Originally posted by Litigation:
Same Old Song: At-Will Powers
Powers have been separated by melee weapon, ranged weapon and implement powers for your convenience.
Pretty much any Bard, and unquestionably any pure implement-attacking Bard, should pick up
Staggering Note. The other at-will depends on your main method of attack. A pure implement attacker should typically take
Vicious Mockery as their second at-will, a melee attacker
Guiding Strike and a ranged weapon attacker (not like they have any other choice)
Jinx Shot.
Note that powers designated "Skald's Aura" require that you have that power, either by being a Skald or by taking the feat Skald Training. They work their effects when you hit with a basic attack (this can be either melee or ranged). Among the at-will powers of that category,
Song of Serendipity is overall the best. I would recommend to Skalds (real and fake) to take one of these powers, then as your second at-will take something that doesn't use the aura (preferably Staggering Note).
Melee Weapon
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Guiding Strike (PHB2): Debuff the defense of your choice by -2 if it hits. Always handy. If you're not a Skald but still plan on spending ANY time at all in melee, regardless of your Virtue, this is likely to be your staple. NOTE: Half-Elves might opt to take Demoralizing Strike as their Dilletante, in which case they can retrain out of this when they hit Paragon Tier.
War Song Strike (PHB2): This one's pretty much just for Valorous Bards who have the CON to dish out a healthy amount of temporary hit points to potentially the whole party for attacking your victim. This one tends to be used more often in mop-up rounds, and it's good enough for that purpose, at least.
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Ranged Weapon
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Jinx Shot (AP): Right now it's the only ranged weapon at-will for a Bard. Luckily, it's solid. The knocking prone part is especially handy against flyers.
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Implement
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Cutting Words (PHBH): Attacks Will and pulls the target 2 squares on hit. It has the Psychic keyword, too, which has great support from feats like Psychic Lock. Good for pulling back-row enemies closer to your front-line allies.
Misdirected Mark (PHB2): Situational. Only useful at all with a Battlemind or Warden as a Defender, and even then, you'd only want to use it when an enemy is within range of their punishments and unmarked. It does attack Reflex, just to be different, but overall, this power isn't going to be any more than a Human's third at-will, if that.
NOTE: If your Defender is a Fighter, Staggering Note is better in every possible way.
Staggering Note (D 383): And here we come to arguably THE Bard's staple power, one that makes for a terrific combination of positioning and attack enabling. The strength of this power begins to illuminate why the best Bards, even those who use weapon attacks, still need to have credible implement attack capability. On hit, this one 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-modifier worth of damage. This attacks Will, which tends to be an easier defense to hit, has good range (10), and has the Thunder keyword, which gets excellent feat support (Mark of Storm and its slide, for one) and item support (*cough* Wand of Thunderous Anguish *cough*) for even more fun.
Vicious Mockery (PHB2): For purely implement-attacking Bards (typically Cunning), this will typically be their preferred second at-will after Staggering Note, and for very good reason. Attacks Will, unconditionally debuffs the enemy's attacks by -2 if it hits, and sports the Psychic keyword (hello, Psychic Lock) and the Charm keyword. This power is especially great to cast on a foe the Defender already has marked, and stacking the mark penalty with this one can make Virtue of Cunning a lot more likely to trigger.
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Skald's Aura
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Bolstering Speech (HotF): Grant CHA-mod THPs to one ally when you hit. Decent.
Song of Savagery (HotF): +4 power bonus to damage for an ally's next attack after you hit. Doesn't help multi-attacking Strikers a whole lot, and it scales poorly. This is one to avoid.
Song of Serendipity (HotF): +2 power bonus for an ally's next attack roll after you hit. Of all the Skald at-wills, this is the one that stands out as the one to take.
Words of Gravity (HotF): +2 power bonus to all defenses for one ally after you hit. Fair for protecting one ally who needs it.
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Probationer, Fochlucan,
Mac-Fuirmidh and Doss: Heroic Tier Powers
Lv. 1 Encounter
From the very start, all you Bards will quickly learn the importance of having some sort of functioning implement on hand, even if it happens to be your sword or your bow. The weapon powers aren't necessarily bad here, but the implement-based powers are really where it's at. Blunder for the Cunning, and Shout of Triumph for the Valorous. Victim of the Feywild is also a great universal option.
