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Grading Daily Powers
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<blockquote data-quote="Fedifensor" data-source="post: 4366793" data-attributes="member: 7289"><p>It really depends on party makeup. A group with clerics, paladins, perhaps a wizard using Color Spray...it can be handy. A group where only the cleric has radiant attacks...not so much.</p><p></p><p></p><p>This is a definite 'A' power in my book, and essential for tough encounters. It can completely change the course of a fight when the group is on their last legs. Get a heal, dish out weaken to multiple targets, and significantly boost any other healing the group gets? Sign me up!</p><p></p><p></p><p>Since the conjuration doesn't take up space anymore, the cleric can put the GoF into his square to dish out damage to anyone engaging him in melee. I still think Beacon of Hope is better, but not by much.</p><p></p><p> </p><p></p><p>Decent, but quickly outclassed by later powers. Both Dizzying Blow (5th) and Victorious Surge (9th) have the same damage and reliability, but also have an additional effect. Since you can't trade out the power until at least 13th, you'd better be dedicated to damage above all else to take this...and most fighters act more like defenders than strikers. In the long run, I think most fighters are better off with the additional utility of the other choices.</p><p></p><p></p><p>Fighters don't get many self-buffs, much less buffs that do damage. Even if you miss, the +1 to hit and +2 damage makes you feel that your action wasn't wasted. And if you can get a short-term boost to hit (perhaps a cleric using Righteous Brand), you're more likely to connect with this power and get a sizable boost for the entire encounter. I would rate this higher than either of the other two choices.</p><p></p><p> </p><p> </p><p>It's basically a Brute Strike that trades the reliable keyword for a guaranteed healing surge.</p><p></p><p></p><p>Guaranteed daze gives combat advantage for a +2 to hit the target, and the -2 AC is effectively another +2 to hit the target, for a total of +4. It's a perfect way to set up a tough creature for a pounding. I'd move this up to an A-.</p><p></p><p></p><p></p><p>More useful for a bowman than a TWF ranger. The guaranteed slow lets you stay out of range, and the ongoing damage makes the attack as good as a [3W] attack if it hits.</p><p></p><p></p><p>The two enemy requirement is minimal, because you use this daily when you're fighting multiple foes. Yes, it doesn't help against a solo...but that's about the only time you're out of luck. Taking the better of two attack rolls basically halves your chance of a miss, and the damage on <em>each</em> arrow is as good as any of the other daily choices (with the exception of Hunter's Bear Trap). It's definitely the top choice for a bow-using ranger.</p><p></p><p></p><p>Well, you get two attacks (the secondary is under Effect, not Hit, so you always get the second roll). While Jaws of the Wolf is superior for damage, the weakening effect is good when facing off against an elite or solo.</p><p></p><p></p><p>Less chance to hit twice than Split the Tree, but being able to hit the same target twice pushes it ahead on damage. It effectively does [2W] if both attacks miss, [3W] if one hits, and [4W] (plus double your bonuses) if both hit. Definitely the top choice for a melee ranger.</p><p></p><p></p><p></p><p>Useful if you're lacking a Warlord, but about the only time it will matter is against an Elite or Solo. As a striker, you should be dropping a single target of your level fairly quick if you have combat advantage. Speaking of which...</p><p></p><p></p><p>The opportunity to do [2W] damage plus a blind to several targets is a no-brainer, especially since blinded targets grants combat advantage and imposes a strong penalty to hit. I'd up this to an A-. Even a wizard's sleep spell only slows targets in the first turn of its effect. AoE Blind is amazing control for a striker.</p><p></p><p></p><p></p><p>I agree with you for the most part. Armor of Agathys is even better if the warlock has Wintertouched...being able to gain combat advantage for an entire encounter in addition to bonus damage is quite nice.</p><p></p><p></p><p></p><p>Like my comment on Paladin's Judgement, this is basically a Brute Strike that trades the reliable keyword for guaranteed temporary HP for your allies (but not you, unfortunately).</p><p></p><p></p><p>One of the best effects in the game, though it is vital to have someone else who can impose an AC penalty on the target and/or a hit bonus on you before using this power. Any Tactical Warlord who skips this power is a fool.