Originally posted by Lord_Ventnor:
Hour Before Daylight: Other Powers
What is this section here for? To denote powers you'll get from other sources. Some of you will be humans, and want a Warlock At-Will. Others will be Half-Elves, wondering if there's any dilettante powers that Hexblades can make use of. Still others will have a paragon path that allows you to take a Level 7 Warlock power, or will take the Reserve Maneuver feat to get one anyway. And there are also skill powers.
Basically, this is all the other powers a Hexblade may use.
Human Extra At-Will Power
[sblock]Charisma
Chromatic Bolt (HotEC): A psychic attack against reflex that deals a little damage against another enemy based on your Constitution modifier, which means it would work best for Infernal and Elemental Hexblades. However, if you want to damage multiple foes, Echoing Dirge is a much better choice than this.
Echoing Dirge (Hos): This power is a pretty potent choice for Hexblades. In fact, I'd say that outside of Hellish Rebuke, it's their strongest choice. Why? In short, it allows Hexblades to deal with multiple foes, something they really can't do unless they're a Gloomblade or they use a Daily. Additionally, the ability to deal with swarms is helpful.
Eldritch Blast (PHB): It's Eldritch Bolt, sans force damage. It has some feat support, but not enough to warrant choosing it over something else.
Eldritch Strike (PHH1): An interesting choice. While Hexblades already possess an excellent Melee basic attack, having 2 of them, each for a different situation could be handy, especially since most pacts don't have an at-will that slides a foe. There's one problem, though; since this power lacks the Implement Keyword, you'll have to take 2 expertise feats to keep it up to date. Not a problem for Fey Hexblades, who may take their expertise feat for the extra damage it provides anyway, and even Heavy Blade Expertise's bonus against OA's isn't entirely worthless. It's just something to keep in mind if you want to make use of this. Naturally, this power is outclassed by Flesh Rend in just about every way, making it
worthless for Gloomblades.
Eyebite (PHB): Low damage, but provides you with invisibility, which can definitely be handy. Targeting will defense and dealing psychic damage are also good points as well.
Fascinating Shadows (D406): Like Echoing Dirge, this is a Close Blast attack that deals psychic damage, only this pulls instead of pushes. It also deals Intelligence Modifier damage to enemies that try to hurt you, which makes this a pretty good choice for Star Pact Hexblades. As for other pacts, whether you choose this over Echoing Dirge depends on whether you prefer pulling to pushing.
Gift to Avernus (D386): Normally the alternate power a Infernal Warlock could have, any Hexblade can use it. Not sure why you'd want to though; sure, you can damage yourself to reroll the attack. Beyond that, it's not really much different from Eldritch Bolt.
Hand of Blight (DSCG):
A decent power. It works in melee or at a range, targets Fortitude (some foes do actually have a weak Fortitude defense) and gives you combat advantage. You can't augment it like a Sorcerer King Warlock can, but you can make use of it.
Mind Shadows (HoS): Same damage as Eldritch Bolt, with the added effect that causes an enemy to not be able to see nearby foes. The Psychic Damage is nice, but overall, it's not really the best you can do.
Shadow Claws (HoS): This attack deals about as much damage as Eldritch Bolt, and adds an extra effect that causes a foe that moves to take extra damage. It deals cold damage to boot, and targeting Fortitude makes this a pretty good power to use on Skirmishers. A lost cause for Infernal Hexblades, but Fey, Star, or Gloom Hexblades might want to look at it.
Spiteful Glamor (FRPG): A psychic attack vs. will that deals more damage to a foe at full HP. The fact that is does nothing but damage is really a strike against it though; if you want a power that deals psychic damage, look at Mind Shadows or Eyebite. At least they let you screw with an opponents ability to target you.
Constitution
Dire Radiance (PHB): Targets fortitude, and punishes an enemy that moves closer to you. Interesting, but there's really only one choice for human Infernal Hexblades anyway.