This is also a level where you get introduced to the powers that work off you hitting with a basic attack (melee or ranged). If you take such powers, one
very important thing to keep a lookout for is means of making basic attacks on actions
other than your standard. Fortunately there are plenty of ways to get those. At this level, both
Lesser Dimensional Step and
Lesser Flash of Distraction are very good representatives of this category of powers.
Melee Weapon
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Inspiring Refrain (PHB2): Your standard attack/buff allies' attack rolls combo. +1 power bonus for a round. Fair enough.
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Ranged Weapon
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Firemetal Shot (AP): Funny, it's a ranged weapon attack but its clearly geared toward Cunning Bards. All your allies' attacks for a round inflict your INT-modifier's worth of extra fire damage. Pretty solid for this level.
Prophesied Strike (AP): You or an ally gets to reroll an attack and use either result. Good one.
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Implement
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Blunder (PHB2): Best in the employ of the Cunning, this one's an excellent positioning and attack enabler right off the bat. Attacks Will and on hit, slides two squares and can set up an accurate MBA follow-up from either yourself or an ally (preferably the most damaging Striker in the party).
Disorienting Ditty (D 383): Attack vs. Will that works best near a melee cluster, with your choice of "safe square" in a flank or next to a Defender. The disincentive of your CHA-mod extra damage isn't too great, though. You really can do better than this.
Fast Friends (PHB2): Nice flavor, but the attack does no damage and the benefits are nothing that the party can't already accomplish with even decent tactics.
Focused Sound (AP): Thunder power that attacks Reflex and sets up 18-20 crits for the whole party for a round. Fair.
Prophetic Action (AP): For the Prescient, but even they have better options here.
Shout of Triumph (PHB2): Geared toward the Valorous, and they can rearrange the battlefield with it. You can reposition your allies in the nice blast 3 area even if you don't hit any enemies. Attacks Fortitude and has the Thunder keyword. In Paragon Tier, a melee-heavy party, all outfitted with Agile Opportunist, can turn this into a beatdown power.
Thunder's Calling (AP): Geared toward the Valorous, this power either lets you slide an enemy next to your waiting melee allies, or failing that, let someone with a good RBA in your party take a shot. Pretty good power, actually, but too bad Shout of Triumph just has to steal its thunder (no pun intended).
Victim of the Feywild (D 387): Got two capable melee allies? Teleport them to flank a foe for free. Fun times for all.
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Basic Attack Triggered
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Lesser Dimensional Step (HotF): You can teleport yourself and one ally next to the enemy you hit with your basic, preferably into a flank. Overall, its purpose is similar to Victim of the Feywild's except you use your weapon, and you'll usually want a Defender already next to the target. Where this power can really elevate itself is if you can get an MBA on something other than a standard (Eladrin MC Swordmage can get this very early).
Lesser Flash of Distraction (HotF): Daze an enemy after you hit it. Very good to have at this level.
Lesser Ringing Weapon (HotF): Extra thunder damage, combat advantage and concealment negation after you hit. This one's not nearly as good as the others of its type.
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Lv. 1 Daily
Again, implements are where it's at, and Stirring Shout is grand. Although ranged weapons also have a fine deal going with the out-of-turn Arrow of Warning. This is also your first introduction to Skald's Aura dailies, which typically confer an encounter-long benefit on your party while it's in your aura, and many of these also come with an additional trick you can pull once in the encounter. Out of those,
Disruptive Words is probably the best, although the others have their uses.
Melee Weapon
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Echoes of the Guardian (PHB2): Same flaws as Misdirected Mark, making this one situational at best.
Slayer's Song (PHB2): The effect lets you set up combat advantage whenever you hit an enemy for the whole encounter. Not bad for this level. Better with a Rogue in the party.
Verse of Triumph (PHB2): +1 power bonus to damage and saves for you and allies within 5 squares, along with some free shifting for killing enemies. Decent.
