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Grading Daily Powers
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<blockquote data-quote="Korror" data-source="post: 4693741" data-attributes="member: 68383"><p>I remember this thread and I think the discussion of the daily powers is too much fun to let die. I'll take a stab at the level 15 powers and Keterys can come in with a more detailed analysis later.</p><p></p><p>*Cleric*</p><p>B+ / Holy Spark</p><p>B / Purifying Fire</p><p>B- / Seal of Warding</p><p></p><p><strong>Holy Spark </strong>is a rare STR vs. Will that has the weapon keyword. There is no other cleric melee power that has this property and this makes it quite accurate. The damage isn't too bad either, if you assume that there will usually be at least 1 NPC within 3 squares.</p><p></p><p><strong>Purifying Fire</strong>is yet another effective cleric ranged AoE. The fact that it doesn't target allies makes it safe to drop on your defender. The problem is that the healing side effect is dependent on the turn order so if the NPC goes first and saves against the ongoing damage then your allies lose out on the healing.</p><p></p><p><strong>Seal of Warding</strong> gets slightly downranked because I'm of the opinion that Close burst powers are harder to use as effectively as ranged burst powers for a wisdom based cleric. The zone effect is nice but at level 15 you will want all your actions and shouldn't tie up for minor action for such as small effect.</p><p></p><p>*Fighter*</p><p>Dragon's Fangs / C+</p><p>Serpent Dance Strike / B -</p><p>Unyielding Avalanche / A</p><p></p><p><strong>Dragon's Fangs</strong> is almost exactly like a double brute strike. The damage is good but that's all there is there. At level 15, monsters have a TON of hps and I feel a daily attack should do something besides chip away at their HPs. On the other hand, it does do a lot of damage so I could see bumping this power up to B in some situtaions. </p><p><strong></strong></p><p><strong>Sepent Dance Strike</strong> is another one of the shift and attack powers capping out at 4 targets. This power is unlikely to be able to be used to maximum effect in every battle but since it's a daily you can wait and save it for when it is most effective.</p><p><strong></strong></p><p><strong>Unyielding Avalanche</strong> is the best stance power the fighter has so far. Regeneration, an AC bonus and best of all, an auto hit attack against everyone next to you that slows makes this stance very very good.</p><p></p><p>*Paladin*</p><p></p><p>Bloodied Retribution / C -</p><p>Break the Wall / C +</p><p>True Nemesis / B +</p><p></p><p><strong>Bloodied Retribution </strong>only works while bloodied and from what I've seen from our paladin, he doesn't spend that much time bloodied. This power also doesn't do a significient amount of damage to make up for its situtational use.</p><p></p><p><strong>Break the Wall</strong> is at least useful for setting up other PC's powers but on the whole, there's nothing too special about this power which even targets a defence that is usually as high as AC.</p><p></p><p><strong>True Nemesis</strong> is better than it looks at first glance. Notice that the secondary effect lasts the whole encounter and triggers even on a miss. The reaction attack also does damage on a miss so if the paladin can stay within 5 squares of his target, he's certain to do at least 1d10 + CHA/2 damage per round.</p><p></p><p>*Ranger*</p><p></p><p>Blade Cascade / A+</p><p>Bleeding Wounds / D</p><p>Confounding Arrows / B-</p><p></p><p><strong>Blade Cascade. </strong>Do you even have to ask? Even in the errata'd version does more damage than pretty much any other ranger power. It does require some setup but nothing a ranger shouldn't be doing anyway.</p><p></p><p><strong>Bleeding Wounds</strong>. Lackluster damage considering that 5 ongoing isn't very much around level 15. Level 9 Dailies do more damage.<strong></strong></p><p><strong></strong></p><p><strong>Confounding Arrows</strong> is a stunning power which is very powerful. Stun is 2nd most useful status effect to inflict and can be quite effective on a dangerous NPC.</p><p></p><p>*Rogue*</p><p></p><p>Bloody Path / B</p><p>Garrote Grip / A+</p><p>Slaying Strike / C+</p><p></p><p><strong>Bloody Path </strong>is one of the more amusing powers in the game and I'm tempted to rate it higher just for that reason alone. One thing to note is that many creatures do not have a basic melee attack but instead use their more powerful at will strike. You can get creatures to inflict status effects on themselves if you are facing the right opponents.</p><p></p><p><strong>Garrote Grip</strong>'s power depends on if you can relyable substain the grab. Most monsters don't have an acrobatics or althetics score listed so I assume that they'll be reduced to making STR vs fort tests to escape. I think this means you shouldn't have many difficulties holding the grab for 3 rounds.</p><p></p><p><strong>Slaying Strike</strong> is not truely a bad power but it does rely on getting a foe to bloodied. From what I've seen in our games, the strikers generally wanted to unload their dailies as quickly as possible and I don't think they would have liked to wait until their dangerous target was bloodied.</p><p></p><p>I really don't know the warlock really enough to comment on their powers. No one in my group plays one and I've never really had any interest in them. Tendrils of Thuban looks like a nifty power but the other appear substandard.</p><p></p><p>I think I'll also leave off the Warlord and Wizard for now. Their powers are slightly harder to evaluate and I've not seen the wizard in action before.</p></blockquote><p></p>
