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Grading At-Will Powers
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<blockquote data-quote="keterys" data-source="post: 4348224" data-attributes="member: 43019"><p>Interesting how much of the response centers around the wizard at-wills. So, both cloud of daggers and thunderwave I assumed that you would have a respectable Wisdom, just for one clarification. Best to assume a power will be used to its best effect:</p><p></p><p>Cloud of Daggers: Highest damage at-will, Autokills minions and autodamages others, extra damage to swarms, provides a chokepoint, has synergy with other movement powers</p><p>Magic Missile: Longest range, gains bonus damage from bracers of perfect shot, can gain extra attacks with a warlord</p><p>Ray of Frost: Lower damage, slows. Problem is that its primary intended target's best defense is likely Fortitude, and the power has no additional effect under many circumstances (ie, when slow doesn't matter)</p><p>Scorching Burst: Only At-Will Area power. Otherwise lackluster, but this is a very big deal.</p><p>Thunderwave: Only At-Will that does not provoke. Hits a good sized area and pushes potentially _very_ far. While less respectable at low level, being able to push as much as 8 squares later with an at-will makes this the best at-will for _control_.</p><p>Illusionary Foes: Most reliably effective secondary effect. </p><p></p><p>Weird, you think these are worse than Priest's Shield? Cause Priest's Shield is a 5, and I figured Cleave's minion killing and autohitting was a step up from a +1 AC bonus.</p><p></p><p>Similarly, I figured Reaping Strike was the best choice for difficult to hit solo and elite monsters and netted a respectable damage increase... I was tempted to set it lower than Cleave, but figured it was still better than Priest's Shield.</p><p></p><p>I'm not terribly enthused by commander's strike, but it is the equivalent of a Sly Flourish or Holy Strike that lets you add another stat to damage (Int in this case) and allows a warlord to use a one-hand and shield and let a 2h fighter type make the actual hit (or rogue, or whatever).</p><p></p><p>Furious Smash (and Righteous Brand) are both based on the fact that they can setup hits by your ally's encounter or daily powers that are worth more than an at-will.</p><p></p><p>+2 to an ally's attack is quite good, but sacred flame's ability to give a save is practically on par with a utility power in its own right. The temporary hit points can also be a surprising amount of proactive healing. That said, I did almost make this change myself because lance of faith is more consistently useful, even if I like Sacred Flame more.</p><p></p><p>Hmm, anyone else agree? Valiant Strike looks to me like the correct way to do, say, Sure Strike... a flavorful bonus to attack without losing the damage... but is it notably better to have, say, +2 attack on an at-will than +Wis if you're Wis-specced?</p><p></p><p>So, I set Deft Strike where it was based on the theory that Nimble Strike was more useful - you can shift 1 before or after the attack, and it's a shift instead of a move. Deft Strike's best use is for getting flank then moving back out, as far as I can tell... which is very good, but I set it 1 lower because it provokes and movement is only before the attack. </p><p></p><p>Piercing Strike is like getting a +2 to +3 to hit on average - more under certain circumstances. It seems to me like Twin Strike ends up more effective than that. I'll up it to 7 for now, at least.</p><p></p><p>I'm not seeing Riposte Strike at all - the target can just not hit the rogue again, and it's a strength-based attack that won't get extra sneak attack (cause you already hit). I mean, it's good certainly, but better than the other rogue at-wills? Maybe I'm missing something here.</p><p></p><p>Hellish Rebuke is easier to trigger and Dire Radiance targets Fortitude, the best defense of the melee types you'd likely best want to use it on. So I dropped it 1.</p></blockquote><p></p>
[QUOTE="keterys, post: 4348224, member: 43019"] Interesting how much of the response centers around the wizard at-wills. So, both cloud of daggers and thunderwave I assumed that you would have a respectable Wisdom, just for one clarification. Best to assume a power will be used to its best effect: Cloud of Daggers: Highest damage at-will, Autokills minions and autodamages others, extra damage to swarms, provides a chokepoint, has synergy with other movement powers Magic Missile: Longest range, gains bonus damage from bracers of perfect shot, can gain extra attacks with a warlord Ray of Frost: Lower damage, slows. Problem is that its primary intended target's best defense is likely Fortitude, and the power has no additional effect under many circumstances (ie, when slow doesn't matter) Scorching Burst: Only At-Will Area power. Otherwise lackluster, but this is a very big deal. Thunderwave: Only At-Will that does not provoke. Hits a good sized area and pushes potentially _very_ far. While less respectable at low level, being able to push as much as 8 squares later with an at-will makes this the best at-will for _control_. Illusionary Foes: Most reliably effective secondary effect. Weird, you think these are worse than Priest's Shield? Cause Priest's Shield is a 5, and I figured Cleave's minion killing and autohitting was a step up from a +1 AC bonus. Similarly, I figured Reaping Strike was the best choice for difficult to hit solo and elite monsters and netted a respectable damage increase... I was tempted to set it lower than Cleave, but figured it was still better than Priest's Shield. I'm not terribly enthused by commander's strike, but it is the equivalent of a Sly Flourish or Holy Strike that lets you add another stat to damage (Int in this case) and allows a warlord to use a one-hand and shield and let a 2h fighter type make the actual hit (or rogue, or whatever). Furious Smash (and Righteous Brand) are both based on the fact that they can setup hits by your ally's encounter or daily powers that are worth more than an at-will. +2 to an ally's attack is quite good, but sacred flame's ability to give a save is practically on par with a utility power in its own right. The temporary hit points can also be a surprising amount of proactive healing. That said, I did almost make this change myself because lance of faith is more consistently useful, even if I like Sacred Flame more. Hmm, anyone else agree? Valiant Strike looks to me like the correct way to do, say, Sure Strike... a flavorful bonus to attack without losing the damage... but is it notably better to have, say, +2 attack on an at-will than +Wis if you're Wis-specced? So, I set Deft Strike where it was based on the theory that Nimble Strike was more useful - you can shift 1 before or after the attack, and it's a shift instead of a move. Deft Strike's best use is for getting flank then moving back out, as far as I can tell... which is very good, but I set it 1 lower because it provokes and movement is only before the attack. Piercing Strike is like getting a +2 to +3 to hit on average - more under certain circumstances. It seems to me like Twin Strike ends up more effective than that. I'll up it to 7 for now, at least. I'm not seeing Riposte Strike at all - the target can just not hit the rogue again, and it's a strength-based attack that won't get extra sneak attack (cause you already hit). I mean, it's good certainly, but better than the other rogue at-wills? Maybe I'm missing something here. Hellish Rebuke is easier to trigger and Dire Radiance targets Fortitude, the best defense of the melee types you'd likely best want to use it on. So I dropped it 1. [/QUOTE]
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