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Beyond Bodily Brutality: the Basics of Building Battleminds (By Dedekine)
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<blockquote data-quote="Veep" data-source="post: 6707830" data-attributes="member: 6793297"><p><strong><p style="text-align: center"><span style="font-size: 18px"><span style="color: #800000">Epic Tier Battlemind Disciplines</span></span></p><p></strong></p><p>As in the paragon tier, the ratings here are assuming you will never use the Augment 6 options.</p><p></p><p><strong>Level 22 Utility Disciplines</strong></p><p> </p><p><strong>Deaden Blow</strong> (PsP): Half damage is a good way to punish someone attacking you. The good news is that this will help if more than one monster attacks you. The bad news is that once you've used it, it will tend to encourage monsters to attack your allies instead.</p><p><strong><span style="color: #ff00ff"></span></strong></p><p><strong><span style="color: #ff00ff">Fearless Mindset</span></strong> (PsP): If you go up against a lot of fear attacks, then maybe this is for you.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Immortal Endurance</span></strong> (PHB3): A lot of no-strings-attached THP never hurt anyone.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Indomitable Maneuver</span></strong> (PHB3): A 12 square movement that ignores enemies is a good solution to not having ranged attacks.</p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Mental Haven</span></strong> (PsP): An augmentable psionic class power that recovers encounter powers? Really? And it takes you off the board to boot, and thus prevents you from doing your job.</p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Perfect Eye</span></strong> (PHB3): You're a melee class. Normally, you are working with range 1 or 2; this power just doesn't do much for you.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Psychic Feast</span></strong> (DSCS): Goodly number of THP on a per-encounter basis... as long as you can meet that pesky trigger. Still, since you're always trying to kill things, it's hardly a burden.</p><p><strong></strong></p><p><strong>Tactical Supremacy</strong> (PHB3): You can do worse than free CA for an encounter, but it's not game-changing.</p><p><strong></strong></p><p><strong>Wings of Elevated Thought</strong> (PsP): Flight will shine in terrain-heavy fights, and it is as always pretty cool.</p><p> </p><p></p><p><strong>Level 23 At-Will Disciplines</strong></p><p> </p><p><strong><span style="color: #ff00ff">Armor of Blades</span></strong> (PHB3): This would be an amazing replacement for Mind Spike, if it didn't take the Augment 6 to keep your standard. Still, it is such a good replacement (interrupt instead of reaction, attack redirection, keys off your weapon) that it's possible to find a place for it, especially if you have a good Charisma and can make use of the Augment 2.</p><p><strong></strong></p><p><strong>Blade Tremor</strong> (DSCS): It's easy enough to arrange that this power will always knock at least one enemy prone. The augment 2 is always a straight damage upgrade, but the improved effect is pretty situational. Before you take this, though, look at Might of the Ogre instead.</p><p><strong></strong></p><p><strong>Crushing Vortex</strong> (PsP): At this point, you can spam the Augment 2, which isn't too bad. The extra damage on the unaugmented version is situational enough that you probably won't be able to trigger it very often.</p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Double Vision</span></strong> (PsP): At epic, this is just too weak an effect and too little damage.</p><p><strong></strong></p><p><strong>Iron Presence</strong> (PsP): The Augment 2 is identical to the Augment 2 of Whirling Defense. The unaugmented version saves you a power point, as opposed to how Whirling Defense gives you another free mark. But this is one of the rare cases where the Augment 6 is worthwhile, since it's a good-sized burst attack that hands out encounter-long marks.</p><p><strong><span style="color: #33cccc"></span></strong></p><p><strong><span style="color: #33cccc">Might of the Ogre</span></strong> (PHB3): You need a good OA to make this work, but with that in place, this power is fantastic. Extra damage, extra accuracy, an attack debuff, and stickiness in one elegant little package -- and you can do it in a burst!</p><p><strong></strong></p><p><strong>Press of Battle</strong> (PHB3): Another stickiness power, and not a terrible one, but look at Might of the Ogre instead.</p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Reality Shuffle</span></strong> (PsP): It's a reach attack that doesn't help you get any closer. </p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Spring Assault</span></strong> (PHB3): CA isn't worth burning an at-will slot on, and the Augment 2 is just horrible.