Eyes of the Vestige (AP): This is one of the best At-Will powers a traditional Warlock could ask for. But without the Warlock's Curse feature, this power is outclassed by Spiteful Glamor in every way. Avoid it.
Hellish Rebuke (PHB): A strong power, through and through. Although the initial damage is low, doubling it is a powerful benefit. The Infernal Hexblades who use this will also have the toughness to actually take the damage needed to set off the double hit too. The strongest choice for humans who deal with the devil.[/sblock]
Half-Elf Dilettante
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Burning Spray (PHB2): While this Close Blast attack won't gain your Pact Reward Damage bonus, it can still be useful for hitting multiple foes or taking out swarms whenever you need to.
Song of Serendipity (HotF): This power won't work for you unless you also take the Master of Stories Feat, but if you do, this will allow you to hand out attack buffs to your allies every time you hit with your At-Will attacks. Buffing your leader tends to make the leader buff you more, so it's a win-win! Half-Elves that opt to go this route should ignore Versatile Master, since they won't need to use this power more than once an encounter.
Twin Strike (PHB): The definitive Ranger power, you can use this if you use a Weapliment in your off-hand, like a Dagger or a Short Sword. You'll likely want to take a feat to make this power use Charisma, and it doesn't gain your Pact Reward bonus. Still, it's not a terrible choice.[/sblock]
Racial Utility Powers
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Dwarf Utility Powers
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Avalanche Rush, Lv. 2 (D402): You should never bull rush anyone. Ever.
Dwarven Pride, LV 6 (D402): You get a damage buff whn you are forced to move. Kind of situational, really, although a better pick if you have Bard that can slide you around as a friend.
Stone Stubborn, Lv. 10 (D402): Would you rather be stunned or dominated, or would you rather be dazed?
Mountainborn Tenacity, Lv. 16 (D402): If you drop, you can spend a surge and get temporary damage resistance that only Hellblades will care about.[/sblock]
Half-Elf Utility Powers
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Help is Here, Lv. 2 (D402): As a minor action, you use aid another on an adjacent ally. It's a versatile action type, so if you feel like giving a buddy a hand, it can be kinda useful.
Sudden Switch, Lv. 6 (D402): A pretty situational power, to be honest. Its use depends on how often you and an ally clump together.
Lockstep, Lv. 10 (D402): Actually, this is pretty nice. You get a big shift, and an ally gets a big shift. Only reason I hesitate to recommend it is the plethora of teleport options that you get at this level.
Persuasive Words, Lv. 16 (D402): You get a big bonus to all your social skills, and not much else. Unless you do a lot of talking, skip this.[/sblock]
Halfling Utility Powers
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Happy Feet, Lv. 2 (D402): If a foes move, you can shift as an immediate reaction. Honestly, it's not a good way to spend your immediate action, in my opinion.
Minor Threat, Lv. 6 (D402): An encounter stance power that gives you a bonus to defenses and stealth when you're bloodied. The defense bonus comes when you most need it, which makes this fairly solid.
Pay Your Debts, Lv. 10 (D402): An at-will power used as an immediate action that gives an ally combat advantage against a foe no longer flanked. Not a trap, but you have better options.
Underfoot Hustle, Lv. 16 (D402): This is a pretty good pick. You get a huge shift that can go through enemy spaces, that nets you combat advantage. If you don't get this at kevek 16, get it at level 22; it's probably a better pick for you than Master of Magic.[/sblock]
Hamadryad Utility Powers
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Body of Solid Oak, Lv. 2 (HotF): You get temporary HP, a bonus to defenses, and a weakness to fire. Overall, I'd avoid it.
Wooden Sanctuary, Lv. 6 (HotF): While I can get behind spending healing surge and removing yourself from harm's way for a turn, the fact is that you won't always be near a tree. That situationality kills this power.
Spirit Form, Lv. 10 (HotF): You get phasing and insubstantial for 2 turns, on top of a 2 square shift. Solid enough.