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Ranged Weapon
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Arrow of Warning (AP): Tailored toward the Prescient, but it's pretty awesome regardless of Virtue. An immediate interrupt against an enemy attacking an ally that does solid damage on hit. The attack hits often, too, being a weapon-based attack vs. Reflex. And to top it off, if it hits, the ally who got attacked gets a free, more accurate at-will attack against the attacking enemy as well.
Saga of Rivalry (AP): Not optimal for every party or every fight, but if you're traveling with a ranged Striker or two this one sings. Especially in a fight against an Elite Artillery or Controller. This one will give your ranged allies a nice little advantage in missile warfare while the automatic damage chips the enemy's health away until a save. Having your front-line allies hold helps even more.
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Implement
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Burdening Dirge (D 374): The effect, which lasts for the encounter, makes the enemy slow down whenever an ally hits. Good to cast on a dangerous foe you want a Defender to tie down up front and away from your squishy allies.
Echoing Roar (AP): Best used against an enemy in a fight where concealment and cover are factors. A situational power, but handy when the situation does come up.
Malevolent Mischief (AP): Not a bad one to help keep an enemy near your Defender and away from that Wizard.
Satire of Fortune (AP): Half-damage on miss, and regardless of hit or miss give the next ally who misses a reroll of that attack. Best cast to set up a key round in which your allies unload with their encounter or daily attacks, letting you cover for the first miss that happens. Decent enough.
Sprightly Rhythm (D 383): Close burst 2 vs. Fortitude that pushes targets and lets your allies shift a square. Pretty tame power that doesn't know whether it wants to be a glorified Thunderwave or a map-changer.
Stirring Shout (PHB2): Hit or miss the target, free CHA-mod healing for allies who attack it for the rest of the encounter. Perfect to lay down on that Elite or Solo your party has been saving for last.
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Skald's Aura
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Cautionary Tale (HotF): Prevents your allies from surrendering CA when flanked, and once per encounter tag on +2d10 damage to a single hit from an ally. In
lower Heroic when you get this power, that extra damage is actually pretty good, turning an ally's big-hit 3[W] or 4[W] power into an almost guaranteed one-shot. However, it
scales poorly after Lv. 5 or so, so if you do take this one, retrain it once you hit mid-Heroic or thereabouts.
Dirge of the Damned (HotF): Allies in your aura deal more damage, and even more against bloodied enemies. Decent enough for this level.
Disruptive Words (HotF): Make enemies in your aura give up CA and once in the fight, save-ends daze anything that took damage for whatever reason. The best of the aura dailies at this level, and it stays useful longer than the others here.
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Lv. 2 Utility
Moment of Escape is easily the standout here, being the highly versatile, reliable encounter positioning utility that it is. If for some reason that's not your cup of tea, or your campaign's needs are different, there are a few other pretty solid powers on this list.
Class Powers
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Bardic Lore (HotF): One free natural 20 on a knowledge check per day. You probably have better things to use this slot on.
Beguiling Ballad (D 387): If an enemy hits your ally, use this daily to make that ally disappear in your enemy's eyes until he saves. Plus let the ally teleport a few squares. Pretty good, since it's almost like inflicting a limited save-ends blinding on an enemy without needing an attack roll. It's even better if the ally who got hit is Stealth-trained and you're fighting a solo.
Canon of Avoidance (AP): +2 power bonus to all defenses for an ally of your choice. Sustainable with minor actions, and you can switch the bonuses to another ally if they need it more. Pretty good daily.
Clockwork Precision (AP): This daily can be quite handy for skill challenges. However, keep in mind it uses your standard action, so don't use it in combat even though its effect can apply there.
Concerted Effort (AP): This one uses your standard action for uneven gain. Not impressive even at this level, and beyond worthless after.
Hunter's Tune (PHB2): This one requires so many variables to line up for it to be remotely useful that it's just not worth it.
Inspire Competence (PHB2): A versatile encounter power that's very useful in skill challenges.