</p><p></p><p></p><p>Again, Brute Strike that trades reliable for a different effect. Useful, but against a solo I'm not too worried about shifts (as most solos have reach or other special abilities to help them attack without taking an OA), and I'm not keen on blowing a daily versus an ordinary foe. Which pretty much relegates its usefulness to elites, and many elites are perfectly happy to stand still and beat you to death.</p><p></p><p></p><p></p><p>In general, I find that the ability to give a single ally a slide (without being near him) multiple times per combat trumps the ability to prevent a single foe from shifting. It has many useful applications, from flanking tough creatures to moving away after unleashing a point-blank power (yes, the wizard can use this after using a close blast or burst, to move out of harm's way). Should definitely be upgraded to a B...anyone with AoE attacks can trigger this easily due to multiple attack rolls.</p><p></p><p></p><p></p><p>It's good damage if you can make the attack rolls, but harder to place it so it hits several enemies without hitting an ally.</p><p></p><p></p><p>I consider this the best power of the bunch, as it can last for a full encounter and doesn't worry about an enemy rolling well on a save. A solid A in my book.</p><p></p><p></p><p>It functions mainly as area denial, but doesn't do automatic damage (which means minions who avoid getting hit can walk right through it). It also targets Fortitude, which is generally the highest of the non-AC defenses. Decent area, but Flaming Sphere is MUCH more useful. I'd rate it a C+.</p><p></p><p></p><p>To be clear, the affected creatures will get an action before they make their first save, so it takes a bit of time to knock foes out. It's wonderful for Orb specialists, less so for other types of wizards (55% chance for normal foes to avoid unconsciousness, more for elites and solos). It's a power you want to use early in a fight, rather than when you're down to single-digit HP...you may be dead before they fall unconscious. Because of that, I can't give it an A+...though it is definitely an A for the right build.</p><p></p><p></p><p>One interpretation is that you can't stand up until the end of the next turn if you're hit by the power...mainly due to bad wording in the power (could use a comma after prone). More damage than Freezing Cloud, has two secondary effects (prone and immobilize), has a longer range, and targets Will. What's not to like?</p></blockquote><p></p>
[QUOTE="Fedifensor, post: 4366793, member: 7289"] It really depends on party makeup. A group with clerics, paladins, perhaps a wizard using Color Spray...it can be handy. A group where only the cleric has radiant attacks...not so much. This is a definite 'A' power in my book, and essential for tough encounters. It can completely change the course of a fight when the group is on their last legs. Get a heal, dish out weaken to multiple targets, and significantly boost any other healing the group gets? Sign me up! Since the conjuration doesn't take up space anymore, the cleric can put the GoF into his square to dish out damage to anyone engaging him in melee. I still think Beacon of Hope is better, but not by much. Decent, but quickly outclassed by later powers. Both Dizzying Blow (5th) and Victorious Surge (9th) have the same damage and reliability, but also have an additional effect. Since you can't trade out the power until at least 13th, you'd better be dedicated to damage above all else to take this...and most fighters act more like defenders than strikers. In the long run, I think most fighters are better off with the additional utility of the other choices. Fighters don't get many self-buffs, much less buffs that do damage. Even if you miss, the +1 to hit and +2 damage makes you feel that your action wasn't wasted. And if you can get a short-term boost to hit (perhaps a cleric using Righteous Brand), you're more likely to connect with this power and get a sizable boost for the entire encounter. I would rate this higher than either of the other two choices. It's basically a Brute Strike that trades the reliable keyword for a guaranteed healing surge. Guaranteed daze gives combat advantage for a +2 to hit the target, and the -2 AC is effectively another +2 to hit the target, for a total of +4. It's a perfect way to set up a tough creature for a pounding. I'd move this up to an A-. More useful for a bowman than a TWF ranger. The guaranteed slow lets