Vangol
First Post
After reading Keterys' threads on rating powers, I was inspired to start a similar thread of my own. In this thread, I'll go through the PHB, analyzing races, classes, powers, feats, items and other options, and assign them ratings, based on how effective they are. The ratings I'll use for everything in the thread are:
+++ Incredibly strong; possibly overpowered
++ Fairly effective; above average
+ Typical; usable but unexceptional
- Weak; may be usable but there are almost certainly better options.
The system is still new, of course, so some of my assumptions may turn out to be false. If you think are seriously misjudged something, point it out to me (do I really need to tell people that?).
Finally, this thread isn't primarily intended to help optimize characters. It's intended to provoke an interesting discussion of 4e's balance and mechanics, and provide some benchmarks for DMs designing their own material.
Let's start by taking a look at the first class in the PHB: the cleric. First, I will rate each build as a whole, then I will rate each power, and finally, I will rate each paragon path.
A few notes: I generally considered secondary effects to be more important than damage. The difference in damage between one attack and another is generally pretty small, once damage bonuses have been factored in, but the difference between a minor secondary effect (such as Slow) and a major one (such as Stun) is huge.
The main exceptions to this rule are area effects and powers that give you a number of attacks. Since you add your bonus damage (from ability mods, magic and other sources) to each attack, they can potentially deal bucketloads of damage.
Also, powers that give bonuses to attacks or penalties to defense are rated highly. They set an enemy up for a couple of huge hits from powerful daily or encounter powers.
The Cleric
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+++ Devoted Cleric
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++ Lance of Faith
Cleric Encounter Powers:
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Level 1:
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++ Cause Fear
Level 3:
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++ Blazing Beacon
Level 7:
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- Awe Strike
Level 13:
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- Arc of the Righteous
Level 17:
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+ Blinding Light
Level 23:
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- Astral Blades of Death
Level 27:
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- Punishing Strike
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Cleric Daily Powers:
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Level 1:
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+ Avenging Flame
Level 5:
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+++ Consecrated Ground
Level 9:
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+ Astral Defenders
Level 15:
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+ Holy Spark
Level 19:
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+++ Fire Storm
Level 25:
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- Nimbus of Doom
Level 29:
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+++ Astral Storm
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Cleric Utility Powers:
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Level 2:
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++ Bless
Level 6:
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++ Bastion of Health
Level 10:
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+ Astral Refuge
Level 16:
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++ Astral Shield
Level 22:
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+ Angel of the Eleven Winds
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Cleric Paragon Paths
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+ Angelic Avenger
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So there you have it: the most thorough analysis of the cleric out there. Keep an eye on this thread; I'll add info for the other classes as time permits.
+++ Incredibly strong; possibly overpowered
++ Fairly effective; above average
+ Typical; usable but unexceptional
- Weak; may be usable but there are almost certainly better options.
The system is still new, of course, so some of my assumptions may turn out to be false. If you think are seriously misjudged something, point it out to me (do I really need to tell people that?).
Finally, this thread isn't primarily intended to help optimize characters. It's intended to provoke an interesting discussion of 4e's balance and mechanics, and provide some benchmarks for DMs designing their own material.
Let's start by taking a look at the first class in the PHB: the cleric. First, I will rate each build as a whole, then I will rate each power, and finally, I will rate each paragon path.
A few notes: I generally considered secondary effects to be more important than damage. The difference in damage between one attack and another is generally pretty small, once damage bonuses have been factored in, but the difference between a minor secondary effect (such as Slow) and a major one (such as Stun) is huge.
The main exceptions to this rule are area effects and powers that give you a number of attacks. Since you add your bonus damage (from ability mods, magic and other sources) to each attack, they can potentially deal bucketloads of damage.
Also, powers that give bonuses to attacks or penalties to defense are rated highly. They set an enemy up for a couple of huge hits from powerful daily or encounter powers.
The Cleric
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+++ Devoted Cleric
+ Battle ClericClerics have a number of great abilities in 4e. They get powerful, reliable healing and an extra encounter ability (channel divinity). Both of these abilities benefit from the Devoted Cleric's high wisdom. Plus, they get a number of exceptional area attacks (possibly better than those of the wizard), none of which affects allies, and incredible support powers. In fact, the Devoted Cleric may have the best selection of powers of any build in the game.
The only weakness of the build is that both of its most important attributes (wis and cha) add to the same defense. But Devoted Clerics shouldn't be on the front line anyway.
+ Balanced ClericA strength-based cleric won't benefit fully from Healer's Lore or Channel Divinity. That alone puts it a step behind the Devoted Cleric. Plus, its attacks are limited to very short ranges, and, generally, aren't too exceptional. To top that all off, all of the cleric paragon paths require wisdom to some extent, so the Battle Cleric will be lacking here as well (though you could always take another class's paragon path). The Battle Cleric isn't bad, but lacks the focus and power that make Devoted Clerics exceptional.