Feyborn Majesty, LV. 16 (HotF): An emergency button to hit when you get bloodied, and it does its job okay.
Fey Mind Mirror, Lv. 22 (HotF): Take this power and love it. Reflecting a foe's daze, domination, or sturn right back at them is pure win, and a lot better than Master of Magic.[/sblock]
Human Utility Powers
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Extra Effort, Lv. 2 (D402): Rerolling a save, even with a save penalty later, can be pretty game changing. Consider this.
Rapid Move, LV. 6 (D402): Once per day, you can take a move action as a minor action. Okay, but you have enough ranged attacks as to where the extra move shouldn't be that vital.
Flush with Success, LV. 10 (D402): After hitting a foe, you get a free shift and some temporary hit points which scale up with levels. This power's pretty awesome that way.
Courageous Determination, Lv. 16 (D402): If you get bloodied and a foe hits you, you can shift, spend a healing surge, and get a bonus to defenses for a round. Okay, but even with all that, it seems a little weak for a daily power.[/sblock]
Pixie Utility Powers
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Ventriloquist Prank, Lv. 2 (HotF): You either slide a foe, or make it grant combat advantage. You can't control which you get to do, which makes it not very reliable overall.
Pixie Invisibility, Lv. 6 (HotF): On-demand invisibility. Handy if you're stuck near foes and want to make an escape.
Gift of Flight, Lv. 10 (HotF): This allows your allies to fly for a few turns. A neat trick if you want to help them out, but it doesn't do anything for your own mobility.
Fairy Dance, Lv. 16 (HotF): Once per day, you can activate an Aura that lets allies shift and slows enemies. You should have no trouble targeting your foes, and you can already aid ally movement with your racial power, making this kind of a dud for you.
Pixie Teleport Trick, Lv. 22 (HotF): Throughout one encounter, you can teleport after a foes attacks you every time. Better than Master of Magic because it lasts the entire encounter.[/sblock]
Satyr Utility Powers
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Satyr's Leap, Lv. 2 (HotF): This power gives you big bonuses to jump, which helps make up for a Hexblades sucky jumping abilities. Not bad.
Bending the Balance, Lv. 6 (HotF): Once per day, you increase a foe's damage a little or increase an ally's healing a little. It's a small effect for a daily power, so skip this.
Tune of Enchantment, Lv. 10 (HotF): You can't use this, because it requires you to play an instrument to use it. Seeing as your hands will be occupied by your implement and your pact weapon, you won't fulfill the power's requirement.
Foes into Friends, Lv. 16 (HotF): This power's actually pretty sweet. After you or any one of your team drops a foe, you get to dominate it with no strings attached (other than the foe dying, of course). You get an extra body to harm foes an absorb another attack, making this pretty solid.
Channel the Unseelie, Lv. 22 (HotF): This power is better than Master of Magic by a mile. You get constant concealment no matter what, dim light makes you invisible, and you take half damage from necrotic attacks. A solid power to pop during an undead encounter, or in a dark cave even. Basically, take it.[/sblock]
Shade Utility Powers
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Fleeting Shade, Lv. 2 (HoS): Invisiblity + a bonus to Stealth checks is a decent pickup for a utility power.
Twilight Torch, Lv. 6 (HoS): A zone of dim light is useful for making some situational feats much less situational, but for the most part, you already have darkvision, making this pretty pointless.
Shadow Monsters, Lv. 10 (HoS): You conjure 4 mobile enemy debuffing creatures. Not too bad overall.
Shadow Jump Lv. 16, (HoS): Hey, teleportation! Too bad Diabolic Escape totally outclasses it!
Five Darknesses, Lv. 22 (HoS): If you've made it this far as a Shade Hexblade, then you'll want this. Five Darknesses is one of the few powers that can overwrite your auto-picked Master of Magic, and it's actually pretty good, granting temporary hit points and a substantial mobility boost every encounter.[/sblock]
Vryloka Utility Powers
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Unnatural Vitality, Lv. 2 (HoS): Although listed as a daily power, this is basically a permanent bonus to death saving throws and saving throws against ongoing damage. How much you need this power is determine by what foes are thrown against you, and how often you drop.