[QUOTE="Korror, post: 4693741, member: 68383"] I remember this thread and I think the discussion of the daily powers is too much fun to let die. I'll take a stab at the level 15 powers and Keterys can come in with a more detailed analysis later. *Cleric* B+ / Holy Spark B / Purifying Fire B- / Seal of Warding [B]Holy Spark [/B]is a rare STR vs. Will that has the weapon keyword. There is no other cleric melee power that has this property and this makes it quite accurate. The damage isn't too bad either, if you assume that there will usually be at least 1 NPC within 3 squares. [B]Purifying Fire[/B]is yet another effective cleric ranged AoE. The fact that it doesn't target allies makes it safe to drop on your defender. The problem is that the healing side effect is dependent on the turn order so if the NPC goes first and saves against the ongoing damage then your allies lose out on the healing. [B]Seal of Warding[/B] gets slightly downranked because I'm of the opinion that Close burst powers are harder to use as effectively as ranged burst powers for a wisdom based cleric. The zone effect is nice but at level 15 you will want all your actions and shouldn't tie up for minor action for such as small effect. *Fighter* Dragon's Fangs / C+ Serpent Dance Strike / B - Unyielding Avalanche / A [B]Dragon's Fangs[/B] is almost exactly like a double brute strike. The damage is good but that's all there is there. At level 15, monsters have a TON of hps and I feel a daily attack should do something besides chip away at their HPs. On the other hand, it does do a lot of damage so I could see bumping this power up to B in some situtaions. [B] Sepent Dance Strike[/B] is another one of the shift and attack powers capping out at 4 targets. This power is unlikely to be able to be used to maximum effect in every battle but since it's a daily you can wait and save it for when it is most effective. [B] Unyielding Avalanche[/B] is the best stance power the fighter has so far. Regeneration, an AC bonus and best of all, an auto hit attack against everyone next to you that slows makes this stance very very good. *Paladin* Bloodied Retribution / C - Break the Wall / C + True Nemesis / B + [B]Bloodied Retribution [/B]only works while bloodied and from what I've seen from our paladin, he doesn't spend that much time bloodied. This power also doesn't do a significient amount of damage to make up for its situtational use. [B]Break the Wall[/B] is at least useful for setting up other PC's powers but on the whole, there's nothing too special about this power which even targets a defence that is usually as high as AC. [B]True Nemesis[/B] is better than it looks at first glance. Notice that the secondary effect lasts the whole encounter and triggers even on a miss. The reaction attack also does damage on a miss so if the paladin can stay within 5 squares of his target, he's certain to do at least 1d10 + CHA/2 damage per round. *Ranger* Blade Cascade / A+ Bleeding Wounds / D Confounding Arrows / B- [B]Blade Cascade. [/B]Do you even have to ask? Even in the errata'd version does more damage than pretty much any other ranger power. It does require some setup but nothing a ranger shouldn't be doing anyway. [B]Bleeding Wounds[/B]. Lackluster damage considering that 5 ongoing isn't very much around level 15. Level 9 Dailies do more damage.[B] Confounding Arrows[/B] is a stunning power which is very powerful. Stun is 2nd most useful status effect to inflict and can be quite effective on a dangerous NPC. *Rogue* Bloody Path / B Garrote Grip / A+ Slaying Strike / C+ [B]Bloody Path [/B]is one of the more amusing powers in the game and I'm tempted to rate it higher just for that reason alone. One thing to note is that many creatures do not have a basic melee attack but instead use their more powerful at will strike. You can get creatures to inflict status effects on themselves if you are facing the right opponents. [B]Garrote Grip[/B]'s power depends on if you can relyable substain the grab. Most monsters don't have an acrobatics or althetics score listed so I assume that they'll be reduced to making STR vs fort tests to escape. I think this means you shouldn't have many difficulties holding the grab for 3 rounds. [B]Slaying Strike[/B] is not truely a bad power but it does rely on getting a foe to bloodied. From what I've seen in our games, the strikers generally wanted to unload their dailies as quickly as possible and I don't think they would have liked to wait until their dangerous target was bloodied. I really don't know the warlock really enough to comment on their powers. No one in my group plays one and I've never really had any interest in them. Tendrils of Thuban looks like a nifty power but the other appear substandard. I think I'll also leave off the Warlord and Wizard for now. Their powers are slightly harder to evaluate and I've not seen the wizard in action before. [/QUOTE]
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