keterys
First Post
Daily 5 Analysis
*CLERIC*
A+ / Consecrated Ground
C+ / Rune of Peace
A / Spiritual Weapon
A / Weapon of the Gods
Consecrated Ground: Automatic damage to enemies only, surge-free healing to half health (useful after combat nothing else) - especially amusing on a high level PC getting dropped in the area and immediately waking up at the start of its turn. Every time. Oh, and it's movable.
Rune of Peace: vs Will. Guaranteed that target cannot attack for one round, which is extremely nice, though it doesn't set up other attacks like daze or blind, and is obviously worse than stun. Damage really low.
Spiritual Weapon: Guaranteed combat advantage on one target (switchable) each round for an entire battle. And, hey, damage while you're at it.
Weapon of the Gods: An extra d6 per attack from someone on an entire battle is actually quite respectable damage, but it gets really gross when you factor in the -2 AC that can be shifted from target to target as you kill them.
Wow, clerics really set a strong initial act for this level.
*FIGHTER*
C+ / Crack the Shell
C+ / Dizzying Blow
A / Rain of Steel
Crack the Shell: A reliable -2 penalty to AC power is a real help for powerplays
Dizzying Blow: Immobilize is a decent option for defenders and I'll admit that immobilize (save ends) can set up some nice tactical options since it almost guarantees an enemy will start two turns in a zone. At a minimum, it seems like a solid improvement over Brute Strike.
Rain of Steel: Automatic minion killing and more average damage than any of the other fighter powers if it hits only two or so times? As a minor action to start? Nice. In theory a power being a stance should be a penalty, but there appear to be so few that I'm not going to mark them down for now.
*PALADIN*
B+ / Hallowed Circle
B- / Martyr's Retribution
B+ / Sign of Vulnerability
Hallowed Circle: Very large area that damages only enemies is nice, and then the entire area provides a bonus to all defenses for the encounter.
Martyr's Retribution: Very good damage. While a healing surge is a cost, it's often enough a negligible cost to a paladin (or defender).
Sign of Vulnerability: If this hits, there is nothing to prevent you sustaining it until the target is dead. The target's allies may try to avoid being in a dangerous spot for sustain, but it's still a very solid effect on the first round with some nice possibilities in later rounds.
*RANGER*
C+ / Excruciating Shot
B+ / Frenzied Skirmish
B+ / Splintering Shot
B+ / Two-Wolf Pounce
Excruciating Shot: Decent, but pales compared to the other options. Same frustrating save problem where the creatures you most want to weaken are most likely to save very fast.
Frenzied Skirmish: Decent damage, but 1 or 2 dazes and a big OA-free move make this a good option.
Splintering Shot: That's a solid attack penalty on an enemy for the entire encounter.
Two-Wolf Pounce: Versatile shifting options and 3 attacks. Comparison to Frenzied Skirmish is interesting here.
*ROGUE*
C+ / Clever Riposte
B- / Deep Cut
C+ / Walking Wounded
Clever Riposte: Pretty clever form of protection and amusing that it works on ranged and area attacks (making for odd tactical advantages by hanging out in the middle of where good areas should be situated), but it's not a ton of damage and it's fairly easy to just attack anyone else. The attack itself is lackluster.
Deep Cut: vs. Fortitude. If it hits, that's a ton of ongoing damage potentially, but likely it won't last long.
Walking Wounded: vs Fortitude, can also be done ranged. If it hits, it's potentially good for laughs at least even if it's pretty easy to avoid triggering it.
*WARLOCK*
C+ / Avernian Eruption
D+ / Crown of Madness
D+ / Curse of the Bloody Fangs
B+ / Hunger of Hadar
Avernian Eruption: Size of area kinda small. Ongoing damage autokills minions at least.
Crown of Madness: I really want to like this, but it's lackluster damage, not a big detriment even if not saved against and its primary effect requires a sustain with a save so might never trigger at all.
Curse of the Bloody Fangs: A spell targetting AC is a real disad. The sustain is potentially cool, but also might be saved against before ever triggering any effect and is easy for the target to minimize the effect of with positioning.
Hunger of Hadar: Automatic high damage effect with a nice sustain kicker. If you can force creatures into it and/or force them to remain in it, it can add up to a ton of damage, but it's a small area so easy to avoid after the initial effect most likely. Also, necrotic. Blocks line of sight, which might be useful though it complicates locking an opponent down into it potentially.
*WARLORD*
B+ / Stand the Fallen
D- / Turning Point
C- / Villain's Nightmare
Stand the Fallen: Primarily useful for its area heal, but that's a fantastic area heal.
Turning Point: Turn back one page to Inspiring War Cry. It's _better_ than this ability (though not by much). But it's a lower level encounter ability.
Villain's Nightmare: Against Reflex, which helps. While there are a couple of cool tactical things you can do with this, it really feels too specialized / limited.
*WIZARD*
B- / Bigby's Icy Grasp
C+ / Fireball
A / Stinking Cloud
C- / Web
Bigby's Icy Grasp: This spell is quite effective for hindering one enemy at a time for a battle and provides a good alternative to using an at-will for increased damage. Potentially costly in actions.
Fireball: Quite large area.
Stinking Cloud: Good sized area of solid damage, including automatic damage. The ability to move it is extremely powerful. The line of sight blocking can be useful or harmful, but I'll grudgingly call it a tactical plus.
Web: This spell can be quite good if there is a very specific area you don't want people to go, such as for using it defensively to protect someone. That said, it's a bit too easy to avoid being immobilized or to escape the area.
The As are all fuzzy As. None violently leapt out as A+s, but some should probably be A-s and it may be that some should be A+. I have to admit, '3W and minor effect on hit, half damage and no effect on miss' are starting to look really bad compared to things like 'automatic damage every round for rest of combat'.
