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Grading At-Will Powers
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<blockquote data-quote="Ulthwithian" data-source="post: 4349047" data-attributes="member: 60612"><p>A few comments, here.</p><p> </p><p>One is that people really should note what their assumptions are regarding the play conditions. This does affect certain powers, and especially the arguments for or against them.</p><p> </p><p>Take, e.g., the argument of MM vs. other Wizard At-Wills. Some people say that the longer range is a reason to favor it. However, the question is whether that longer range actually comes into play, and this is a question of the game you're in, not the power itself. As for myself, I believe that in the first game I ran, the ranges never really got above 10 (I'm working on this). Just one example of how other factors can change the assessment of a power.</p><p> </p><p>As for Commander's Strike, it might need a bit of 'set-up', but granting the same kind of set-up as the other powers (i.e., Wis mod with Cloud of Daggers, etc.), it really deserves at least a 6 if not 7. Some of the factors include:</p><p> </p><p>1) Good Int on Warlord.</p><p>2) Fighter as Defender.</p><p>3) Multiple decent allies to use with it.</p><p>4) Reach weapons.</p><p> </p><p>I think the Warlord in my group is almost the poster-boy for using Commander's Strike. He's an Eladrin Tactical Warlord whose primary weapon is a Longspear. If nothing else, Commander's Strike reads for him, "If you can poke an enemy adjacent to the Fighter, let the Fighter mark him."</p><p> </p><p>As for the objection that the Warlord is gimping himself, I'm not seeing it. By straight damage, the Eladrin actually does the most damage with his basic attack and at-wills, due to Eladrin Soldier. However, given his Int (18), <em>any</em> party member who attacks with melee attacks will do more damage with their basic melee attack than the Warlord will do with his other At-Will.</p><p> </p><p>(Side note: There's also a Dragonborn Cleric of Kord wielding a Bastard Sword in the group.)</p><p> </p><p>Other abilities of Commander's Strike is that it allows more uses of attack buffs (such as that from Righteous Brand) that have a set duration. Also, if you have a melee striker that missed with his attack on his turn, thus not getting his per-round 'extra damage' (Sneak Attack, Quarry), Commander's Strike allows another shot at it.</p><p> </p><p>There's also a true sense of teamwork built by Commander's Strike. I've seen multiple high-fives (in one session) between the Warlord and another party member due to the use of Commander's Strike. This is never a bad thing.</p></blockquote><p></p>
[QUOTE="Ulthwithian, post: 4349047, member: 60612"] A few comments, here. One is that people really should note what their assumptions are regarding the play conditions. This does affect certain powers, and especially the arguments for or against them. Take, e.g., the argument of MM vs. other Wizard At-Wills. Some people say that the longer range is a reason to favor it. However, the question is whether that longer range actually comes into play, and this is a question of the game you're in, not the power itself. As for myself, I believe that in the first game I ran, the ranges never really got above 10 (I'm working on this). Just one example of how other factors can change the assessment of a power. As for Commander's Strike, it might need a bit of 'set-up', but granting the same kind of set-up as the other powers (i.e., Wis mod with Cloud of Daggers, etc.), it really deserves at least a 6 if not 7. Some of the factors include: 1) Good Int on Warlord. 2) Fighter as Defender. 3) Multiple decent allies to use with it. 4) Reach weapons. I think the Warlord in my group is almost the poster-boy for using Commander's Strike. He's an Eladrin Tactical Warlord whose primary weapon is a Longspear. If nothing else, Commander's Strike reads for him, "If you can poke an enemy adjacent to the Fighter, let the Fighter mark him." As for the objection that the Warlord is gimping himself, I'm not seeing it. By straight damage, the Eladrin actually does the most damage with his basic attack and at-wills, due to Eladrin Soldier. However, given his Int (18), [i]any[/i] party member who attacks with melee attacks will do more damage with their basic melee attack than the Warlord will do with his other At-Will. (Side note: There's also a Dragonborn Cleric of Kord wielding a Bastard Sword in the group.) Other abilities of Commander's Strike is that it allows more uses of attack buffs (such as that from Righteous Brand) that have a set duration. Also, if you have a melee striker that missed with his attack on his turn, thus not getting his per-round 'extra damage' (Sneak Attack, Quarry), Commander's Strike allows another shot at it. There's also a true sense of teamwork built by Commander's Strike. I've seen multiple high-fives (in one session) between the Warlord and another party member due to the use of Commander's Strike. This is never a bad thing. [/QUOTE]
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