Grading At-Will Powers

That doesn't matter - we know what a power can and/or should do, so from a _design_ standpoint it's subpar. Lack of other options doesn't make it higher quality or suggest that other powers shouldn't be better than it.

Comparing to Nimble Strike, Wolf Pack Tactics, and even Priest's Shield... it seems worse.

Looking at the grading criteria:
C - Okay. This power is certainly adequate but pales somewhat in comparison to other powers.
D - Poor. This power is certainly usable (and may even excel in certain rare situations), but is definitely lacking compared to other options.

It seems to fit fine - it is usable, excels in rare situations, and is lacking compared to other options and pales in comparison to other powers.
 

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It seems worse, but a shift isn't that valuable for a ranged ranger. Since it might get them out of an OA for attacking in melee, but it won't prevent another as the enemy closes(or shifts into the space you left).
 

That doesn't matter - we know what a power can and/or should do, so from a _design_ standpoint it's subpar. Lack of other options doesn't make it higher quality or suggest that other powers shouldn't be better than it.

Comparing to Nimble Strike, Wolf Pack Tactics, and even Priest's Shield... it seems worse.

Yep. It's worse than Nimble Strike and Wolf Pack Tactics, which each do much the same thing. That's why they're rated B and I suggest it should be rated C. It doesn't do what it does badly - it just doesn't do it as well as those powers do, which is why they have a higher grade. If it did it badly, it would rate a D.

I consider it better than Priest's Shield for a bailout situation and obviously worse for a stand-and-fight situation.
 

It was C- until not all that long ago, so I'm not averse to upping it again, just being rigorous:

The following options would all be not as good as nimble strike, but better than hit and run:
1) Shift 1 after the attack
2) The first square you move does not provoke
3) If you take a move, you may shift 1 first

Its closest neighbor is Priest's Shield - which gives +1 AC to you and an adjacent ally, which honestly might be almost as useful for avoiding damage even in bailout rounds ;)

Anyhow, I'll up to C- for now back where it was. Poor D, no company at all.
 

It was C- until not all that long ago, so I'm not averse to upping it again, just being rigorous:

The following options would all be not as good as nimble strike, but better than hit and run:
1) Shift 1 after the attack
2) The first square you move does not provoke
3) If you take a move, you may shift 1 first

Its closest neighbor is Priest's Shield - which gives +1 AC to you and an adjacent ally, which honestly might be almost as useful for avoiding damage even in bailout rounds ;)

Anyhow, I'll up to C- for now back where it was. Poor D, no company at all.


Well, I'm not violently opposed to seeing it at D or anything. It was just a bit confusing as it didn't seem to merit a D to me.
 


Side issue: is Holy Lantern At-Will a joke?

This exercise was primarily focused on establishing guidelines for power design. It generated some interesting debate and is probably useful for DMs and players alike for comparing powers. While this post deals with at-wills, you may be interested in the daily or encounter powers here.

All powers are graded assuming they are used effectively - if a power requires a second person in melee to work, don't take it in a party with no other melee. In many cases you'll find that personal preference varies from these grades - while a power may be extraordinary in theory or combined with the right build or party, take the power that is most fun for you!

Grades
A - Excellent. This power brings something special to the table in terms of tactical ability or damage output. It may be too powerful, especially in the hands of the wrong class.
B - Good. This is a solid power. Most powers should fall into this grade.
C - Okay. This power is certainly adequate but pales somewhat in comparison to other powers.
D - Poor. This power is certainly usable (and may even excel in certain rare situations), but is definitely lacking compared to other options.
F - Compares extremely poorly to other powers and should likely be improved or ignored.
<Grading of LEVEL 1 At-Will attacks snipped for space>
OK, I finally have the books, so now I have a question.
All of the powers discussed so far have been LEVEL 1 At-Wills. There are a few other Utility At-Wills at higher levels. (The Rogue has a bunch, mostly Move actions.)

My question is about the Cleric LEVEL 6 At-Will, "Holy Lantern": it lasts for 10 hours once it has been used, and apparently cannot be dismissed; and a Cleric can only have one active at a time. This sounds very much like a Daily to me: cast it once, then not be able to dismiss it, and not be able to cast it again until its 10-hour duration has expired. (The text does not mention any way to dismiss it.)
Were the WotC designers intending this as a Daily, but made it At-Will to give it the green color in the book -- thereby making a hidden reference to "Green Lantern?" (Or has this already been discussed?)
 