Moment of Escape (AP): Slide an ally up to 4 squares with your move action if they need to move more than you do. An excellent per-encounter utility for your entire career, this can do anything from giving an ally a head start in positioning, to getting an immobilized ally out of a bad spot, to freeing a grabbed ally. And in Paragon Tier this gets even nicer for Feywalkers and for any Bards leading a host of Agile Opportunist allies.
Song of Courage (PHB2): +1 power bonus to attack rolls for allies in the burst 5 zone. The zone moves with you and is sustained with minor actions. Good early on, but it does lose some luster after Heroic Tier.
Song of Defense (PHB2): An inferior power to begin with, and Canon of Avoidance completely obsoletes it for similar purposes.
Words of Protective Fate (AP): Most enemies don't have crits you need to worry about.
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Class Skill Powers
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History
Strategist's Epiphany (PHB3): One per day you stand a pretty good chance of making the entire party go first, particularly if you're Cunning. Always a good option if you're trained in History.
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Lv. 3 Encounter
This is a level where you start seeing one-round or one-hit buffs you can place on a weapon, and there's one particularly special power in that category in
Echoing Weapon, which essentially amounts to an extra attack's worth of damage. Ranged weapon Bards get the fantastic out-of-turn power Rhyme of the Blood-Seeking Blade. Implement users get a fairly good enemy-sliding power in Impelling Force, but could just as easily dip back into Lv. 1, where some great options are still waiting. Melee weapon powers are pretty average for the most part, although the oddball melee Cunning Bard has a pretty neat damage boosting option in
Cunning Ferocity.
Special
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Unicorn's Charge (D 387): You let an ally of your choice charge a foe, and other allies around that target either get some free healing or a square of teleportation. Pretty nifty, if nothing else.
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Melee Weapon
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Charger's Call (PHB2): For Valorous Bards. The usefulness of this one depends on party composition. You'll want at least two allies with good charge attacks for this to be useful. It also helps if you rolled a good Initiative.
Cunning Ferocity (PHB2): A rare melee power geared toward the Cunning, and if you're one of those
oddball melee Cunning Bards it's actually a pretty impressive damage boost against a single foe. It attacks Reflex for a more sure hit, too. If you're not Cunning, however, you should typically avoid this.
Rally the Spectral Host (D 396): One of the newfangled encounter powers that grant an effect, regardless of the attack hitting or missing. This one surrounds you with an aura 2 that gives allies moderate attack and damage boosts while they're in it. Nothing that'll get the blood up, but decent enough. This one also has the Primal keyword, in addition to your usual Arcane, in the event that should mean anything for your build.
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Ranged Weapon
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Cruel Fate (AP): Only way this one's gonna work is if you have several allies lined up to tee off on the enemy with daily attacks that roll several large die for the damage. That is to say, almost never. Avoid this one.
Entangling Opening (AP): Weapon attack vs. Will (which means it hits a lot), Psychic keyword and a follow-up hit from an ally knocks the enemy prone. Altogether pretty good.
Rhyme of the Blood-Seeking Blade (AP): An immediate interrupt to an ally's miss that attacks the enemy's Reflex for a more sure hit. And when it hits, the enemy's defenses are all debuffed substantially against your ally's attack; -4 even without the Prescience virtue. Just plain awesome.
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Implement
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Dissonant Strain (PHB2): Vicious Mockery with a saving throw and minus the Charm keyword and 5 squares' range. Meh, give me something different.
Impelling Force (PHB2): Attacks Fortitude and slides the target up to 5 squares next to an ally. Preferably that scary Defender or melee Striker traveling with you. Good against the more evasive, less burly types of enemies that don't want to be caught in melee, and happen to have a weaker Fortitude.
Recitation of Foreknowledge (AP): Decent. Better if you have a Rogue in the party.
Song of the New Dawn (AP): Not bad for a melee-heavy party, granting them all saves that are likely to succeed.
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Weapon Boosts
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Chilled Blade (HotF): The affected weapon slows and deals extra cold damage on hit. Good one.