Cleric At-Will Powers:It's possible to build a cleric with both a high strength and wisdom, at the expense charisma. The secondary effects of some abilities won't be quite as strong, but you can always select abilities that are unaffected by charisma. With a reasonable wisdom, you'll be able to benefit more from the cleric's class abilities and paragon paths than a Battle Cleric. However, there's little to recommend it over a Devoted Cleric.
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++ Lance of Faith
+ Priest's ShieldThe bonus to an ally's attack may be small, but when an ally uses a powerful encounter or daily power, every bonus helps.
+++ Righteous BrandThe bonus to AC is small, and the enemy can always target a different ally or use an attack that targets Fort, Ref or Will.
+++ Sacred FlameIt gives an ally a huge bonus to a melee attacks, making it the best at-will 'set up' ability. It's probably the best at-will in the game, in fact.
[/sblock]This attack grants a huge amount of temporary hp to an ally- more than many encounter powers, even. Alternately, it can be used to end a nasty ongoing effect, like Stunned. The best defensive at-will in the game.
Cleric Encounter Powers:
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Level 1:
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++ Cause Fear
+++ Divine GlowThe forced movement would be better if you had more control over it, but its still useful. What makes Cause Fear great is the opportunity attacks it provokes. It can potentially cause great damage
++ Healing StrikeIt affects a huge area- and only affects enemies. That alone makes this a great power. Toss on a nice bonus to your allies attacks, and you've got something special.
++ Wrathful ThunderSolid damage and healing. Not too shabby for a level 1 power.
[/sblock]Dazed is among the most useful status effects in 4e. Shift away from the enemy after you hit and laugh as the enemy stands helpless for a round.
Level 3:
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++ Blazing Beacon
+ CommandA pretty good 'set up' power. However, it only grants bonuses to ranged attackss, so many characters won't benefit.
- Daunting LightYou can really mess the enemy up for a turn with this. Too bad it doesn't deal any damage.
+ Split the SkyCombat advantage isn't that hard to achieve, normally, and the damage is low.
[/sblock]Pushed+Prone is a pretty good combo. Still not a really exceptional ability, however.
Level 7:
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- Awe Strike
+ Break the SpiritImmobilizing an enemy at short range is generally not too useful, since they're already close enough to attack.
++ Searing LightThe penalty to attack rolls is very nice. However, Searing Light is probably better.
++ Strengthen the FaithfulBlindness is very powerful. It causes combat advantage, gives a penalty to attack rolls, and makes ranged attackers pretty much useless. Nice.
[/sblock]This can potentially cause a lot of healing. It does require you to bunch up with your allies, however, opening you up for area attacks.
Level 13:
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- Arc of the Righteous
+++ Inspiring StrikeDoes nothing but damage, and the damage is unexceptional. Why would anyone take this, when the other options for level 13 are all so good?
+++ Mantle of GloryCauses healing without expending a healing surge. As an encounter power, that can add a ton to your party's survivability.
+++ Plague of DoomAs an area attack that only hits enemies, Mantle of Glory is off too a good start. Toss on a ton of healing for your allies, and its truly exceptional.
[/sblock]Among the most powerful 'set up' attacks. Since it causes a penalty to all the target's defenses, the entire party can capitalize on it for an incredible power play.
Level 17:
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+ Blinding Light
++ EnthrallBlinding Light does low damage and blinds the target, just like Searing Light. But searing light comes ten levels earlier.
+ Sentinel StrikeEnthrall can potentially damage and immobilize a huge group of enemies. Plus, it only targets enemies.
++ Thunderous WordEssentially, Sentinel Strike makes it impossible for a specific enemy to attack a specific ally for a turn. Could be useful in some situations, but generally, the enemy can just attack someone else instead.
[/sblock]It does good area damage (once again, to enemies only), and has a push that puts Thunderlance to shame. A great battlefield control power.
Level 23:
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- Astral Blades of Death
- Divine CensureIt does a little damage to a single enemy. And nothing else.
+ Haunting StrikeThe attack penalty this causes is pathetic. The power's barely better than the paladin's enfeebling strike (an at-will).
+++ Healing TorchIt's pretty accurate, and gives a small bonus to your next attack. Hardly anything exceptional, but attack bonuses are always appreciated nonetheless.
[/sblock]Without a doubt, this is the winner of level 23. It's very similar to Mantle of Glory (level 13), but it affects an area over four times as large, and can be used at a range.
Level 27:
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- Punishing Strike
+ Sacrificial HealingStrictly worse than haunting strike (level 23), which isn't a terribly powerful ability either.
