Best Encounter Power Ever?

I'm curious what peoples thoughts are on a level 11 encounter attack power that does the following:

Hit:
2d8 + mod damage (+ a likely 2d6 extra damage)
teleports the target 5 squares,
has that target attack a secondary target with a basic attack
Effect: Dazes the original target til the end of it's next turn.

Is it overpowered?

What do you think about the daze as an effect?
Bards have a somewhat similar attack. The target makes a basic attack and is then dominated until the end of its next turn.

The catch is, that's a daily.
 

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I left out where it was from on purpose because I was curious what people would think it was for.


I've been playing 4.0 since it came out and this power surprised me. I couldn't believe I never noticed it before. Decent damage, great on hit effect but then daze as an effect even if you miss seems to go against what they've based encounter powers around.

I'm the DM of Frozen's game and the person with feytouched just joined. After seeing it in use, I have decided to give him several options

1. Lose the Daze and make the teleport-enemy melee attack an effect.
2. lose the teleport altogether, everything else works the same. If the monster doesn't have a preferable target within reach, he doesn't have to make it attack.
3. lose the monster attack, everything else works the same.

Thoughts?

One of my players had this power from 11-23 in our last campaign. While good, it is in no way or shape overpowered. No need to change it.
 

my initial thoughts were "it's too hard to judge this as overpowered or not based on what you wrote here. stuff like range, weapon/implement, what defense it attacks, whether the mod damage is from a primary or secondary stat, what class/role it's for, since it's 11th level i'm guessint it's a paragon power so you have to also look at the other paragon features/powers since they all kind of go with each other, etc. all play a factor for comparison"

Now that i can see the rest of the write up, I don't think it's overpowered mainly because it's a paragon path and it seems inline with other striker stuff.

The secondary hit requires a second attack roll so it isn't auto damage.

As for the daze effect, if the creature has any sort of ranged attack it can still use its one action to attack, or if it's adjacent to an enemy it can use a melee attack (or charge). Or it could simply move to a better defensible position or use a heal ability on itself, etc. Daze isn't nearly as bad as stun is.

So, no, I don't see it as overpowered for a striker paragon path encounter ability.
 


my initial thoughts were "it's too hard to judge this as overpowered or not based on what you wrote here. stuff like range, weapon/implement, what defense it attacks, whether the mod damage is from a primary or secondary stat, what class/role it's for, since it's 11th level i'm guessint it's a paragon power so you have to also look at the other paragon features/powers since they all kind of go with each other, etc. all play a factor for comparison"

Now that i can see the rest of the write up, I don't think it's overpowered mainly because it's a paragon path and it seems inline with other striker stuff.

The secondary hit requires a second attack roll so it isn't auto damage.

As for the daze effect, if the creature has any sort of ranged attack it can still use its one action to attack, or if it's adjacent to an enemy it can use a melee attack (or charge). Or it could simply move to a better defensible position or use a heal ability on itself, etc. Daze isn't nearly as bad as stun is.

So, no, I don't see it as overpowered for a striker paragon path encounter ability.

It's Charisma vs. Will, which I think was the other component of Flip wanting to nerf it a bit. Me having a +19 to +21 on Charisma attacks depending on curses and such, I hit Will defense on 5-7 for most monsters at our level.
 

It's Charisma vs. Will, which I think was the other component of Flip wanting to nerf it a bit. Me having a +19 to +21 on Charisma attacks depending on curses and such, I hit Will defense on 5-7 for most monsters at our level.

So, that is no fault of the power. I built an Illusionist that attacked solely will, with great accuracy. Should my powers be nerfed because of it?

In any case, this thread title is kind of misleading. Just now, on the front page here, there is a thread debating (again) the OP nature of Come and Get It, a *Defender* 7th level encounter power. This power is hardly OP when compared to come and get it, or many other powers of equal or lesser level.

My favorite encounter power happens to be the 12th level Traveller's Harlequin Utility that functions basically as a Hat of Disguise. I'd say that is the Best Encounter Power Ever. And, like you, my DM would like to nerf it. Such is life.

Jay
 

It's Charisma vs. Will, which I think was the other component of Flip wanting to nerf it a bit. Me having a +19 to +21 on Charisma attacks depending on curses and such, I hit Will defense on 5-7 for most monsters at our level.

That's just downright silly - if the issue is the character having a good attack bonus, the problem certainly isn't in the power. And given that the only thing about the power that is actually exceptional is its ability to inflict an effect on a miss, your accuracy with it would actually mitigate the need to fix the power.

Anyway - it is a strong power, but not remotely overpowered nor in any need of changing. In my opinion, at least. If it is truly a problem in actual play at the DM's game, then it is certainly his right to change it, but I think the wrong call was made here.
 

It's good, but not over-powered. Heck, I'd say Dimensional Vortex could be the best encounter power ever.

DM: The Hegamemnon Elite Brute swings his massive cudgel at the mage and rolls a CRIT!

Swordmage player: Nightblade waves his warding hand yelling "displacios biggus whackus" and 28 vs. Will against the brute.

DM: Huh? Ummm, 28 hits his will, yes.

Swordmage player: The brute teleports and crits the Necromancer instead and now they're both next to Galstaff's Flaming Sphere/in Galstaff's Zone and in perfect burst/blast pattern. And we both still get to take our turns as normal.
 

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