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Grading At-Will Powers
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<blockquote data-quote="Malisteen" data-source="post: 4364507" data-attributes="member: 44380"><p>Commander's strike is somewhat situational. It's better if your party's defender is a fighter, for the extra mark. It's better if your party's striker is melee based, rather then ranged, letting you give them a 2nd chance at their bonus damage if they missed on their turn. It's better if your 5th member is another defender or melee striker. It's better if you have a reach weapon (which is in turn better if your party has two or more high AC heroes in it, to make up for your lower AC from lack of a shield, and to give you someone to hide behind).</p><p> </p><p>That said, it's usually great for a tactical warlord, unless you're playing in a group where you're the only leader, your defender is a Str-dumping Chaladin, and you've got multiple ranged strikers.</p><p> </p><p> </p><p>In a normal group, with at least one Str-based defender or melee striker, Commander's attack nets a high int taclord a decent damage boost, and gives you another chance to take advantage of your several short duration attack boosts.</p><p> </p><p>IE: at first level your average eladrin taclord drops warlords favor once an encounter. Provided it hits, you'll be giving one ally +4 to hit until the end of your next turn. They attack with the bonus on their turn, and then on your next turn you can follow up with commander's strike for another attack benefiting from that +4 to hit. There are multiple short duration ally attack boost powers to take advantage of throughout a Taclord's progression, and the Battle Captain Paragon Path provides an extra two to three of these per encounter.</p><p> </p><p> </p><p>As a Taclord, this is hard to pass up. It's not as obvious a choice as Furious Smash is for a Chalord. Of course, that's something of a false comparison. If you're a tactical warlord, furious smash is rather terrible for you, just as commander's strike is rather lame for an inspiring warlord. Thunderwave isn't a terrible power just because it's lackluster for Wis-Dumping staff wizards, is it?</p><p> </p><p>Commander's strike isn't amazing like the ranger's doublestrike power, or the cleric's righteous brand, or most of the wizard at-wills, but is still rather good. And sure, it's rather situational depending on your party make-up... But your a warlord. If any class should be taking the other party memebers into account when selecting powers, it's you. If it doesn't fit your party, or if your party composition changes, just retrain it. NBD.</p></blockquote><p></p>
[QUOTE="Malisteen, post: 4364507, member: 44380"] Commander's strike is somewhat situational. It's better if your party's defender is a fighter, for the extra mark. It's better if your party's striker is melee based, rather then ranged, letting you give them a 2nd chance at their bonus damage if they missed on their turn. It's better if your 5th member is another defender or melee striker. It's better if you have a reach weapon (which is in turn better if your party has two or more high AC heroes in it, to make up for your lower AC from lack of a shield, and to give you someone to hide behind). That said, it's usually great for a tactical warlord, unless you're playing in a group where you're the only leader, your defender is a Str-dumping Chaladin, and you've got multiple ranged strikers. In a normal group, with at least one Str-based defender or melee striker, Commander's attack nets a high int taclord a decent damage boost, and gives you another chance to take advantage of your several short duration attack boosts. IE: at first level your average eladrin taclord drops warlords favor once an encounter. Provided it hits, you'll be giving one ally +4 to hit until the end of your next turn. They attack with the bonus on their turn, and then on your next turn you can follow up with commander's strike for another attack benefiting from that +4 to hit. There are multiple short duration ally attack boost powers to take advantage of throughout a Taclord's progression, and the Battle Captain Paragon Path provides an extra two to three of these per encounter. As a Taclord, this is hard to pass up. It's not as obvious a choice as Furious Smash is for a Chalord. Of course, that's something of a false comparison. If you're a tactical warlord, furious smash is rather terrible for you, just as commander's strike is rather lame for an inspiring warlord. Thunderwave isn't a terrible power just because it's lackluster for Wis-Dumping staff wizards, is it? Commander's strike isn't amazing like the ranger's doublestrike power, or the cleric's righteous brand, or most of the wizard at-wills, but is still rather good. And sure, it's rather situational depending on your party make-up... But your a warlord. If any class should be taking the other party memebers into account when selecting powers, it's you. If it doesn't fit your party, or if your party composition changes, just retrain it. NBD. [/QUOTE]
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