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Veil of the Mind's Eye</span></strong> (PHB3): The augment 2 is solid ally protection. The unaugmented version is a little more iffy, since it relies both on your allies being a good distance away and you having good stickiness, but it's still functional.</p><p> </p><p></p><p><strong>Level 25 Daily Disciplines</strong></p><p> </p><p><strong><span style="color: #ff0000">Aspect of Luminous Thought</span></strong> (PHB3): It might be auto-damage, but it's not good auto-damage. A defensive boost with the Aspect augment is okay but not amazing (especially if you've gone with the Topaz Crusader epic destiny), and even with a good Wisdom modifier that extra damage isn't going to do much at this level.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Blazing Offensive</span></strong> (PsP): That's a lot of movement and a lot of ongoing damage on up to three creatures. It's fire damage, which is bad for resistances, so don't use it in fights against fire-resistant creatures.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Corona of the Sunsphere</span></strong> (DSCS): Good single target damage, and the stance power is extra punishment that stacks with Mind Spike. Sadly, as an OA it's pretty bad in epic.</p><p><strong><span style="color: #ff00ff"></span></strong></p><p><strong><span style="color: #ff00ff">Deadly Haste Strike</span></strong> (PHB3): Another OA stance power, but no control and the dependence on having a good MBA means it's <strong>worse than the paragon tier options,</strong> though still better than the heroic tier options.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Psychic Hammer</span></strong> (PHB3): Domination is a creative way to negate an enemy's attacks, and the free shift helps with the creature's limited actions. Be wary of using this on solos in particular, though, which will at this level probably be able to easily negate the effect.</p><p><strong><span style="color: #33cccc"></span></strong></p><p><strong><span style="color: #33cccc">Stolen Vigor</span></strong> (PsP): Decent single-target damage, weakened, healing for you, and importantly a way to cripple saving throws against the effect.</p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Sublime Fury</span></strong> (PsP): Accuracy penalties are injurious. Insulting is given free MBAs to a class that has terrible MBAs.</p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Temporal Reiteration</span></strong> (PsP): It sounds cool, but it doesn't do much in the way of damage or anything else, really.</p><p><strong><span style="color: #0000ff"></span></strong></p><p><strong><span style="color: #0000ff">Vitality Theft</span></strong> (PHB3): Good damage, targets Will, and enough power points for three extra Lighting Rushes. Not flashy but you shouldn't complain.</p><p> </p><p></p><p><strong>Level 27 At-Will Disciplines</strong></p><p> </p><p><strong><span style="color: #ff0000">Brandished Promise</span></strong> (PsP): Multi-marking is very important, but not like this. Stick with Iron Presence, or take Psionic Storm.</p><p><strong><span style="color: #33cccc"></span></strong></p><p><strong><span style="color: #33cccc">Brilliant Recovery</span></strong> (PHB3): A minor-action attack when you miss is good for your DPR at the best of times. This power has amazing synergy with Brutal Barrage: even at 75% accuracy with Brutal Barrage, you will be able to use Brilliant Recovery on 70% of your turns. Brilliant Recovery is also invaluable in strategies based around deliberately missing(x) with your standard. Keep in mind you can always turn your move into a minor for a second use of Brilliant Recovery.</p><p><strong></strong></p><p><strong>Cage of Cowardrice</strong> (PHB3): If you've been using Twisted Eye to make your OAs up to this point, now is when you finally get to ask: is a damage upgrade worth replacing a useful debuff with a probably superfluous one?</p><p><strong></strong></p><p><strong>Elusive Ghost</strong> (PsP): It's a bit of mobility, and it's easy enough to boost teleport range. Bit lacking for epic, though.</p><p><strong><span style="color: #ff0000"></span></strong></p><p><strong><span style="color: #ff0000">Imprisoned Mind</span></strong> (PsP): For most battleminds, it's not enemies shifting they need help with, it's enemies that simply move. A power that prevents the former and thereby encourages the latter is not really ideal.</p><p><strong><span style="color: #33cccc"></span></strong></p><p><strong><span style="color: #33cccc">Mind of Mirrors</span></strong> (PHB3): Unaugmented is a huge accuracy penalty; Augment 2 is a vicious power that tries to force the enemy into friendly fire. While I'm not a fan of using Augment 6 on general principle, no-save-ends dominate can be worth blowing your power points on. This is good stuff.