- Scourge of the UnworthyIt causes a lot of healing. However, the damage doesn't come anywhere close to that of Healing Torch.
+++ SunburstSimilar to Divine Censure (level 23). Again, its barely more powerful than a paladin at-will.
[/sblock]Sunburst isn't quite as powerful as Healing Torch. However, the healing doesn't cost any healing surges, so by the end of the day, sunburst has granted a ton of free healing. Also, it can be used to grant infinite healing outside of combat, if you have the time to take a couple short rests.
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Cleric Daily Powers:
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Level 1:
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+ Avenging Flame
++ Beacon of HopeAvenging Flame forces the target to make a tough choice. Will it take the attacks ongoing damage (which adds up quickly), or try to throw the effect off (and waste a turn). This is definitely a good attack if it hits, but its pretty underwhelming on a miss.
- Cascade of LightOver the course of an encounter, this will add dozens of extra points of healing. Plus, it weakens enemies. Doesn't damage them, though.
+ Guardian of FaithEven if the attack hits, the enemy will probably save against the vulnerability after a turn or two. In other words, you'll only get an extra 5-10 damage out (if that). It has no secondary effects, and there are much stronger daily powers for dealing pure damage.
[/sblock]Because it only deals damage if an enemy ends its turn adjacent to it, this loses a few points (compared to, say, Flaming Sphere), since the damage can usually be avoided. Still, if an enemy is immobilized or tied up with the fighter, the damage will add up quickly. At the very least, the Guardian offers pretty strong battlefield control.
Level 5:
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+++ Consecrated Ground
++ Rune of PeaceLike Flaming Sphere, this power does damage automatically to a group of enemies. Unlike Flaming Sphere, it also heals allies. Without costing healing surges.
+ Spiritual WeaponRegardless of whether you hit or miss, the target can't attack for a turn. That's pretty powerful.
++ Weapon of the GodsThe weapon can do a nice bit of damage over the course of a battle. The combat advantage granted isn't enormously helpful, but it's better than nothing.
[/sblock]Bonus damage is most helpful if you make lots of attacks, and unfortunately, the Battle Cleric is mostly limited to hitting single targets. Use it on the ranger, however, and the damage will add up quickly. Plus, it only costs a minor action.
Level 9:
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+ Astral Defenders
++ Blade BarrierThese guys effectively expand the front line, making it very difficult for sneaky enemies to pass. Smart enemies can at least avoid their attacks, however.
++ Divine PowerEither splits up the enemies into two manageable groups, or deals a great amount of damage to them. Push enemies back into the barrier for extra fun. It's not quite as good as Wall of Fire, but it's close.
+ Flame StrikeThe attack itself isn't bad, and it covers a nice area. The real benefits of Divine Power, however, are the regeneration and significant boost to your allies' ACs.
[/sblock]Deals good damage to all enemies in a large area, and deals very good ongoing damage. It doesn't do anything besides damage, though, and the ongoing damage doesn't work on a miss.
Level 15:
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+ Holy Spark
++ Purifying FireHoly Spark can deal a great amount of damage to bunched-up enemies. Unfortunately, that damage relies on both the attack hitting in the first place, and the enemy failing its saves.
++ Seal of WardingThis is a good area attack, on par with Flame Strike. On top of that, it can also potentially heal your allies quite a bit.
[/sblock]This attack does a lot of little things, but they add up. It deals good area damage, makes it difficult for enemies to move, and provides cover to your allies.
Level 19:
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+++ Fire Storm
++ Holy WrathThe best area attack in the game (except Astral Storm), and it's available at paragon levels. The damage potential of this spell is simply ridiculous.
++ Indomitable SpiritLike Divine Power (level 9), the real draw is the self-buff. But the area damage is quite nice, too.
++ Knight of GloryThis power provides a lot of healing, and doesn't require healing surges. Not much more really needs to be said.
[/sblock]The knight deals a good bit of damage each turn, which certainly adds up. Plus, its one of the few ongoing damaging effects that doesn't allow a save or require you to sustain it.
Level 25:
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- Nimbus of Doom
+++ Sacred WordIt deals good damage, and provides a small penalty to the enemy's defenses, but by epic levels, daily powers should do more than that!
+++ Seal of BindingDamages and stuns all enemies nearby. Stunning multiple enemies can effectively prevents huge amounts of damage, so it's an excellent attack.
+ Seal of ProtectionThis power can singlehandedly dispatch a solo opponent, provided the attack hits, and you have some form of regeneration (such as that granted by the Demigod destiny). It may not be terribly useful in a typical combat, but any power capable of dispatching a dragon without a fight is certainly top tier.
[/sblock]This spell creates a pretty good barrier, in addition to dealing damage over an area. Hardly spectacular, but it could be useful in the right situation.
