It's vulnerability 5 (the cleric who cast it), not radiant. Radiant would certainly make it cooler
Whoops! That'll teach me to actually grab the book to double-check the power before I post...
I'll upgrade it, though having run those numbers. My gut instinct was to do so, but I tried to avoid giving out too many A powers other than a couple obvious ones.
I understand the reluctance to have too many A powers, but this one really is that good.
Better in the paladin's square

Or the monster's square while threatened by the fighter.
Depends on what god you worship...
You can retrain at any level so it doesn't really matter what you get at 5th and 9th for this equation. It's more of a 'do you want to do a d10 or get a healing surge' and I suspect the answer depends on how much healing via team mates the fighter has available.
It also depends on how you see your role. A maul fighter trying to imitate a striker will love Brute Strike, while a sword-and-board defender will probably go for the healing instead.
If you have a cleric using Righteous Brand, you probably won't get that hit bonus half the time
Righteous Brand helps one ally, and the cleric should be helping the strikers, not the defender (unless you're a maul fighter, in which case you'll probably take Brute Strike.
3W is the standard damage for Dailies... I don't think comparing it to Reliable helps that much
The first level daily powers actually are [2W] with a bonus effect - Brute Strike gets [3W] because there is no other effect.
Hmm, maybe. I think I'm going to take a step back and look at all of the possible A candidates tomorrow and make sure it's clear what might be eligible.
Sounds good. My take is that an +4 to hit by everyone for a turn, in addition to an effective [3W] damage, is absolutely amazing.
It's not a single player game. Slow rarely lets stops a foe from engaging _someone_. Agree on the 'if it hits', but it doesn't halve if it doesn't so it's no better than 3W I figured and I rate slow really low.
Take a look at Prime Shot - the ranger gets the bonus if he's the closest to the target. If you're the closest character to the target, and not in range for an OA, then chances are the slow effect
will keep that foe from engaging someone.
I've seen it not used at all 3 times, miss completely one time, and used wastefully (on guys that a daily was overkill on) once. Color me unimpressed. I do agree it's the best archer choice, but that doesn't make me think it's _good_
Then you've watched people with bad dice luck, or who waited too long to bring it out. It can miss completely, but the odds aren't very high if you're optimized for ranged combat and taking advantage of Prime Shot. And since you take the better roll, it either misses completely or hits perfectly. The damage is strong enough to put a serious dent in normal monsters, but not enough to be overkill on a fresh monster (besides minions, of course).
Elites and Solos really don't do that much damage, Weaken is cool, but it's not powerful. If this had a Miss 'Half damage' line I would rate this decently though since a little over 3W + Weaken is definitely on par with the Baseline.
A young white dragon (level 3 solo brute) can drop a 1st level character in one round with three successful (non-crit) attack rolls. 2 claws plus bite average out to 29 hp, which goes up with good damage rolls or a crit on one of the attacks. I fail to see how solos "really don't do that much damage".
So, I was thinking explicitly of this being used against a Solo to maintain combat advantage, exposure to zones & conjurations, or trigger OAs. Why would it only be useful against elites?
The majority of solos are dragons, who have reach and dragon breath. They don't
need to shift.
Except anyone with AoE attacks is unlikely to be standing adjacent to an ally he wants to slide, honestly.
Close blast and close burst.
Yeah, Flaming Sphere is my favorite - that said it does eat up a bunch of actions and can hit allies potentially so it's not quite as convenient as Guardian of Faith. Better damage (except against undead) though.
While it can hit allies, you choose where you move it. As long as the party is working well together, this shouldn't be an issue.
I don't see any language to suggest that interpretation, though it's possible that might be intended.
It depends on whether you read it as "prone and immobilized, until its next turn" or "prone, and immobilized until its next turn".