Bloodwolf Form, Lv. 6 (HoS): A minor action polymorph effect. Not attacking in the transformed state sucks, but getting darkvision, ignoring difficult terrain, and getting substantial bonuses to skills that Hexblades don't normally use could be worth it. The fact that you can switch forms while the power lasts makes it not a complete trap.
Crimson Wings, Lv. 10 (HoS): This power is all about upward mobility. You can't attack, but you can fly, which makes this more useful for exploring that for actually fighting.
Vryloka Bloodbond, Lv. 16 (HoS): Picking this up allows you to resurrect the dead. Certainly an odd pickup for a striker, but you'll save the party money that might have gone towards a resurrection ritual. Still, deliberately weakening yourself, even for an ally's sake, seems a little counterintuitive for a striker.
Crimson Death, Lv. 22 (HoS): Yes. Yes, you want this very bad. It's a daily like Master of Magic, but its effects last an entire encounter, and they definitely add to your striking potential. Inflicting ongoing damage with your At-Will attacks is definitely something strikers would like.[/sblock][/sblock]
Warlock Encounter Powers
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Level 7 Warlock Powers
[sblock]Charisma
All the Sand, All the Stars (AP): A Close Blast attack with fair damage that dazes enemies. It also has a Star Pact Rider that makes it deal extra damage equal to the Intelligence modifier. A great pick for
Star Hexblades, and decent for everyone else.
Confounding Laughter (D390): Poor damage, but getting your enemies to smack each other is always fun, and if your enemy misses, it takes more damage. An okay pick.
Cyst of Darkness (HoS): Only deals damage, and not very much of it. Don't take this.
Deathboon (FRPG): Decent initial damage, and if you kill an enemy with this, you get bonus damage on your next attack. If you have a good sense of when an enemy is about to die, this can be an interesting power to use.
Death's Commands (FRPG): Damage is on the weaker side, although dazing is always a nice condition. The necrotic damage this deals is kinda iffy, although it has an additional effect against undead. Overall, probably not worth it.
Far Realm Phantasm (D366): Weak damage, but you make the enemy you hit waste their next standard action, which could be lifesaving in a solo fight. Star Hexblades also debuff the enemies will, although only their daily attacks will target that defense, which means its mostly for the benefit of your allies.
Influence of Acamar (D366): Pretty good damage, and a long pulling distance. Star Hexblades can double the range of this power, although range 10 is usually enough in most battles, making this a good pick for everyone.
Lash of the Long Night (D374): The damage is alright, but getting a save-ends slow on an encounter power is pretty nice, and Fey Hexblades even get a push along with it.
Mire the Mind (PHB): Poor damage, but you make all of your allies along with yourself invisible. Could be handy, I suppose.
Nypacian Serpents (AP): Okay damage, although this power is really only a good pick for Star Hexblades, since its kicker is based off of Intelligence.
Pain to Pleasure (D386): This power has poor damage for an encounter attack, but regain HP equal to your Intelligence mod could be interesting to Star Hexblades, and Infernal Hexblades also get HP back equal to their Charisma mod. You can also damage yourself if the attack misses to try hitting with it again. Overall, okay.
Pall of Darkness (HoS): A low-damage attack that blinds. Not a complete trap, but there are better options.
Shadow Strangler (AP): Okay damage, and an attack debuff. Could be worse.
Sign of Ill Omen (PHB): Okay damage, but the rider makes it likely that the opponent will miss. Even more so for Star Hexblades with this power.
Sorcerer-King's Decree (DSCG): Okay damage, and a push effect based off of your Intelligence modifier. Once again, pretty good for Star Hexblades, decent for everyone else.