Level 29:
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+++ Astral Storm
- GodstrikeThe best area damage in the game. No other power compares (except maybe firestorm).
[/sblock]Sure, it does okay damage, but by level 29, dailies ought to be earth-shattering.
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Cleric Utility Powers:
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Level 2:
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++ Bless
+ Cure Light WoundsGranting everyone in the party a bonus to attack rolls, subtle as it may be, will probably mean the difference between two or three attacks hitting or missing.
- Divine AidGood to fall back on if someone runs out of healing surges. Not too usefull if your party's already pretty durable.
+ SanctuaryIf you need to grant an ally a saving throw, you can easily accomplish that with Sacred Flame, an at-will.
++ Shield of FaithGiving a fragile ally a free turn to escape from being swarmed is useful, but I don't know how often it would come up.
[/sblock]If your opponent's mostly target AC, your allies will end up taking much less damage during the encounter.
Level 6:
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++ Bastion of Health
+ Cure Serious WoundsEssentially gives an extra use of healing word per encounter. It's good for any cleric, but for other characters multiclassing to cleric, it's a must-have.
- Divine VigorLike Cure Light Wounds, this is only really useful if the party always runs out of healing surges.
++ Holy LanternIf everyone in the party needs to use their second wind twice during an encounter, you're probably screwed either way. It might be useful for a party of dwarves...
[/sblock]It's the only non-rogue at-will utility, so that has to count for something. Basically, it just gives your party a constant bonus to Perception and Insight, both useful skills.
Level 10:
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+ Astral Refuge
+ Knights of Unyielding ValorIf an ally's really hurting, this will probably save him. It should only be used in extreme circumstances, though, because combats are much more difficult if you're one man short.
++ Mass Cure Light WoundsCreates a good, if small, barrier. Useful for sealing hallways and the like.
++ Shielding WordEssentially gives everyone in the party an extra healing surge. That's a pretty nice boost.
[/sblock]Once per encounter, you can cancel an enemy's attack. That will certainly add up over the course of a campaign.
Level 16:
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++ Astral Shield
+ Cloak of PeaceAs an encounter power, it's pretty good. +2 to AC is nothing to scoff at, even if the party needs to bunch up to take advantage of it.
++ Divine ArmorLike Astral Refuge, the cost of protection is taking an ally out of the combat for a few rounds. It's rarely worth it, but it could potentially save an ally's life.
+ Hallowed GroundGranting all your allies Resist 5 is huge, and can easily turn a difficult encounter into an easy one. Even though it's a daily, this is an awesome power.
[/sblock]The benefits offered by this power are quite nice, though I wouldn't say they're any better than those o Divine Armor. The fact that your allies need to remain in the zone to benefit makes this less useful.
Level 22:
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+ Angel of the Eleven Winds
+ Clarion Call of the Astral SeaA nice flying ability. Since it only affects one target at a time, it's inferior to Cloud Chariot.
+++ Cloud ChariotA stronger version of Astral Refuge that doesn't expend healing surges. Like its weaker cousin, it's only useful in extreme circumstances.
+ PurifyThis power lets you and your allies fly all day. That's pretty much unbeatable, even though it forces the party to travel as a bunched-up group.
+ Spirit of HealthIn extreme circumstances (say, when the whole party is stunned), this is great. Normally, it's a pretty average utility power.
[/sblock]Healing is always good, but the cleric has plenty of other, better healing spells.
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Cleric Paragon Paths
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+ Angelic Avenger
++ Divine OracleOverall, this is a solid path, which gives you some nice benefits against bloodied enemies. Plus, you get a huge area attack and flight once per day. The main problem with it is that it only works for a balanced cleric. One attack is based on wisdom, the other on strength. Flight is better for ranged attackers, but the free bastard sword proficiency only helps with melee attacks.
+ Radiant ServantThis is an excellent path for anyone to take. It may be worth multiclassing for. It grants the whole party immunity to surprise, and lets you roll twice for initiative and attacks that target Will (that last bonus is huge!) Good Omens is a great 'set up' power, and the other attacks will be useful for just about anyone.
+ WarpriestThis path offers some pretty impressive abilities, but unfortunately, most of them only apply to demons and undead. If your campaign focuses on them, its great. Otherwise, its a little too situational.
[/sblock]This is a very odd path. On the one hand, most of the abilities it offers are well-suited to a battle cleric, but on the other hand, its powers are all wis-based (though one uses a weapon), and the action point ability and daily are much better for a devoted cleric. This is another path well-suited for the balanced cleric, but nearly useless for anyone else.
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So there you have it: the most thorough analysis of the cleric out there. Keep an eye on this thread; I'll add info for the other classes as time permits.
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