Echoing Weapon (HotF): Neat thing about this power that escapes casual glance: The thunder damage from this weapon buff is NOT classified as "extra damage." Which means the 2d6 damage from this power, which happens whether the buffed attacker hits or misses, is considered a separate incidence. And because the damage triggers off an attack from the weapon you buffed, that means it benefits from all the buffed attacker's damage bonuses that can be applied unlimited times per round. Thus, it practically amounts to a full extra attack's worth of damage from your deadliest weapon-based Striker at the cost of just your minor action! Which is simply gorgeous. (A prime Cunning Bard combo at this level is casting this on the Striker's weapon, followed by Blunder during the same turn.)
Seek Weakness (HotF): This buff lasts until the end of your next turn and applies its CA generation and damage boost to all attacks while it's active. Decent one to cast on a multi-attacking Striker's weapon.
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Lv. 5 Daily
Another implement-dominant level, and boy, is this level full of win. It'd be almost easier to list the powers you shouldn't consider. But we're focusing on the positive here. Compulsion, Song of Discord and Timeless Trek in Mithrendain are all nothing short of incredible. Some Bards can make a strong case for Satire of Bravery or Tune of Ice and Wind.
Melee Weapon
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Word of Mystic Warding (PHB2): If the attack hits, the enemy get a save-ends condition that makes it hurt to approach an ally of your choice. Decent for protecting a squishier member of the party for a time.
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Ranged Weapon
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Arrow of Ill Omen (AP): The effect gives you a 30% chance of turning one lucky ally's hit into a crit, which is decent. Cast the die when the ally attacks with a daily power full of large dice for the damage.
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Implement
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Compulsion (AP): On hit, you get to slide the enemy 5 squares every turn, with no restrictions, until he saves. Even if you miss, you get to do that for a turn. Excellent and fun power. Has both the Psychic and Charm keywords, too.
Rhyme of Fire (AP): Extra fire damage against the enemy for the whole party, hit or miss. Not as impressive as some of the other options here, since Fire is one of the more common resistances and less common vulnerabilities. But it's a decent pick.
Satire of Bravery (PHB2): The resident AoE at this level, and it's pretty solid. With good positioning afterwards you can catch the enemies you blasted between a rock and a hard place until they save.
Song of Discord (PHB2): Domination in Heroic Tier? Really? Good times. Hit or miss, you also force the enemy to attack one of his buddies within reach of him. If you hit and get the one-round domination, either make your new puppet attack the same enemy again, or send him walking (or even charging) through your allies' opportunity attacks ... or off a cliff. Has the Charm keyword.
Strictures of Fortune (AP): The effect takes away an enemy's next go-around of a rechargeable power and instead gives you or an ally another use of an encounter power. Good to use in those battles.
Timeless Trek in Mithrendain (D 387): Banishing an enemy from the fight is actually quite powerful, and this amazing power lets you do it save-ends regardless of a hit or miss. In a fight against multiple foes, it effectively reduces the encounter level while the banishment is active, which makes the fight a lot easier. Even in a Solo fight, it can buy your party some time to position themselves for a full offensive onslaught (with readied actions even!).
Tune of Ice and Wind (PHB2): An area burst 1 that slows the enemies (save-ends on hit) and slides your allies 3 squares. A fair amount of map rearrangement potential with this one, and in Paragon Tier this can become a
bona-fide beatdown power if you have enough melee allies taking Agile Opportunist. Or an even more sick rearrangement spell if you go Wayfarer.
Vigorous Cadence (AP): The recent errata ripped this one out of your songbook. It's strictly worse than Stirring Shout. Much worse, in fact. Good thing you have so many other great options at this level. And the update still left unanswered the question of what happens when multiple allies are the same distance away from the enemy.
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Skald's Aura
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Haunting Tune (HotF): Automatic psychic damage to enemies stuck in your aura, but it can't knock those enemies' HPs to 0. It does, however, make near-death enemies run away, possibly suffering your allies' OAs when they run. Fair for this level, but
scales poorly after late Heroic.
Scathing Rebuke (HotF): A self-defense power against enemies with Will defense below average for your level. In practice, I can't imagine this one being worth it.
