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Grading Daily Powers
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<blockquote data-quote="AngryPurpleCyclops" data-source="post: 4697365" data-attributes="member: 82732"><p>stun is potent, daze is moderate. A melee creature can still charge and deliver a basic attack. </p><p></p><p>stopped is relative. If a foe has 200-250HP, I'm not sure if stunning him for a round or two average is better than putting instantly into bloodied. On the other hand I wouldn't count on hitting all 5 times very often. </p><p></p><p>I honestly thinking bleeding wounds is the best of the three in a lot of cases. With confounding being the second best. Confounding would be a lot better if it said "a dazed target that is dazed again is stunned". Stunning steel which isn't covered seems like it might be better than any of the others, since any hit is stun. really unsure what the benefit of adding immobilized to stun is since save ends both, this power is probably best if you can reach two creatures. Do a lot of people play two weapon rangers compared to bow rangers?</p><p></p><p>does it say you have to define your targets before any attack rolls are made?</p><p></p><p>I think on average you'll get less than 3 hits. I guess if you have elven accuracy this number might change (but you're adding another power to the mix). If your normal chance to hit is 50% and you have CA and some other bonus worth +2 you're looking at 70% hit. You drop to roughly 50% chance of getting 2 or more hits right away. Even if you bump this up to 80% you're below 50% by the 3rd hit. With elven accuracy you can pump this up but there's a decent chance you'll fail on the very first roll... hardly the most damaging daily. </p><p></p><p>I would say it definitely doesn't follow the creature, you have to move it. This definitely weakens it but it's still pretty powerful, and I would say more valuable on average than wotg but party composition is definitely a factor here.</p><p></p><p>I didn't realize all penalties stack. I agree the action cost is significant especially as clerics need their minors for healing word but there are a lot of rounds where a zap cleric can fire off a ranged attack without moving and get a second attack off with this power. Delaying or readying a move action to follow a creature with the SW defeats any planned escape a creature can plot other than a double move away from battle which has it's own utility. Not many powers let a zap cleric get a second attack per round. The added bonus of CA for the entire group is pretty strong, especially if you have a rogue. getting CA is agreeably not very difficult but this power allows you to gain CA on the controller/leader in the back row from round one and for anyone who wants to pound him. Suddenly your wizard, warlock, ranger and rogue can all reach out and touch the guy in the back with CA while his row of soldiers is still on it's feat, could change a battle quite a bit if you thrash the orc eye of gruumsh in the first two rounds before cutting your way through 5 raiders, a berzerker and 6 warriors for instance.</p><p></p><p>agreed but how potent is this? you're likely trying to concentrate damage onto one target anyway so having two or three to choose from has a diminished ROI.</p><p></p><p>thanks.</p><p></p><p>If you really want to focus on control you have to sort of commit to it. Personally I think this opens the door to a vastly underpowered party because the damage wizard is exponentially more valuable to the party. Sphere alone is one encounter per day that the wizard can semi dominate. Our campaign is pretty dangerous. I think we've played through about 9 levels (4 the first time and 5 the second) We've never lost a pc in a combat involving sphere and I think that says something. Relative to other powers sphere is sort of a no brainer. Pretty much the best level one power of any PHB1 class.</p></blockquote><p></p>
[QUOTE="AngryPurpleCyclops, post: 4697365, member: 82732"] stun is potent, daze is moderate. A melee creature can still charge and deliver a basic attack. stopped is relative. If a foe has 200-250HP, I'm not sure if stunning him for a round or two average is better than putting instantly into bloodied. On the other hand I wouldn't count on hitting all 5 times very often. I honestly thinking bleeding wounds is the best of the three in a lot of cases. With confounding being the second best. Confounding would be a lot better if it said "a dazed target that is dazed again is stunned". Stunning steel which isn't covered seems like it might be better than any of the others, since any hit is stun. really unsure what the benefit of adding immobilized to stun is since save ends both, this power is probably best if you can reach two creatures. Do a lot of people play two weapon rangers compared to bow rangers? does it say you have to define your targets before any attack rolls are made? I think on average you'll get less than 3 hits. I guess if you have elven accuracy this number might change (but you're adding another power to the mix). If your normal chance to hit is 50% and you have CA and some other bonus worth +2 you're looking at 70% hit. You drop to roughly 50% chance of getting 2 or more hits right away. Even if you bump this up to 80% you're below 50% by the 3rd hit. With elven accuracy you can pump this up but there's a decent chance you'll fail on the very first roll... hardly the most damaging daily. I would say it definitely doesn't follow the creature, you have to move it. This definitely weakens it but it's still pretty powerful, and I would say more valuable on average than wotg but party composition is definitely a factor here. I didn't realize all penalties stack. I agree the action cost is significant especially as clerics need their minors for healing word but there are a lot of rounds where a zap cleric can fire off a ranged attack without moving and get a second attack off with this power. Delaying or readying a move action to follow a creature with the SW defeats any planned escape a creature can plot other than a double move away from battle which has it's own utility. Not many powers let a zap cleric get a second attack per round. The added bonus of CA for the entire group is pretty strong, especially if you have a rogue. getting CA is agreeably not very difficult but this power allows you to gain CA on the controller/leader in the back row from round one and for anyone who wants to pound him. Suddenly your wizard, warlock, ranger and rogue can all reach out and touch the guy in the back with CA while his row of soldiers is still on it's feat, could change a battle quite a bit if you thrash the orc eye of gruumsh in the first two rounds before cutting your way through 5 raiders, a berzerker and 6 warriors for instance. agreed but how potent is this? you're likely trying to concentrate damage onto one target anyway so having two or three to choose from has a diminished ROI. thanks. If you really want to focus on control you have to sort of commit to it. Personally I think this opens the door to a vastly underpowered party because the damage wizard is exponentially more valuable to the party. Sphere alone is one encounter per day that the wizard can semi dominate. Our campaign is pretty dangerous. I think we've played through about 9 levels (4 the first time and 5 the second) We've never lost a pc in a combat involving sphere and I think that says something. Relative to other powers sphere is sort of a no brainer. Pretty much the best level one power of any PHB1 class. [/QUOTE]
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