</p><p><strong></strong></p><p><strong>Obsidian Shield</strong> (PsP): An at-will blast is never to be sneered at, especially one that can be used for multi-marking. On the other hand, the reduced damage is a bit offensive for level 27.</p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Psionic Storm</strong></span> (PHB3): An improved version of Cloud of Dancing Blades. Big burst damage on the Augment 2, and the Mind Spike upgrade is now an effect. The latter in particular means that even battleminds without a good Wis modifier should consider upgrading Cloud of Dancing Blades to this.</p><p> </p><p></p><p><strong>Level 29 Daily Disciplines</strong></p><p> </p><p><strong><span style="color: #ff00ff">Aspect of Annihilation</span></strong> (PHB3): Big name, piddly damage. The usefulness of this basically comes down to party optimization: how many save ends effects your party puts out vs their ability to cripple saving throws. </p><p><span style="color: #0000ff"><strong></strong></span></p><p><span style="color: #0000ff"><strong>Darting Grace Strike</strong></span> (PsP): Attack three targets against reflex, and then get a defensive boost. The stance attack power is CA and some mobility, neither of which is terrible.</p><p><strong><span style="color: #ff00ff"></span></strong></p><p><strong><span style="color: #ff00ff">Fatal Barrage</span></strong> (PHB3): Again, this is a party optimization power. If you can drown a solo in save ends effects, this power will shine.</p><p><strong></strong></p><p><strong>Focused Rampage (DSCS): </strong>This power is reasonable just for the damage and the THP. The stance, however, is either fantastic (if you have an attack-granting leader or at-wills that are significantly superior to your usual OA solution), or pointless (if by level 29 your party has dealt with the fact that you have substandard MBAs).<strong></strong></p><p><strong><span style="color: #0000ff"><strong></strong></span></strong></p><p><strong><span style="color: #0000ff"><strong>Killing Winds Assault</strong></span></strong></p><p><strong></strong>(PsP): The mobility boost is solid, as is the damage. A defender turning invisible for a turn isn't the best thing in the world for the party, but it helps when you're taking a lot of grief.<strong></strong></p><p><strong><span style="color: #0000ff"><strong></strong></span></strong></p><p><strong><span style="color: #0000ff"><strong>Many Doors Curse</strong></span></strong></p><p><strong></strong>(PsP): A power that keeps an enemy adjacent to you is never bad. Combine this with damaging zones for lots of fun.</p><p><strong></strong></p><p><strong><span style="color: #ff00ff"><strong>Mind-Sundering Burst</strong></span></strong></p><p><strong></strong>(PHB3): The last OA stance power. The stance itself is<strong></strong></p><p><strong><span style="color: #0000ff"><strong>very sticky</strong></span></strong>, and the power would be fantastic... if it was party friendly. As it is, a huge unfriendly close burst attack will not earn you many friends in a melee-oriented party.</p><p><strong></strong></p><p><strong><span style="color: #0000ff"><strong>Nova Strike</strong></span></strong></p><p><strong></strong>(PHB3): Unabashed straight damage. Don't be too tempted by the power point condition, as that extra damage loses its value if the fight is almost over anyway.</p><p><strong></strong></p><p><strong><span style="color: #33cccc"><strong>Omniscient Strike</strong></span> (</strong>PsP): Accurate, can prevent damage, and gets you power points back, all of which makes this a great power to bust out once you've run out of power points to use, say, Forceful Reversal.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707830, member: 6793297"] [B][CENTER][SIZE=5][COLOR=#800000]Epic Tier Battlemind Disciplines[/COLOR][/SIZE][/CENTER][/B] As in the paragon tier, the ratings here are assuming you will never use the Augment 6 options. [b]Level 22 Utility Disciplines[/b] [b]Deaden Blow[/b] (PsP): Half damage is a good way to punish someone attacking you. The good news is that this will help if more than one monster attacks you. The bad news is that once you've used it, it will tend to encourage monsters to attack your allies instead. [b][COLOR=#ff00ff] Fearless Mindset[/COLOR][/b] (PsP): If you go up against a lot of fear attacks, then maybe this is for you. [b][COLOR=#0000ff] Immortal Endurance[/COLOR][/b] (PHB3): A lot of no-strings-attached THP never hurt anyone. [b][COLOR=#0000ff] Indomitable Maneuver[/COLOR][/b] (PHB3): A 12 square movement that ignores enemies is a good solution to not having ranged attacks. [b][COLOR=#ff0000] Mental