Grading Daily Powers

this confuses me in that stand can miss and do no healing where as renew does 10+cha even on a miss. line of sight and not using surges are also both benefits to renew.

Stand heals as an effect.

So, comparing the two:

Both do the exact same damage (despite a 10 level gap)
Stand the Fallen heals a surge + charisma, no matter what (call it 32 hp for our purposes)
Renew the Troops heals a surge + charisma on hit, 10 + charisma on miss (call it 32 and 16, or say 24 average)
Stand the Fallen affects all allies within 10 squares (which has always been 'all allies' for me when I've used it)
Renew the Troops affects all allies within line of sight (which means it doesn't work through zones of darkness or on blinded allies but has slightly more potential range)
Renew the Troops does not use a surge.

So, renew the troops _heals less_ but does not cost a surge. Everything else cancels out.

In situations in which you aren't worried about running out of surges (which is most, in my experience, since as you said you don't go into an encounter if someone is below 3 if you can arrange it), Stand the Fallen is _better_.
 

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I know less people are checking this out, but if anyone has any feedback on the daily 15s please try to get them in soon so I can factor things in easily. I'm actually going to start working on the daily 19s while I have momentum.

First reaction: Oh boy, some of these are pretty insane :)
 

No... it really isn't.
The problem here is semantical. I fully understand that daze always grants CA and takes away an action even if there's no other benefit. By equally situational I meant that given the weighted impact of each outcome and the probability of each situation they were equally situational. In the event no one attacks the creature while it's dazed but it can charge another pc and manages to hit, what real benefit was daze? Even if someone attacks CA only changes the outcome 10% of the time unless we're talking about a rogue which is again situational (the party might have no rogue).

It always helps some.
Not true at all, if you take the perception that it only helps if it changes an outcome or prevents damage. If it is true then it's equally true of immobilize. Immobilize always prevents some actions. I would say this is a tiny benefit if the creature still gets off an attack that hits. Unless it can't move from damaging terrain then it's pretty huge either way.

You seem to be undervaluing the ability of immobilize to prevent an attack and over valuing the ability of daze to do so.

Sometimes it helps a lot more than others, but it always improves the party's chance to hit, gives the rogue damage output, and denies certain actions.
improved to hit only matters 1 time in 10, if there's a rogue and he hits this is a benefit, denying actions is only important if those actions would have happened. I understand it's clearly a benefit of daze that a wizard can fire off a big ranged attack and then move fully away from the powerful melee critter and not provoke an OA with either.

Immobilized _sometimes_ either prevents a creature from attacking or makes it take opportunity attacks to do something good.
change sometimes to most of the time. You pick the target of the power, you're not frequently going to dump an immobilize on the archer but you're very likely to drop it on the umberhulk.

Both can end up with people stuck in a zone unable to move, though immobilize is slightly better at it.
Immobilize is massively better at it. Only teleport escapes. Other than that it's 100% effective. Daze only helps if the terrain is difficult and the creature doesn't have enough points of movement to reach an edge. This means for most creatures they must be 4 squares from the edge of the terrain. How often does that happen? 90% of zones are under 6 squares so unless you have another factor involved (i.e. the zone is in a corner of a room and the creature is in the corner of the zone that is the corner of the room) the creature can almost always escape.

Daze is better at dealing with enemies who have minor or move actions of note.
define move actions of note. Does this mean teleport?

Immobilize has best usefulness in the first round of combat when you can immobilize enemies before they engage (or are engaged, by your own melee), but after that its usefulness depends a lot on the combat setup.
Highly subjective and can be equally applied to daze. If you're adjacent to a creature that gets immobilized you can shift away and deny him his attack. You're not going to attempt to immobilize a creature that is already adjacent to a pc and will act before that pc unless you have no better options. you kep trying to make highly situational and anecdotal arguments against immobilize without considering the inverse.

For example, looking at level 22 enemies for a second, of 10 options
Massively stilted level selection. Really anecdotal when compared to all 30 levels. By the epic tier most creatures have more options for attacking. By level 22 a pc might have a host of debilitating effects in his arsenal and you'll likely deploy the ones that have more impact ont he target. I'll still play along because I'm a good sport but this was a ridiculously uneven level to choose.

(not including the minion who already died)
why is he dead if it's round one?

+Rot Slinger (Rot Harbinger) Level 22 Artillery - much better melee than ranged though both are good. CA probably is better than stopping this guy from reaching melee though it's closer than you think and I might call it a wash because ongoing 10 is a lot worse than weak.