Maybe I missed it (this is a long thread), but I cannot seem to find the brief explanation post for all the at-will powers.

For example, just to use Cleric as an example, for the Grading Encounter Powers and Grading Daily Powers posts, we had:

Encounter 1 Powers:
*CLERIC*
C / Cause Fear
A- / Divine Glow
B / Healing Strike
B / Wrathful Thunder

My rough order/appraisal:
Divine Glow is a decent close blast that hits enemies only and can give multiple allies a bonus to attack.
Healing Strike does decent damage, marks, and has a decent heal.
Wrathful Thunder does low damage, but adds daze which is a very solid status.
Cause Fear is a bit too specialized and it's too easy to just move back. It can trigger some nice OAs, but I think it's the worst of the lot.

Encounter 3 Powers:
*CLERIC*
A / Blazing Beacon (Only in parties with ranged allies)
A- / Command
C+ / Daunting Light
B- / Split the Sky

Daunting Light does solid damage, radiant, over adequate range. The combat advantage is useful, but not really powerful. Split the Sky looks really nice, until you realize the enemy is just going to stand and charge. I've seen it use a couple times and that's happened every time. Command lets you daze and choose between prone or slid a fair ways, which is a very powerful controlling combo. No damage, though. Blazing Beacon provides a sizable +4 bonus to all ranged attacks against a target for a turn, which can be used for many attacks in a round by most members of the party, including action points, dailies, etc, so gets to be top of the pile.

Daily 1 Powers:
Quick note on damage - I'm assuming a baseline of 3W (or 3d8 - 3d10) damage for powers as I go through them, and I'm assuming some little bit added onto that 3 dice.

*CLERIC*
B- / Avenging Flame
A / Beacon of Hope
C+ / Cascade of Light
A- / Guardian of Faith

Cascade of Light is short range and under most circumstances I don't expect that vulnerability to add up to that much extra before it's saved against. If it's trivial to 'game' the vulnerability for a ton of damage with conjurations, zones, and ongoing damage, let me know.
Avenging Flame's ongoing damage can really rack up or force a creature to take no action for a round or two, which is quite nice. Unfortunately it gets no ongoing damage on a miss.
Beacon of Hope hits a nice large area and can add a metric ton of healing over the course of an encounter, and even potentially does a healthy amount up front. The weaken can hit several enemies which is also a solid kicker.
Guardian of Faith is particularly good against undead. Its abilities as a blocker were updated away, but not requiring a sustain action and especially when working with a fighter or some other penalty or difficulty moving (Pin the Foe, what have you) it can really do very good damage over the course of an encounter.

Daily 5 Powers:
*CLERIC*
A / Consecrated Ground
C+ / Rune of Peace
A / Spiritual Weapon
A / Weapon of the Gods

Consecrated Ground: Automatic damage to enemies only, surge-free healing to half health (useful after combat nothing else) - especially amusing on a high level PC getting dropped in the area and immediately waking up at the start of its turn. Every time. Oh, and it's movable.
Rune of Peace: vs Will. Guaranteed that target cannot attack for one round, which is extremely nice, though it doesn't set up other attacks like daze or blind, and is obviously worse than stun. Damage really low.
Spiritual Weapon: Guaranteed combat advantage on one target (switchable) each round for an entire battle. And, hey, damage while you're at it.
Weapon of the Gods: An extra d6 per attack from someone on an entire battle is actually quite respectable damage, but it gets really gross when you factor in the -2 AC that can be shifted from target to target as you kill them.

Is there something like that for the at-wills? If not, could you put it in the initial post?
 

Suppose that would be pretty necessary, rather than asking someone to read 8 pages of discussion at this point ;)

I would definitely like to do it soon, but I'm a bit behind. I mean, I've got encounter 17s and daily 15s just sitting on my spreadsheet waiting to translate from my shorthand into legiblese.
 

I think Commander's Strike is one of the most underrated at-wills: It's granting an extra attack (incl. Bonus) for the cahracter with the best damage output and it's very variable.
 

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