Song of Hope (HotF): Bonus to skill checks for the whole encounter, and once in the fight you can let an ally roll twice for an attack. Best for encounters that mix combat and skill checks (flying enemies for Athletics, traps for Thievery, etc.)
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Lv. 6 Utility
Revitalizing Incantation is a crazy healing spell, one Bards had been begging for. Besides that, there's still several other good powers, such as Dramatic Shift, Echoing Steps, Glimpse the Future, Ode to Sacrifice,
Synchronicity and, for certain builds and parties,
Allegro.
Class Powers
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Allegro (PHB2): Daily power that slides you and all allies two squares with your minor action. Not so hot now, but in Paragon Tier,
Feywalkers and Bards leading
Agile Opportunist-heavy parties will definitely want to look back and consider this one.
Chord of Resilience (AP): This encounter damage reduction power looks pretty tame with things like Revitalizing Incantation hanging around at this level.
Dramatic Shift (AP): Per-encounter movement buff for you and allies within 5 squares, letting all involved shift as a minor action for a round. Good one.
Echoing Steps (D 387): This daily starts with one big teleport for you or an ally, followed by the same target teleporting a square at a time as a minor action for the rest of the encounter. Good one to use on an ally who could certainly use the enhanced mobility at the right time.
Glimpse the Future (AP): You use this daily minor action at the start of a fight where one of your allies absolutely needs to land a crucial power on a certain enemy. With the rolling of 3 d20s and keeping the highest one, you stand a pretty great chance of turning anything super-crucial into a success. This can be good for Heroic Tier, but it does lose its luster quite a bit after as you and your party gain plenty of ways to make success more consistent.
Ode to Sacrifice (PHB2): Mainly for the Valorous. This encounter power comes in handy for ending save-ends conditions.
Reactive Wards (HotF): Grant a save to you or an ally, with your CHA-mod THPs if you fail. Fair.
Revitalizing Incantation (HotF): Bards had been thin on pure healing powers, a deficiency felt most strongly during Heroic Tier. Enter this beauty, which solved that problem in a BIG way. Every encounter not only do you let yourself or an ally spend a healing surge to heal normally, but on top of that they get their surge's worth of THPs. Or put it this way: It's the Paladin's Virtue stacked on top of normal healing. If you're looking to pick up more healing, look no further.
Song of Conquest (PHB2): This encounter power is best in the hands of the Valorous, granting THPs to allies who hit any enemy for a round. Pretty decent.
Song of Speed (AP): Boost to your or an ally's speed and extra square of shifting per encounter. Pretty underwhelming, actually. If you're looking for a mobility enhancer at this level, I'd go for Dramatic Shift, instead.
Synchronicity (AP): Essentially, once per day your entire party stands a pretty good chance of beating the enemy to the punch.
Trickster's Healing (PHB2): This daily power doesn't even make any sense. It heals the allies who were missed by an attack; i.e. the ones who needed it less. Which means you're only ever going to use this against an AoE. Plus the healing amount is a joke, even with a high Intelligence.
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Class Skill Powers
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Arcana
Experienced Arcana (PHB3): A half-cost ritual per day. And you get to reroll the check, too.
Diplomacy
Stirring Speech (PHB3): Before one fight per day, rally the troops and give them a +1 untyped bonus to attacks and saves as long as they're not bleeding. Decent.
Nature
Natural Terrain Understanding (D 385): Mass shifting and +2 power bonus to AC from your minor action per encounter. The burst size is kinda small, though, so it can be tough to get all allies involved. Still, not bad.
Perception
Guided Shot (PHB3): Make up for an ally's miss against AC by making the attack target Reflex instead. Good one.
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Lv. 7 Encounter
Prescient Warning is the overall best power at this level, but there are a lot of solid options here. Melee weapons actually have an appealing choice this time around in Scorpion's Claw Strike, and
Unluck is a great implement power for turning things topsy-turvy for one ally vs. enemy matchup.
Melee Weapon
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Chillsong Stroke (AP): Slow the enemy and allow one ally to shift into an easy flank, or just get the hell out of there.