*Bluespawn Godslayer Level 22 Elite Brute - would you target this creature after he was engaged? If I do hit him with immobilize, he's not in combat. Daze also does not prevent him from attacking. Suppose the effect lasts 3 rounds. Immobilize has completely prevented him from engaging for 3 rounds where daze just forced him to charge and his speed is 8 so he can cover a lot of ground. Granted CA might have caused him to take more dmg but I'll take immobilize especially as I'll be choosing when I use my powers it will never be after he's in combat with our fighter.

*Death Giant Level 22 Brute - same as above, advantage immobilize
*Hezrou (Demon) Level 22 Brute - same as above advantage immobilize.
#War Devil (Malebranche) Level 22 Brute (L) - teleport, advantage dazed
#Marut Concordant Level 22 Elite Controller - teleport, advantage dazed
#Astral Stalker (Abomination) Level 22 Elite Lurker - ranged attacks, invisibility action, only slightly affected
#Efreet Fireblade Level 22 Soldier - only has 1 ranged attack and that needs a recharge. Possible to immobilize him after he's used it and still gain great use of immobilize. still advantage dazed.
#Elder Red Dragon Level 22 Solo Soldier - reach 3, hover flight, ranged and melee attacks, immobilize makes flying creatures land, hover creatures do not need to spend a move action and thus remain aloft if dazed, this creature also has only one ranged attack out side of 5 and that has a recharge so immobilize could tie it up for several rounds and leave it powerless to act. I'll still give this to daze but immobilize could definitely impact this situationally.
*Thunderhawk (Roc) Level 22 Elite Soldier - still affected better by immobilize than daze, it's primary attack is a charge and it has hover flight. Incidentally when I looked up this creature I looked at roc's (level 14) a regular roc is devastated by immobilize and only moderately affected by daze. It has a fly by attack so it will still function normally it just won't get the bit after it tosses you to the rocks. Meanwhile immobilize makes it crash, no attacks unless it happens to fall next to you. Just one example that shows a huge bonus to immobilize.

So... immobilize not so good against an entire level of enemies, there.
I question this logic quite a bit beyond the fact you picked a level designed to shaft immobilize I think it works better on the minion and 4 of the other 10 while being pretty close to even on 1 more. I had thought that immobilize makes flying creatures land but in looking at the dmg for this post I realize that's not true as silly as that seems.

Stand heals as an effect.
Oops, missed that. I totally get it now, thanks. Surges are still valuable but the healing is still better for stand. Really poorly designed change from 6th to 16th. I still think this is a good power (possibly 300 hp's with no surge) but it's annoying to see the weakness when compared to stand. One note on line of site. I agree with you on line of sight/blinded. It totally makes sense and I would probably play it that way as well, but RAW fanatics might say LOS and actually seeing aren't the same. I would agree that range ten will mostly always get all allies but I would also say that line of sight is more likely to benefit you than hurt you in this regard. I've seen a lot more encounters where my pc's are more than 10 squares apart than I have where they couldn't find a line of sight to each other.

In situations in which you aren't worried about running out of surges (which is most, in my experience, since as you said you don't go into an encounter if someone is below 3 if you can arrange it), Stand the Fallen is _better_.
Yes we try to avoid encounter when the fighter or rogue is down to less than 3. I agree stand is better most of the time but the non surge healing might mean we saved a surge in an earlier encounter and thus have an extra one each remaining so renew is better in that instance.
 

Why does no one discuss stunning steel? It appears to me that two attacks both with stun is pretty mighty. Damage is low but the opportunity to stun two creatures or at least the high probability of stunning one seems pretty strong. Comparable to confounding arrows in a most favorable way to my perception.

I seem to have overlooked that power when I was going through the PHB. On quick inspection stunning steel is not quite as effective as confounding arrows mainly because you have to be in melee range but it is still a stunning power which are always effective. I'd say it rates an A- based on the score confounding arrows received.
 

In the event no one attacks the creature while it's dazed but it can charge another pc and manages to hit, what real benefit was daze?

You may want to note the disclaimer for these ratings:
"All powers are graded assuming they are used effectively - if a power requires a second person in melee to work, don't take it in a party with no other melee. In many cases you'll find that personal preference varies from these grades - while a power may be extraordinary in theory or combined with the right build or party, take the power that is most fun for you!"

Not true at all, if you take the perception that it only helps if it changes an outcome or prevents damage.
It always means the rogue doesn't need flank. It always means that people can ignore opportunity attacks from the target. It always means that sustaining powers is painful and that some other abilities are denied. It always synergizes with other effects like grab or prone. It always provides an increase in average via combat advantage. It always means the target has limited ability to select targets if the party chooses to take appropriate steps. Etc.