*CLERIC*
A+ / Consecrated Ground
C+ / Rune of Peace
A / Spiritual Weapon
A / Weapon of the Gods
Consecrated Ground: Automatic damage to enemies only, surge-free healing to half health (useful after combat nothing else) - especially amusing on a high level PC getting dropped in the area and immediately waking up at the start of its turn. Every time. Oh, and it's movable.
Rune of Peace: vs Will. Guaranteed that target cannot attack for one round, which is extremely nice, though it doesn't set up other attacks like daze or blind, and is obviously worse than stun. Damage really low.
Spiritual Weapon: Guaranteed combat advantage on one target (switchable) each round for an entire battle. And, hey, damage while you're at it.
Weapon of the Gods: An extra d6 per attack from someone on an entire battle is actually quite respectable damage, but it gets really gross when you factor in the -2 AC that can be shifted from target to target as you kill them.
Wow, clerics really set a strong initial act for this level.
*FIGHTER*
C+ / Crack the Shell
C+ / Dizzying Blow
A / Rain of Steel
Crack the Shell: A reliable -2 penalty to AC power is a real help for powerplays
Dizzying Blow: Immobilize is a decent option for defenders and I'll admit that immobilize (save ends) can set up some nice tactical options since it almost guarantees an enemy will start two turns in a zone. At a minimum, it seems like a solid improvement over Brute Strike.
Rain of Steel: Automatic minion killing and more average damage than any of the other fighter powers if it hits only two or so times? As a minor action to start? Nice. In theory a power being a stance should be a penalty, but there appear to be so few that I'm not going to mark them down for now.
*PALADIN*
B+ / Hallowed Circle
B- / Martyr's Retribution
B+ / Sign of Vulnerability
Hallowed Circle: Very large area that damages only enemies is nice, and then the entire area provides a bonus to all defenses for the encounter.
Martyr's Retribution: Very good damage. While a healing surge is a cost, it's often enough a negligible cost to a paladin (or defender).
Sign of Vulnerability: If this hits, there is nothing to prevent you sustaining it until the target is dead. The target's allies may try to avoid being in a dangerous spot for sustain, but it's still a very solid effect on the first round with some nice possibilities in later rounds.
*RANGER*
C+ / Excruciating Shot
B+ / Frenzied Skirmish
B+ / Splintering Shot
B+ / Two-Wolf Pounce
Excruciating Shot: Decent, but pales compared to the other options. Same frustrating save problem where the creatures you most want to weaken are most likely to save very fast.
Frenzied Skirmish: Decent damage, but 1 or 2 dazes and a big OA-free move make this a good option.
Splintering Shot: That's a solid attack penalty on an enemy for the entire encounter.
Two-Wolf Pounce: Versatile shifting options and 3 attacks. Comparison to Frenzied Skirmish is interesting here.
*ROGUE*
C+ / Clever Riposte
B- / Deep Cut
C+ / Walking Wounded
Clever Riposte: Pretty clever form of protection and amusing that it works on ranged and area attacks (making for odd tactical advantages by hanging out in the middle of where good areas should be situated), but it's not a ton of damage and it's fairly easy to just attack anyone else. The attack itself is lackluster.
Deep Cut: vs. Fortitude. If it hits, that's a ton of ongoing damage potentially, but likely it won't last long.
Walking Wounded: vs Fortitude, can also be done ranged. If it hits, it's potentially good for laughs at least even if it's pretty easy to avoid triggering it.
*WARLOCK*
C+ / Avernian Eruption
D+ / Crown of Madness
D+ / Curse of the Bloody Fangs
B+ / Hunger of Hadar
Avernian Eruption: Size of area kinda small. Ongoing damage autokills minions at least.
Crown of Madness: I really want to like this, but it's lackluster damage, not a big detriment even if not saved against and its primary effect requires a sustain with a save so might never trigger at all.
Curse of the Bloody Fangs: A spell targetting AC is a real disad. The sustain is potentially cool, but also might be saved against before ever triggering any effect and is easy for the target to minimize the effect of with positioning.
Hunger of Hadar: Automatic high damage effect with a nice sustain kicker. If you can force creatures into it and/or force them to remain in it, it can add up to a ton of damage, but it's a small area so easy to avoid after the initial effect most likely. Also, necrotic. Blocks line of sight, which might be useful though it complicates locking an opponent down into it potentially.
*WARLORD*
B+ / Stand the Fallen
D- / Turning Point
C- / Villain's Nightmare
Stand the Fallen: Primarily useful for its area heal, but that's a fantastic area heal.
Turning Point: Turn back one page to Inspiring War Cry. It's _better_ than this ability (though not by much). But it's a lower level encounter ability.
Villain's Nightmare: Against Reflex, which helps. While there are a couple of cool tactical things you can do with this, it really feels too specialized / limited.
*WIZARD*
B- / Bigby's Icy Grasp
C+ / Fireball
A / Stinking Cloud
C- / Web
Bigby's Icy Grasp: This spell is quite effective for hindering one enemy at a time for a battle and provides a good alternative to using an at-will for increased damage. Potentially costly in actions.
Fireball: Quite large area.
Stinking Cloud: Good sized area of solid damage, including automatic damage. The ability to move it is extremely powerful. The line of sight blocking can be useful or harmful, but I'll grudgingly call it a tactical plus.
Web: This spell can be quite good if there is a very specific area you don't want people to go, such as for using it defensively to protect someone. That said, it's a bit too easy to avoid being immobilized or to escape the area.
The As are all fuzzy As. None violently leapt out as A+s, but some should probably be A-s and it may be that some should be A+. I have to admit, '3W and minor effect on hit, half damage and no effect on miss' are starting to look really bad compared to things like 'automatic damage every round for rest of combat'.
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