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Grading At-Will Powers
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<blockquote data-quote="yesnomu" data-source="post: 4751636" data-attributes="member: 77306"><p>I like this idea. I'll give it a shot for the Shaman At-Wills. First the decided ones:</p><p>[sblock]</p><p><strong>Stalker's Strike: B-</strong></p><p>Damage – High (+) </p><p> Advantage – Attack bonus to bloodied (+), flanking (+)</p><p> Disadvantage – v. Fort (-), flanking moves the spirit away from allies (--)</p><p>Summary – A good way to finish a fight between the damage and flanking, but moving the spirit to the other side of a monster negates your very potent Boon. No reason at all to take this as a Bear.</p><p></p><p><strong>Protecting Strike: A</strong></p><p> Damage – Average </p><p> Advantage – v. Will (+), nice amount of THP (++)</p><p> Disadvantage – Allies need to be next to spirit when it attacks (possible -)</p><p> Summary – Even the Panthers might want this, if their Con's OK. High chance of hitting, gives allies a great buffer, and lets you stand a comfortable distance away from the action. Fantastic power.</p><p></p><p><strong>Defending Strike: B-</strong></p><p> Damage – Average </p><p> Advantage – AC buff (+), doesn't require adjacent allies on use (+), affects you (+)</p><p> Disadvantage – Small, forgettable bonus</p><p> Summary – Not bad, but a bit redundant if you have PS. The AC buff could be forgotten pretty easily, you might want to take down allies' AC so you can remember for them. Good choice for a poor-Con Panther.</p><p></p><p><strong>Haunting Spirits: A-</strong></p><p> Damage – Low (-)</p><p> Advantage – V. Will (+), Psychic (+ later on), CA (+), unlimited ally range (+)</p><p> Disadvantage – Short range (-), may be unnecessary</p><p> Summary – It sucks to have to leave your position of safety and isolation, but this is a pretty good reason to get up close. Psychic is a great damage type if you grab Psychic Lock in Paragon--it turns this into a pretty encompassing debuff. Being able to designate any ally for the CA is nice for the Ranger without Distant Advantage or the Rogue going after a guy without flanking. But if everyone is flanking already, this might not be needed at all. This is a better offensive power than SS if the enemy isn't bloodied, but since PS targets Will, a Bear might prefer some NAD variety. Still, of all the defenses to attack with both, Will's the one you'd want.</p><p></p><p><strong>Watcher's Strike: B+</strong></p><p> Damage – Average </p><p> Advantage – Attack bonus (+), high Perception bonus (+), doesn't require adj. allies on use (+), affects you (+)</p><p> Disadvantage – Small, forgettable bonus</p><p> Summary – This is the offensive Defending Strike, with a weird (but high) Perception bonus added in. (Ask your DM about using it on an ally when you need to find something well-hidden out of combat!) Despite the increased risk of PvP bear savagings, this is a good choice for a Bear who wants the NAD versatility. Just don't let your friends forget the bonus!</p><p></p><p><strong>Wrath of Winter: C+</strong></p><p> Damage – High (+) </p><p> Advantage – Cold damage (+ later on), may save a dismissal action (+)</p><p> Disadvantage – v. Fort (-), Short range (-)</p><p> Summary – Decent damage, but targeting Fort mostly negates that. The teleporting is nifty (saving minors is nice), but the range is too short and accuracy too low for it to be broadly useful. If you go Lasting Frost/Wintertouched, this becomes pretty vital--though Shamans don't have a whole lot of cold spells in the first place.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="yesnomu, post: 4751636, member: 77306"] I like this idea. I'll give it a shot for the Shaman At-Wills. First the decided ones: [sblock] [B]Stalker's Strike: B-[/B] Damage – High (+) Advantage – Attack bonus to bloodied (+), flanking (+) Disadvantage – v. Fort (-), flanking moves the spirit away from allies (--) Summary – A good way to finish a fight between the damage and flanking, but moving the spirit to the other side of a monster negates your very potent Boon. No reason at all to take this as a Bear. [B]Protecting Strike: A[/B] Damage – Average Advantage – v. Will (+), nice amount of THP (++) Disadvantage – Allies need to be next to spirit when it attacks (possible -) Summary – Even the Panthers might want this, if their Con's OK. High chance of hitting, gives allies a great buffer, and lets you stand a comfortable distance away from the action. Fantastic power. [B]Defending Strike: B-[/B] Damage – Average Advantage – AC buff (+), doesn't require adjacent allies on use (+), affects you (+) Disadvantage – Small, forgettable bonus Summary – Not bad, but a bit redundant if you have PS. The AC buff could be forgotten pretty easily, you might want to take down allies' AC so you can remember for them. Good choice for a poor-Con Panther. [B]Haunting Spirits: A-[/B] Damage – Low (-) Advantage – V. Will (+), Psychic (+ later on), CA (+), unlimited ally range (+) Disadvantage – Short range (-), may be unnecessary Summary – It sucks to have to leave your position of safety and isolation, but this is a pretty good reason to get up close. Psychic is a great damage type if you grab Psychic Lock in Paragon--it turns this into a pretty encompassing debuff. Being able to designate any ally for the CA is nice for the Ranger without Distant Advantage or the Rogue going after a guy without flanking. But if everyone is flanking already, this might not be needed at all. This is a better offensive power than SS if the enemy isn't bloodied, but since PS targets Will, a Bear might prefer some NAD variety. Still, of all the defenses to attack with both, Will's the one you'd want. [B]Watcher's Strike: B+[/B] Damage – Average Advantage – Attack bonus (+), high Perception bonus (+), doesn't require adj. allies on use (+), affects you (+) Disadvantage – Small, forgettable bonus Summary – This is the offensive Defending Strike, with a weird (but high) Perception bonus added in. (Ask your DM about using it on an ally when you need to find something well-hidden out of combat!) Despite the increased risk of PvP bear savagings, this is a good choice for a Bear who wants the NAD versatility. Just don't let your friends forget the bonus! [B]Wrath of Winter: C+[/B] Damage – High (+) Advantage – Cold damage (+ later on), may save a dismissal action (+) Disadvantage – v. Fort (-), Short range (-) Summary – Decent damage, but targeting Fort mostly negates that. The teleporting is nifty (saving minors is nice), but the range is too short and accuracy too low for it to be broadly useful. If you go Lasting Frost/Wintertouched, this becomes pretty vital--though Shamans don't have a whole lot of cold spells in the first place. [/sblock] [/QUOTE]
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