Ignoring the benefits of daze so that it doesn't have an effect is not effectively using it.

You seem to be undervaluing the ability of immobilize to prevent an attack and over valuing the ability of daze to do so.
Immobilize is quite effective at preventing some attacks from some targets.

change sometimes to most of the time. You pick the target of the power, you're not frequently going to dump an immobilize on the archer but you're very likely to drop it on the umberhulk.
And if you're not fighting any melee only creatures? If the Umber Hulk won initiative and is already adjacent to someone, so you need to double move to make it lose the ability to attack and it will _still_ be able to use its confusing gaze unless you're more than 5 squares away?

Immobilize is massively better at it. Only teleport escapes.
Or any type of forced movement... not common but I've seen a Deathlock Wight push an ally out of a zone, for instance.

Daze only helps if the terrain is difficult and the creature doesn't have enough points of movement to reach an edge.
Or if a fighter can OA to stop movement, or heavy blade opportunity can slow or push or slide the target.

But, as I noted, immobilize is better at keeping creatures in a zone. Certainly agree.

If you're adjacent to a creature that gets immobilized you can shift away and deny him his attack.
Only certain creatures, only if all allies shift - which makes it both initiative dependent and ally action dependent, and potentially limits your damage output (such as by negating flank for the rogue)

You're not going to attempt to immobilize a creature that is already adjacent to a pc and will act before that pc unless you have no better options.
Correct. Making it not useful in those cases... which makes immobilize less effective.

you kep trying to make highly situational and anecdotal arguments against immobilize without considering the inverse.
No, I am considering it. I'm giving it a different weight than you are. You seem to be assuming that you'll always have the right target selection and tactical situation. Immobilize is _fantastic_ in the first round of combat with the right enemies... with the wrong enemies less so, after the first round or if you lose initiative... even less.

Massively stilted level selection. Really anecdotal when compared to all 30 levels.
I was looking at level 15 powers, so I'd had that level of creatures up to look at for the Bloody Path example. I can certainly bring up more examples, but I hardly think that an entire level of creatures, every single one of them, is 'anecdotal' to the discussion. If immobilize becomes significantly less useful at epic, that is a an impact.

ridiculously uneven level to choose.
Eh, one I had up. I'll do another level later... but we are looking at level 15 powers, so it can only go so low :)

why is he dead if it's round one?
Because he's a minion and you just immobilized him. I sure hope you damaged him too :)

+Rot Slinger (Rot Harbinger) Level 22 Artillery - much better melee than ranged though both are good. CA probably is better than stopping this guy from reaching melee though it's closer than you think and I might call it a wash because ongoing 10 is a lot worse than weak.
Its ranged attack is as good as its melee... it's not only weaken, it's also vs Fort (more likely to hit), and -2 to saves which can be very helpful for maintaining other effects.

*Bluespawn Godslayer Level 22 Elite Brute - would you target this creature after he was engaged? If I do hit him with immobilize, he's not in combat. Daze also does not prevent him from attacking. Suppose the effect lasts 3 rounds. Immobilize has completely prevented him from engaging for 3 rounds where daze just forced him to charge and his speed is 8 so he can cover a lot of ground. Granted CA might have caused him to take more dmg but I'll take immobilize especially as I'll be choosing when I use my powers it will never be after he's in combat with our fighter.
Why would the effect last 3 rounds? It's got a save bonus, among other things. As noted, if you get initiative over it, in the first round of combat, you can immobilize it before it engages. If not, then it's likely already too late due to it having reach 3.

*Death Giant Level 22 Brute - same as above, advantage immobilize
Indeed, same as above, no advantage immobilize.

*Hezrou (Demon) Level 22 Brute - same as above advantage immobilize.
Ditto.

#Elder Red Dragon Level 22 Solo Soldier - reach 3, hover flight, ranged and melee attacks, immobilize makes flying creatures land, hover creatures do not need to spend a move action and thus remain aloft if dazed, this creature also has only one ranged attack out side of 5 and that has a recharge so immobilize could tie it up for several rounds and leave it powerless to act. I'll still give this to daze but immobilize could definitely impact this situationally.
Immobiize does not cause hover fliers to land... cool houserule though. (Ah, I see you realized this later on)

*Thunderhawk (Roc) Level 22 Elite Soldier - still affected better by immobilize than daze, it's primary attack is a charge and it has hover flight. Incidentally when I looked up this creature I looked at roc's (level 14) a regular roc is devastated by immobilize and only moderately affected by daze. It has a fly by attack so it will still function normally it just won't get the bit after it tosses you to the rocks. Meanwhile immobilize makes it crash, no attacks unless it happens to fall next to you. Just one example that shows a huge bonus to immobilize.
Hover flight still works, as you know. Immobilize is more effective on the level 14 Roc than daze under most situations, agreed.