Scorpion's Claw Strike (PHB2): Slide an ally into an easy flank or a safer spot. The Valorous get to grant the ally CON-mod AC bonus, too. Remember, the value of melee ally slides
increases in Paragon Tier if they took Agile Opportunist. Good, versatile power.
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Ranged Weapon
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Insightful Shot (AP): Too bad the defense debuff only works for one hit. Still a fair setup for an ally's daily, though.
Rewrite the Future (AP): Strictly worse than Unluck, actually, but if you want to stick to using your weapon instead of using an implement, this'll still do nicely.
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Melee or Ranged Weapon
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Wrath of Wolfstone (D 396): Another encounter power with an effect (regardless of hit or miss), and it's also a dual-source Arcane and Primal power. The conjuration is best placed in the thick of an enemy formation, leading to several enemies taking a little bit of cold damage and getting slid a square. Fair enough.
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Implement
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At Your Expense (D 390): High on flavor, pathetically low on crunch.
Deflect Attention (PHB2): It's not quite the Warlock's Mire the Mind, but it'll do. Making yourself or an ally invisible to the target is good no matter how you slice it.
Distracting Shout (PHB2): Mostly meant for closing in on enemies with threatening reach, or those moments when the party wants some separation. Has its uses.
Drums of the Wild Hunt (D 387): Rather odd power. A close burst 1 that can target up to three enemies, but only allows you to teleport one ally next to a target, and in some cases targets, that you hit. The ally gets a +3 power bonus only to its next attack roll, so it's not even good for the ally's own close burst follow-up. Overall, this looks like a power you should avoid.
Song of Duplicitous Allure (AP): Cutting Words with an extra twist that is best taken advantage of if you have another ranged attacker (particularly an Archer Ranger) in the party. The follow-ups from your ranged ally can really make it easy to pull the back-row enemy near a Defender. Has Charm and Psychic keywords.
Theft of Life (AP): Best used by the Cunning, allowing an ally to use a healing surge and granting THPs. Decent.
Timely Distraction (AP): Clearly the runt of what is otherwise a solid litter at this level. Stay away from this one.
Unluck (PHB2): Not too many powers let you replace an enemy's and an ally's attack rolls with the more advantageous one for your party in both cases, and do this every single encounter. This one's grand.
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Special
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Alter Fate (HotF): Your immediate actions are precious. Don't waste them on worthless damage tag-ons like this one that are already woefully underscaled at the level they're first available.
Prescient Warning (HotF): Now we're talking. It's an immediate interrupt you can make an ally take when they get hit, a basic attack (melee or ranged) with some extra damage against the enemy that assaulted them. A great enabling power, and it does not require you to attack.
Urge to Victory (HotF): Did your ally waste his turn somehow? (Say, he was dazed, stunned, dominated, etc.) Use your immediate to grant him that attack he should've had last turn, a basic (melee or ranged) or even a charge, with some extra damage on top. The overall usefulness of this one depends on your party somewhat, but not every melee Striker or Defender out there is going to qualify for Superior Will, so keep that in mind.
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Lv. 9 Daily
The implement-based Wail of Anguish still rocks, no doubt about it, although at least now its competition, such as Counterpoint, has reasons to exist. Both melee weapon powers, Hymn of the Daring Rescue and Thunder Blade, are solid (for once!). Of course, another option would be to take a second Lv. 5 power, since there's still plenty of greatness you didn't get to tap the first time.
Melee Weapon
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Hymn of the Daring Rescue (PHB2): Place the effect on an ally who is likely to get dinged up, like a melee Striker.
Thunder Blade (PHB2): Lots of sliding of enemies when you hit with at-will powers. Good for arranging the battlefield for the whole encounter.
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Ranged Weapon
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Saga of Vengeance (AP): Best against an Elite or Solo, this one hands out some free healing when your allies hit the target of this attack.
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Implement
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Counterpoint (AP): Cast this when you've got enough melee allies ganging up on the enemy. Hit or miss, the enemy is in for a hell of a beatdown if he misses an attack while this effect is up. Note the word "miss," too, rather than "fail to hit," which is very important against an enemy that likes his AoEs. Amazing especially against an Elite or Solo.
