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Grading At-Will Powers
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<blockquote data-quote="Goumindong" data-source="post: 4350285" data-attributes="member: 70874"><p>R= works with ranged</p><p>M= works with melee</p><p></p><p>Lev 25 daily:</p><p>RN: Relentless assault[Everyone makes any basic attack as free action on crit till end of encounter]</p><p>R:Stir the Hornet's Nest[Miss; ranged basic attack for everyone]</p><p></p><p>Lv 23 encounter:</p><p>M: Pillar to Post[1 melee basic on hit]</p><p>RM: Sudden Assault[Grants Standard Action to combine with Victory Surge]</p><p></p><p>Lv 19 Daily:</p><p>M: Windmill of Doom[Everyone adjacent melee basic]</p><p>RM:Victory Surge[hit: Everyone Free basic attack after using any standard action till end of next turn, Miss: One does as above, Sustain minor: continues for one]. </p><p></p><p>Level 17 Encounter:</p><p>RM: Hall of Steel[All allies within 5 squares make basic attack]</p><p></p><p>Lv 15 Daily:</p><p>RM: Warlord's Gambit[Ally can make basic attack as immediate interrupt when target attacks warlord]</p><p></p><p>LV 13: Encounter</p><p>RM: Beat Them into the Ground [All allies make basic attack as free action against target of choice, no damage but knocks prone]</p><p></p><p>lv 9: Daily</p><p>M: Knock Them Down[All allies can move 3 squares and make melee basic attack as free action against target of choice, attacks deal no damage but knock them down]</p><p></p><p>lv 7 encounter:</p><p>M: Surprise Attack[One ally makes attack as free action against target of choice with combat advantage]</p><p></p><p>lv 1 Encounter:</p><p>M: Hammer and Anvil[hit: meleebasic attack]</p><p></p><p>Keep in mind that due to movement, many of these work best with ranged abilities since they are most likely going to be able to hit the target in question</p><p></p><p>So that is 11 powers that affect melee over 9 level choices, 5 of which are encounter levels.</p><p>7 that affect ranged over 6 level choices, 3 of which are encounter levels.</p><p></p><p>So yea, any warlord that wants to will be easily able to throw these or multiple each and every combat encounter and the ability to take part in these[often with attack and damage bonuses granted by the warlord in addition to the powers] is no small advantage for magic missile.</p><p></p><p>Granted, its not valuable until your warlord has these powers at later levels, but they are there and will be getting pulled out each and every encounter during times when you are less likely to be using your at-will powers(since you are going to have encounter powers to use first)</p></blockquote><p></p>
[QUOTE="Goumindong, post: 4350285, member: 70874"] R= works with ranged M= works with melee Lev 25 daily: RN: Relentless assault[Everyone makes any basic attack as free action on crit till end of encounter] R:Stir the Hornet's Nest[Miss; ranged basic attack for everyone] Lv 23 encounter: M: Pillar to Post[1 melee basic on hit] RM: Sudden Assault[Grants Standard Action to combine with Victory Surge] Lv 19 Daily: M: Windmill of Doom[Everyone adjacent melee basic] RM:Victory Surge[hit: Everyone Free basic attack after using any standard action till end of next turn, Miss: One does as above, Sustain minor: continues for one]. Level 17 Encounter: RM: Hall of Steel[All allies within 5 squares make basic attack] Lv 15 Daily: RM: Warlord's Gambit[Ally can make basic attack as immediate interrupt when target attacks warlord] LV 13: Encounter RM: Beat Them into the Ground [All allies make basic attack as free action against target of choice, no damage but knocks prone] lv 9: Daily M: Knock Them Down[All allies can move 3 squares and make melee basic attack as free action against target of choice, attacks deal no damage but knock them down] lv 7 encounter: M: Surprise Attack[One ally makes attack as free action against target of choice with combat advantage] lv 1 Encounter: M: Hammer and Anvil[hit: meleebasic attack] Keep in mind that due to movement, many of these work best with ranged abilities since they are most likely going to be able to hit the target in question So that is 11 powers that affect melee over 9 level choices, 5 of which are encounter levels. 7 that affect ranged over 6 level choices, 3 of which are encounter levels. So yea, any warlord that wants to will be easily able to throw these or multiple each and every combat encounter and the ability to take part in these[often with attack and damage bonuses granted by the warlord in addition to the powers] is no small advantage for magic missile. Granted, its not valuable until your warlord has these powers at later levels, but they are there and will be getting pulled out each and every encounter during times when you are less likely to be using your at-will powers(since you are going to have encounter powers to use first) [/QUOTE]
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