I question this logic quite a bit beyond the fact you picked a level designed to shaft immobilize I think it works better on the minion and 4 of the other 10 while being pretty close to even on 1 more.
I didn't pick a level to shaft immobilize - I picked a median level for the powers we're looking at pretty randomly :) It doesn't matter to the minion at all and I'd show it as more effective than daze on one of the targets, about even on two of the targets, a solid effect on two more, a minor effect on one, and largely ineffective on the remaining four.

Oops, missed that. I totally get it now, thanks. Surges are still valuable but the healing is still better for stand. Really poorly designed change from 6th to 16th. I still think this is a good power (possibly 300 hp's with no surge) but it's annoying to see the weakness when compared to stand. One note on line of site. I agree with you on line of sight/blinded. It totally makes sense and I would probably play it that way as well, but RAW fanatics might say LOS and actually seeing aren't the same. I would agree that range ten will mostly always get all allies but I would also say that line of sight is more likely to benefit you than hurt you in this regard. I've seen a lot more encounters where my pc's are more than 10 squares apart than I have where they couldn't find a line of sight to each other.
Yeah, I just figure that it's easy enough to all be in 10 on purpose, but it's hard for someone to get unblinded or not be in a zone of darkness sometimes. I'd totally take controllable disadvantage over uncontrollable disadvantage, so I figure they cancel out :)

Yes we try to avoid encounter when the fighter or rogue is down to less than 3. I agree stand is better most of the time but the non surge healing might mean we saved a surge in an earlier encounter and thus have an extra one each remaining so renew is better in that instance.
When it gets down to it, I'm still marking Renew the Troops as a better power by the grade that I gave it... I just think it's a lot less impressive than others might. It doesn't affect the user, but puts him potentially in danger, while still assuming the rest of the party is hurt enough to need it, it requires a hit for optimal use by someone often less optimal at hitting, it's roughly comparable to existing powers - a level 10 utility or level 5 daily. Certainly enough marks to drop it out of high grade, on my book.
 
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So, backing up from 22, let's look at 13 and 4.

Adult Blue Dragon Level 13 Solo Artillery - hover flight, great melee and ranged options, no big deal
Beholder Eye of Flame Level 13 Elite Artillery - hover flight, ranged attacks that don't provoke, can help party avoid fire burst but... no big deal
Drow Arachnomancer Level 13 Artillery (L) - attacks of all types, might cause some OAs
Githyanki Mindslicer Level 13 Artillery - reasonable ranged and melee options both, no big deal
Yuan-ti Malison Sharp-eye Level 13 Artillery - ranged attack is superior, so similar to weaken or might provoke OAs
Grimlock Berserker Level 13 Brute - can be completely screwed by immobilized
Hill Giant Level 13 Brute - Reach 2 makes shift more difficult to pull off and solid ranged attack, minor impact
Magma Brute (Magma Beast) Level 13 Brute - Reach 2 makes shift away more difficult to pull off, but first round immobilize quite effective
Briar Witch Dryad Level 13 Elite Controller - ranged attack, teleport, ineffective
Eidolon Level 13 Controller (L) - stance makes immobilize almost always ineffective
Githzerai Zerth Level 13 Elite Controller - both melee and ranged attacks, teleport, ineffective
Minotaur Cabalist Level 13 Controller (L) - melee and ranged attacks, no big deal
Mummy Lord Level 13 Elite Controller - only one decent ranged option, plus second wind, and aura still effective... pretty effective but not crippling
Balhannoth Level 13 Elite Lurker - reach 3, teleport, ineffective
Horde Ghoul Level 13 Minion - Already dead
Displacer Beast Packlord Level 13 Elite Skirmisher - Reach 3 (Threatening, even) makes post-Round 1 immobilize a lot less useful but it helps turn off displacement and shifting so still quite good
Dragonborn Raider Level 13 Skirmisher - Pretty much screwed
Drow Blademaster Level 13 Elite Skirmisher - Pretty much screwed
Gray Slaad (Rift Slaad) Level 13 Skirmisher - condition transfer, teleport, largely ineffective
Nightmare Level 13 Skirmisher - teleport, ineffective
Vrock (Demon) Level 13 Skirmisher - Reach 2 and burst 3 make it tougher after round 1, but it always shuts down flyby attack, crashes its flight, and potentially lets you avoid spores of madness, so it's pretty darn good
Bearded Devil (Barbazu) Level 13 Soldier - Reach 2
Hellstinger Scorpion Level 13 Soldier - Pretty much screwed
Helmed Horror Level 13 Soldier - crashes its flight, pretty much screwed
Hook Horror Level 13 Soldier - Reach 2, pull, grab, after round 1 effectiveness down a lot
Medusa Warrior Level 13 Elite Soldier - good ranged and melee options, no big deal