Forceful Conduit (PHB2): An interesting power that lets an implement-wielding ally of your choice cast his powers through the enemy you hit. Has its uses, particularly if cover or distance is a factor.
Hideous Laughter (PHB2): On hit this can shut down an enemy's opportunity actions for quite some time (especially with the aftereffect). A good one to allow the whole party some freedom of movement around a solo while it lasts.
Rain of Starlight (AP): A ranged AoE that sets up combat advantage and denies concealment, total concealment and invisibility. Can be handy. Note that this is not party-friendly.
Symphony of Misfortune (AP): The zone is small (area burst 1) and non-moveable, and the effects aren't the most impressive. On top of that, the attack part of this power is not party-friendly (the zone is, though). You can do better.
Wail of Anguish (AP): Activated with a mere minor action, can be sustained, and gives you something to do with your opportunity actions; namely keep a lot of enemies from shifting. Awesome, especially if a Defender (and especially a Fighter) is nearby. The errata took out the damage roll, but the control effect is still very much worth it.
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Skald's Aura
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Anthem of Aggression (HotF): CHA-mod damage when your allies miss with at-wills. Pretty lame. Avoid it.
Exposure of Weakness (HotF): Enforce vulnerability 2 on all enemies in the aura. Since this stacks with power bonuses and other bonuses to damage, this is pretty decent.
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Lv. 10 Utility
Illusory Erasure and Mantle of Unity own this level. Although a Pixie's eyes might be fixed on one of its own racial powers here, instead. Even then, it's got competition.
Class Powers
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Break Enchantment (AP): A small area burst for this daily, and Savior's Song is just plain better at a similar purpose.
Chant of Accuracy (AP): This is a daily that only lasts a single round, and its only effect is a +2 power bonus to attacks? Weak.
Enchantment Ward (HotF): A daily make-a-save power that can remove things normally removable only by Remove Affliction. Can't say I'm impressed.
Idyll of Calm (AP): A zone that moves with you automatically, grants +2 power bonus to Will for your allies and reduces any attack penalties they have. Fair.
Illuminating Stars (AP): +5 to Insight and Perception for a whole encounter for you and nearby allies. Can come in handy, particularly for skill challenges and in places conducive to an ambush.
Illusory Erasure (PHB2): Per-encounter minor action to turn an ally invisible and slide him 2 squares. Which means this power plays beautifully with Feywalkers and Agile Opportunist allies. Obviously great on a stealthy ally, too.
Mantle of Unity (AP): Pool the highest defenses of every party member in the burst 5 together for a round per encounter. Quite nice.
Perfect Pitch (D 383): This daily gives you extra damage on your Bard attack powers and extra healing on your healing powers for a whole encounter. Fair enough.
Project Vitality (HotF): Only Skalds (real and fake) need look at this one: CHA-mod splash healing and one round of free-action usage of your Skald's Aura healing. Then again, maybe they shouldn't, as it's really pretty lame.
Savior's Song (AP): A daily that lasts the whole encounter, handing out rerolls of failed saves every round to nearby allies. Easily one of the better saves-related powers.
Song of Recovery (PHB2): Save bonuses for a round to allies within 5 squares, as a per-encounter minor action. Decent.
Veil (PHB2): Interesting power to be sure, but the success of this spell relies on the Bluff skills of your allies. And just how many of them will have a high Charisma and have Bluff trained?
Word of Life (PHB2): As close to a resurrection spell as you'll get at this point. This daily rescues an ally from being KO-ed and sets up the enemy who brought him down for some serious punishment.
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Class Skill Powers
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Bluff
Stall Tactics (PHB3): Lower enemy initiatives. That can be useful.
Heal
Time Out (PHB3): Per-encounter, you give one lucky ally a second use of second wind, with your minor action. Good if you have an ally that is liable to use second wind.
History
Lessons of History (D 385): In one fight per day, recover encounter utilities for all allies. Good one.
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Recommended Racial Powers
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Pixie
Gift of Flight (HotF): Make the whole party fly for a round. Requires that they be clustered together to get everybody (being a close burst 1), but the benefits of this still can't be overstated.
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