Touch of Command (D406): Off-turn domination every encounter, good at every level of adventuring. Far more likely to be triggered by you than your ranged counterpart. Doesn't do damage directly without the binder rider (really no big loss) and consumes the immediate action you might be saving for White Lotus Master Riposte at around this time, but you can do some really fun things if you dominate an attacking brute and then have it charge one of its allies, letting you smack it on its way out with an OA. Even if it's a solo you can still have it smack itself or run the gauntlet of OAs from your team's frontline.
Constitution
Acrid Decay (AP): A ranged attack vs. 2 different foes for okay damage. Probably not your best pick.
Hero's Arrow (AP): Single attack that allows allies to regain HP based off of a stat that Infernal Hexblades don't use. Next.
Howl of Doom (PHB): A close blast that pushes enemies. Make sure your Intelligence modifier is postitive so that you can actually use the push.
Infernal Moon Curse (PHB): Immobilizing a foe 5 feet off the ground is an interesting effect, but there are probably better powers for you to choose.
Mordant Rain of Dis (AP): Poor damage for an Encounter power, and while Blinding is nice, this isn't really a good pick for you.[/sblock]
Level 13 Warlock Powers
[sblock]Charisma
All Must Sacrifice (FRPG): The damage on this power starts out kind of low, but by damaging allies, you can make this power hurt more when it hits. Just make sure your allies are cool with that, though.
Bewitching Whispers (PHB): This power deals no initial damage, but instead forces one enemy to make Opportunity Attacks against all that enemy's allies if it can. This power is kind of niche, but there are situations in which it can shine.
Blaze of Ulban (D366): Mediocre damage and a slide effect. Only really worth it for Star Hexblades, who can inflict a saving throw penalty with this power.
Break the Will (DSCG): The damage on this isn't great, but it does daze, which could count for something.
Cursegrind (FRPG): Worthless to you, since you lack Warlock's Curse.
Dark Reach of Xevut (AP): An immediate action attack targets an enemy who makes a saving throw, and afflicts a different enemy with the effect that the triggering enemy just saved against. On top of that, Star Hexblades get a bonus to saving throws too. Even without the Star Pact rider, this is a strong choice.
Devouring Dark (HoS): Pretty strong area burst damage, which creates a zone that forces creatures in it to grant combat advantage. This one's actually pretty good.
Haunting Shadow (Hos): Decent single-target damage, sliding, and an effect that damages other enemies if they get close to the target. An acceptable choice.
Ice Blades of Levistus (D386): You hit a foe with meh damage, and immobilize and mark it. Better on
Infernal Hexblades, since enemies who can't hit you while marked take extra damage.
Korred's Tune (AP): Pretty good damage, and an effect that damages a foe if it doesn't move. Fey Hexblades make the effect stricter, so that the enemy must move farther to avoid damage. The
warlock guide thinks that the Fey rider applies in addition to the base effect (so a damage instance if they fail to move 3 and another if they fail to move 6), making it potentially a
triple hit against a foe that's been rooted in some way (immobilized, restrained, stunned, maybe prone and/or dazed). Not too bad given your modifiers to damage.
Wraith's Shadow (AP): The damage is kind of meh, but weakening is pretty nice debuff to throw out.
Constitution
Coldfire Vortex (PHB): A burst-ish attack that deals okay damage. Not much else to say about it.
Harrowstorm (PHB): Meh damage, but a huge slide. Useful if you have a controller that can make damaging zones (or if you can create damaging zones yourself).
Killing Flames (AP): An immediate reaction against an enemy who becomes bloodied, this deals solid damage, and also ignores fire resistance. A pretty good pick.
Skirmisher's Volley (AP): A multi-attack that targets 3 foes, although the damage is pretty weak for a Paragon-tier encounter attack. Skip this.
Soul Flaying (PHB): Pretty much the same as Wraith's Shadow, except it targets Will, which makes it slightly better.[/sblock][/sblock]