In hindsight, this whole immobilize discussion might have been a good fork. Anyhow, I'll do level 4 next.
 

Corruption Corpse (Zombie) Level 4 Artillery - good ranged and melee-range options, but being able to stay more than a square away from it is pretty useful so decent
Dwarf Bolter Level 4 Artillery - slightly worse melee attack, but not too bad
Human Mage Level 4 Artillery - crappy melee attack, either weakens it or provokes OAs
Magma Hurler (Magma Beast) Level 4 Artillery - slightly worse melee attack, but not too bad
Human Berserker Level 4 Brute - effectively weakened range attack
Kruthik Adult Level 4 Brute - good rechargeable range option, stops its aura, so pretty darn hindered
Magma Claw (Magma Beast) Level 4 Brute - screwed
Orc Berserker Level 4 Brute - screwed
Deathlock Wight Level 4 Controller - multiple good options, no big deal
Goblin Underboss Level 4 Controller (L) - screwed
Cavern Choker Level 4 Lurker - Reach 2, Grab, highly reduced effect after first round and it's good at stealthing so hard to nail down when it's not within grab range
Kobold Slyblade Level 4 Lurker - screwed
Specter Level 4 Lurker - Invisibility, burst 2... hampered certainly but not too bad.
Young Black Dragon Level 4 Solo Lurker - stops flying (but clumsy, so probably wasn't really anyways), reach 2, breath weapon and zone of darkness heavily mitigate effect
Orc Drudge Level 4 Minion - Dead already
Dark Creeper (Dark One) Level 4 Skirmisher - Can throw daggers fine, but loses its combat advantage trick
Deathjump Spider Level 4 Skirmisher - screwed
Ettercap Fang Guard Level 4 Skirmisher - screwed
Fey Panther Level 4 Skirmisher - some teleport so often ineffective
Greenscale Hunter (Lizardfolk) Level 4 Skirmisher - screwed
Rotwing Zombie Level 4 Skirmisher - screwed
Phantom Warrior Level 4 Soldier - screwed
Visejaw Crocodile Level 4 Soldier - grabs so harder to pull off, but screwed if you do
Warforged Soldier Level 4 Soldier - screwed

So immobilize is far more effective in heroic, being extremely powerful when used effectively in heroic, reasonable but not earth shattering in paragon, and honestly not very good at all in epic.

As one caveat, it's been my experience that a lot of humanoid enemies do carry throwing weapons, even if not in their stat blocks. That is, that kobold slyblades may have throwing daggers, a warforged soldier some javelins, etc. I suspect that is not necessarily typical experience, but worth note.
 

I know less people are checking this out, but if anyone has any feedback on the daily 15s please try to get them in soon so I can factor things in easily. I'm actually going to start working on the daily 19s while I have momentum.

First reaction: Oh boy, some of these are pretty insane :)

The level 19 dailies are truly insane and it only gets more crazy into epic tier. I've got a feeling that they are going to hard to analyze as there are not too many people playing at that level (my group is still in heroic and we started close to when 4th edition came out) and each class is nearly the end of their paragon path and becoming even more hyper specialized. For example: Holy Wrath is an nice daily for a cleric but an excellent for the warpriest who can function as a defender and get the most out of that regeneration.
 


Why does no one discuss stunning steel? It appears to me that two attacks both with stun is pretty mighty. Damage is low but the opportunity to stun two creatures or at least the high probability of stunning one seems pretty strong. Comparable to confounding arrows in a most favorable way to my perception.

Good question - it wasn't on my typed in list of powers, I'm guessing through failed flipping the pagitis... at any rate, A. Can almost guarantee a stunned (save ends) and can often do it two targets. Its damage isn't that great, but it's certainly not bad. More than the rogue, paladin, or warlord options certainly :)
 
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