Haven[/COLOR][/b] (PsP): An augmentable psionic class power that recovers encounter powers? Really? And it takes you off the board to boot, and thus prevents you from doing your job. [b][COLOR=#ff0000] Perfect Eye[/COLOR][/b] (PHB3): You're a melee class. Normally, you are working with range 1 or 2; this power just doesn't do much for you. [b][COLOR=#0000ff] Psychic Feast[/COLOR][/b] (DSCS): Goodly number of THP on a per-encounter basis... as long as you can meet that pesky trigger. Still, since you're always trying to kill things, it's hardly a burden. [b] Tactical Supremacy[/b] (PHB3): You can do worse than free CA for an encounter, but it's not game-changing. [b] Wings of Elevated Thought[/b] (PsP): Flight will shine in terrain-heavy fights, and it is as always pretty cool. [b]Level 23 At-Will Disciplines[/b] [b][COLOR=#ff00ff]Armor of Blades[/COLOR][/b] (PHB3): This would be an amazing replacement for Mind Spike, if it didn't take the Augment 6 to keep your standard. Still, it is such a good replacement (interrupt instead of reaction, attack redirection, keys off your weapon) that it's possible to find a place for it, especially if you have a good Charisma and can make use of the Augment 2. [b] Blade Tremor[/b] (DSCS): It's easy enough to arrange that this power will always knock at least one enemy prone. The augment 2 is always a straight damage upgrade, but the improved effect is pretty situational. Before you take this, though, look at Might of the Ogre instead. [b] Crushing Vortex[/b] (PsP): At this point, you can spam the Augment 2, which isn't too bad. The extra damage on the unaugmented version is situational enough that you probably won't be able to trigger it very often. [b][COLOR=#ff0000] Double Vision[/COLOR][/b] (PsP): At epic, this is just too weak an effect and too little damage. [b] Iron Presence[/b] (PsP): The Augment 2 is identical to the Augment 2 of Whirling Defense. The unaugmented version saves you a power point, as opposed to how Whirling Defense gives you another free mark. But this is one of the rare cases where the Augment 6 is worthwhile, since it's a good-sized burst attack that hands out encounter-long marks. [b][COLOR=#33cccc] Might of the Ogre[/COLOR][/b] (PHB3): You need a good OA to make this work, but with that in place, this power is fantastic. Extra damage, extra accuracy, an attack debuff, and stickiness in one elegant little package -- and you can do it in a burst! [b] Press of Battle[/b] (PHB3): Another stickiness power, and not a terrible one, but look at Might of the Ogre instead. [b][COLOR=#ff0000] Reality Shuffle[/COLOR][/b] (PsP): It's a reach attack that doesn't help you get any closer. [b][COLOR=#ff0000] Spring Assault[/COLOR][/b] (PHB3): CA isn't worth burning an at-will slot on, and the Augment 2 is just horrible. [b][COLOR=#0000ff] Veil of the Mind's Eye[/COLOR][/b] (PHB3): The augment 2 is solid ally protection. The unaugmented version is a little more iffy, since it relies both on your allies being a good distance away and you having good stickiness, but it's still functional. [b]Level 25 Daily Disciplines[/b] [b][COLOR=#ff0000]Aspect of Luminous Thought[/COLOR][/b] (PHB3): It might be auto-damage, but it's not good auto-damage. A defensive boost with the Aspect augment is okay but not amazing (especially if you've gone with the Topaz Crusader epic destiny), and even with a good Wisdom modifier that extra damage isn't going to do much at this level. [b][COLOR=#0000ff] Blazing Offensive[/COLOR][/b] (PsP): That's a lot of movement and a lot of ongoing damage on up to three creatures. It's fire damage, which is bad for resistances, so don't use it in fights against fire-resistant creatures. [b][COLOR=#0000ff] Corona of the Sunsphere[/COLOR][/b] (DSCS): Good single target damage, and the stance power is extra punishment that stacks with Mind Spike. Sadly, as an OA it's pretty bad in epic. [b][COLOR=#ff00ff] Deadly Haste Strike[/COLOR][/b] (PHB3): Another OA stance power, but no control and the dependence on having a good MBA means it's [b]worse than the paragon tier options,[/b] though still better than the heroic tier options. [b][COLOR=#0000ff] Psychic Hammer[/COLOR][/b] (PHB3): Domination is a creative way to negate an enemy's attacks, and the free shift helps with the creature's limited actions. Be wary of using this on solos in particular, though, which will at this level probably be able to easily negate the effect. [b][COLOR=#33cccc] Stolen Vigor[/COLOR][/b] (PsP): Decent single-target damage, weakened, healing for you, and importantly a way to cripple saving throws against the effect. [b][COLOR=#ff0000] Sublime Fury[/COLOR][/b] (PsP): Accuracy penalties are injurious. Insulting is given free MBAs to a class that has terrible MBAs. [b][COLOR=#ff0000] Temporal