you stay out of range, and the ongoing damage makes the attack as good as a [3W] attack if it hits. The two enemy requirement is minimal, because you use this daily when you're fighting multiple foes. Yes, it doesn't help against a solo...but that's about the only time you're out of luck. Taking the better of two attack rolls basically halves your chance of a miss, and the damage on [I]each[/I] arrow is as good as any of the other daily choices (with the exception of Hunter's Bear Trap). It's definitely the top choice for a bow-using ranger. Well, you get two attacks (the secondary is under Effect, not Hit, so you always get the second roll). While Jaws of the Wolf is superior for damage, the weakening effect is good when facing off against an elite or solo. Less chance to hit twice than Split the Tree, but being able to hit the same target twice pushes it ahead on damage. It effectively does [2W] if both attacks miss, [3W] if one hits, and [4W] (plus double your bonuses) if both hit. Definitely the top choice for a melee ranger. Useful if you're lacking a Warlord, but about the only time it will matter is against an Elite or Solo. As a striker, you should be dropping a single target of your level fairly quick if you have combat advantage. Speaking of which... The opportunity to do [2W] damage plus a blind to several targets is a no-brainer, especially since blinded targets grants combat advantage and imposes a strong penalty to hit. I'd up this to an A-. Even a wizard's sleep spell only slows targets in the first turn of its effect. AoE Blind is amazing control for a striker. I agree with you for the most part. Armor of Agathys is even better if the warlock has Wintertouched...being able to gain combat advantage for an entire encounter in addition to bonus damage is quite nice. Like my comment on Paladin's Judgement, this is basically a Brute Strike that trades the reliable keyword for guaranteed temporary HP for your allies (but not you, unfortunately). One of the best effects in the game, though it is vital to have someone else who can impose an AC penalty on the target and/or a hit bonus on you before using this power. Any Tactical Warlord who skips this power is a fool. Again, Brute Strike that trades reliable for a different effect. Useful, but against a solo I'm not too worried about shifts (as most solos have reach or other special abilities to help them attack without taking an OA), and I'm not keen on blowing a daily versus an ordinary foe. Which pretty much relegates its usefulness to elites, and many elites are perfectly happy to stand still and beat you to death. In general, I find that the ability to give a single ally a slide (without being near him) multiple times per combat trumps the ability to prevent a single foe from shifting. It has many useful applications, from flanking tough creatures to moving away after unleashing a point-blank power (yes, the wizard can use this after using a close blast or burst, to move out of harm's way). Should definitely be upgraded to a B...anyone with AoE attacks can trigger this easily due to multiple attack rolls. It's good damage if you can make the attack rolls, but harder to place it so it hits several enemies without hitting an ally. I consider this the best power of the bunch, as it can last for a full encounter and doesn't worry about an enemy rolling well on a save. A solid A in my book. It functions mainly as area denial, but doesn't do automatic damage (which means minions who avoid getting hit can walk right through it). It also targets Fortitude, which is generally the highest of the non-AC defenses. Decent area, but Flaming Sphere is MUCH more useful. I'd rate it a C+. To be clear, the affected creatures will get an action before they make their first save, so it takes a bit of time to knock foes out. It's wonderful for Orb specialists, less so for other types of wizards (55% chance for normal foes to avoid unconsciousness, more for elites and solos). It's a power you want to use early in a fight, rather than when you're down to single-digit HP...you may be dead before they fall unconscious. Because of that, I can't give it an A+...though it is definitely an A for the right build. One interpretation is that you can't stand up until the end of the next turn if you're hit by the power...mainly due to bad wording in the power (could use a comma after prone). More damage than Freezing Cloud, has two secondary effects (prone and immobilize), has a longer range, and targets Will. What's not to like? [/QUOTE]
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