generate many attacks.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]U16[B] Forbidden Ground[/B] (MP2) – This takes a standard action to set up, so if you can do it before combat starts, then this is much [COLOR=#0000FF][B]better[/B][/COLOR]. A lot of forced movement helps too.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E17 [COLOR=#FF00FF][B]We Will Not Fail[/B] [/COLOR](MP2) – You don’t want to be missing, so don’t plan around it.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E17 [COLOR=#0000FF][B]Forced Respect[/B] [/COLOR](MP2) – A decent 1-2 punch for the InsightLord, but other Warlords should avoid.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E17 [COLOR=#FF00FF][B]Pincer Shot[/B][/COLOR] (MP2) – Not enough at this level, a simple hit and reposition and an MBA for an ally.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E17 [COLOR=#FF9900][B]Hail of Steel[/B][/COLOR] (PHB) – The power to which all other enabling powers are compared to. You want this. No arguments. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D19 [COLOR=#0000FF][B]Exhorted Counterattack[/B][/COLOR] (MP) – Two off turn attacks, which daze and some healing. Not bad at all.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D19 [B]Anticipate the Target[/B] (MP2) – This would be better if it was not save ends. Unfortunately this would not be triggered by forced movement, so this power is closer to an immobilised (save ends).[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D19 [COLOR=#FF00FF][B]Storm of Carnage[/B][/COLOR] (MP) – You are a leader, it is your job to make your allies not miss. You don’t want to plan for missing.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D19 [B]Unleash Hell[/B] (MP) – This would be pretty awesome in a ranged-heavy party, but I find that these are very unusual. And the requirement to be wielding a heavy thrown weapon is a pain too.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D19 [COLOR=#00CCFF][B]Victory Surge[/B][/COLOR] (PHB) – This can create an awful lot of extra attacks and it is the gift that keeps on giving with its sustain ability.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D19 [COLOR=#FF0000][B]Windmill of Doom[/B] [/COLOR](PHB) – War Master’s Assault (sb) was better than this, 4 levels ago.[/sblock][/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans][sblock=Epic]U22 [COLOR=#0000FF][B]Bloodthirsty Offensive[/B] [/COLOR](MP) – A nice nova boost – granting an MBA when people AP. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]U22 [COLOR=#00CCFF][B]Rush of Battle[/B] [/COLOR](MP) – Allowing everyone to use minor actions to attack with for a round as a utility power is incredibly powerful. The RecLord bonuses are just gravy.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E23 [COLOR=#FF0000][B]Blood Begets Blood[/B][/COLOR] (MP) – The improved version of Ventured Gains (r) and seeing as you still don’t have the stat blocks in front of you, so this is still useless.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E23 [B]Pillar to Post[/B] (PHB) – Requires you to be flanking, but at least it comes out as a triple-hitter. Certainly nowhere near as good as Hail of Steel (g). [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D25[B] Wave of Defeat[/B] (MP) – A mildly improved daily version of Hail of Steel? Not at this level.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D25 [B]Herding Barrage[/B] (MP2) – Requires a bit of set up but it can lead to decent damage to three enemies.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D25[COLOR=#00CCFF][B] Relentless Assault[/B][/COLOR] (PHB) – This power can get just silly. A decent starting hit but the effect can give you a huge number of basic attacks. Look at the synergy between this power and Death From Two Sides (g). [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D25 [COLOR=#FF00FF][B]Stir the Hornet's Nest[/B][/COLOR] (PHB) – Only grants an attack if you miss, so if that is your goal, avoid this power.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E27 [COLOR=#0000FF][B]A Plan Comes Together[/B] [/COLOR](Drag384) – How to give a monster a really bad day. For daring to start its turn, it gets hit twice, dazed and knocked prone. Sweet. [/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E27 [COLOR=#0000FF][B]Warlord's Indignation[/B][/COLOR] (MP) – An out of turn [COLOR=#FF9900][B]Hail of Steel[/B][/COLOR] that knocks prone. Good if you can get the set up.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E27 [COLOR=#FF00FF][B]Abrupt Skirmish[/B] [/COLOR](MP) – Can do decent damage but takes far too much set up to be effective.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]E27 [COLOR=#0000FF][B]Combined Arms Assault[/B] [/COLOR](MP) – 2 RBAs or charges, nice with the right set up.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D29 [COLOR=#00CCFF][B]Break it Up[/B][/COLOR] (MP2) – A very nice stance which gives an ally an MBA whenever you hit with a ranged attack for the rest of the fight.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D29 [COLOR=#FF00FF][B]Victory by Design[/B] [/COLOR](Drag384) – For some bizarre reason your 5th allies gets shafted out of a charge or basic attack. It’s basically a large version of [COLOR=#FF9900][B]Hail of Steel[/B][/COLOR]. It just doesn’t cut it.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D29 [COLOR=#FF00FF][B]Deific Rallying[/B][/COLOR] (MP) – Another variant of[COLOR=#FF9900] Hail of Steel[/COLOR] with some temps. Underwhelming.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D29 [COLOR=#FF0000][B]Loyal Squadron[/B] [/COLOR](MP2) – Much better on a miss, and really not worth miss-whoring. Avoid like the plague.[/FONT][/COLOR] [COLOR=#333333][FONT=Open Sans]D29[COLOR=#FF0000][B] Partners in Battle[/B][/COLOR] (MP2) – Same as above. You shouldn’t miss at all at this level.[/sblock][/sblock][/FONT][/COLOR] [/QUOTE]
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