Reiteration[/COLOR][/b] (PsP): It sounds cool, but it doesn't do much in the way of damage or anything else, really. [b][COLOR=#0000ff] Vitality Theft[/COLOR][/b] (PHB3): Good damage, targets Will, and enough power points for three extra Lighting Rushes. Not flashy but you shouldn't complain. [b]Level 27 At-Will Disciplines[/b] [b][COLOR=#ff0000]Brandished Promise[/COLOR][/b] (PsP): Multi-marking is very important, but not like this. Stick with Iron Presence, or take Psionic Storm. [b][COLOR=#33cccc] Brilliant Recovery[/COLOR][/b] (PHB3): A minor-action attack when you miss is good for your DPR at the best of times. This power has amazing synergy with Brutal Barrage: even at 75% accuracy with Brutal Barrage, you will be able to use Brilliant Recovery on 70% of your turns. Brilliant Recovery is also invaluable in strategies based around deliberately missing(x) with your standard. Keep in mind you can always turn your move into a minor for a second use of Brilliant Recovery. [b] Cage of Cowardrice[/b] (PHB3): If you've been using Twisted Eye to make your OAs up to this point, now is when you finally get to ask: is a damage upgrade worth replacing a useful debuff with a probably superfluous one? [b] Elusive Ghost[/b] (PsP): It's a bit of mobility, and it's easy enough to boost teleport range. Bit lacking for epic, though. [b][COLOR=#ff0000] Imprisoned Mind[/COLOR][/b] (PsP): For most battleminds, it's not enemies shifting they need help with, it's enemies that simply move. A power that prevents the former and thereby encourages the latter is not really ideal. [b][COLOR=#33cccc] Mind of Mirrors[/COLOR][/b] (PHB3): Unaugmented is a huge accuracy penalty; Augment 2 is a vicious power that tries to force the enemy into friendly fire. While I'm not a fan of using Augment 6 on general principle, no-save-ends dominate can be worth blowing your power points on. This is good stuff. [b] Obsidian Shield[/b] (PsP): An at-will blast is never to be sneered at, especially one that can be used for multi-marking. On the other hand, the reduced damage is a bit offensive for level 27. [COLOR=#0000ff][b] Psionic Storm[/b][/COLOR] (PHB3): An improved version of Cloud of Dancing Blades. Big burst damage on the Augment 2, and the Mind Spike upgrade is now an effect. The latter in particular means that even battleminds without a good Wis modifier should consider upgrading Cloud of Dancing Blades to this. [b]Level 29 Daily Disciplines[/b] [b][COLOR=#ff00ff]Aspect of Annihilation[/COLOR][/b] (PHB3): Big name, piddly damage. The usefulness of this basically comes down to party optimization: how many save ends effects your party puts out vs their ability to cripple saving throws. [COLOR=#0000ff][b] Darting Grace Strike[/b][/COLOR] (PsP): Attack three targets against reflex, and then get a defensive boost. The stance attack power is CA and some mobility, neither of which is terrible. [b][COLOR=#ff00ff] Fatal Barrage[/COLOR][/b] (PHB3): Again, this is a party optimization power. If you can drown a solo in save ends effects, this power will shine. [b] Focused Rampage (DSCS): [/b]This power is reasonable just for the damage and the THP. The stance, however, is either fantastic (if you have an attack-granting leader or at-wills that are significantly superior to your usual OA solution), or pointless (if by level 29 your party has dealt with the fact that you have substandard MBAs).[b] [COLOR=#0000ff][b] Killing Winds Assault[/b][/COLOR] [/b](PsP): The mobility boost is solid, as is the damage. A defender turning invisible for a turn isn't the best thing in the world for the party, but it helps when you're taking a lot of grief.[b] [COLOR=#0000ff][b] Many Doors Curse[/b][/COLOR] [/b](PsP): A power that keeps an enemy adjacent to you is never bad. Combine this with damaging zones for lots of fun. [b] [COLOR=#ff00ff][b]Mind-Sundering Burst[/b][/COLOR] [/b](PHB3): The last OA stance power. The stance itself is[b] [COLOR=#0000ff][b]very sticky[/b][/COLOR][/b], and the power would be fantastic... if it was party friendly. As it is, a huge unfriendly close burst attack will not earn you many friends in a melee-oriented party. [b] [COLOR=#0000ff][b]Nova Strike[/b][/COLOR] [/b](PHB3): Unabashed straight damage. Don't be too tempted by the power point condition, as that extra damage loses its value if the fight is almost over anyway. [b] [COLOR=#33cccc][b]Omniscient Strike[/b][/COLOR] ([/b]PsP): Accurate, can prevent damage, and gets you power points back, all of which makes this a great power to bust out once you've run out of power points to use, say, Forceful Reversal. [/QUOTE]
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Beyond Bodily Brutality: the Basics of Building Battleminds (By Dedekine)
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