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Grading Daily Powers
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<blockquote data-quote="keterys" data-source="post: 4701573" data-attributes="member: 43019"><p>Depends how easy it was to increase that save penalty since immobilize (no save) is completely incapacitating for a number of creatures. What would you rate a power that was 'ongoing 10 damage and immobilize (no save)'? </p><p></p><p></p><p></p><p>They're largely victims of the fact that all of the other dailies are better than them. For example, if you might expect Bloody Path or Slaying Strike to do 30-40 damage on average, but that Dragon's Fangs might do 60, Bleeding Wounds 75, Unyielding Avalanche 150, etc... how could you not rate them lower?</p><p></p><p></p><p></p><p>They certainly can, with multiclassing and other features. They can also take their own lower level dailies. Or ones from other sources.</p><p></p><p></p><p></p><p>Sure, let's say you're level 22 and bloody path past a Death Giant, Hezrou, Rot Slinger, and Efreet Fireblade (pretty much the whole selection of normal level 22 monsters). On average:</p><p>Death Giant hits itself for ~10.8</p><p>Hezrou hits itself for ~12</p><p>Rot Slinger hits itself ~7.2 (and ongoing 10 necrotic that it ignores)</p><p>Efreet Fireblade hits itself ~11</p><p></p><p>For what it's worth, a Shock Sphere (level 3 encounter) would do more damage than that, by and large.</p><p></p><p>I think Bloody Path is one of the coolest powers, so I'm very sad that it's not more effective. If it were a move action, I think that'd probably do the trick. </p><p></p><p></p><p></p><p>I'd actually contend that the Drow Priestess isn't worth using Garotte on in the first place, since she's a non-elite or solo threat of equal or lower level to the rogue who will die easily by just being attacked by the group for all of a round... but, that's a fair point that Brutal Scoundrels can actually get their Fort defense up quite a bit higher than I'd been factoring. So, it's very low damage no matter how you cut it, so effectively it's an immobilize attack and 'detaunt' combined. </p><p></p><p></p><p></p><p>Sounds good, I'll up it. I actually like the power a lot, but I do think that between a push/pull/slide attack (which will break the grab, regardless of whether it hits the rogue or the target), "free" move action attempts to duck out, teleports, and just the target flat out dying, it's pretty unlikely that the 3 round-delayed unconscious will be that much use.</p></blockquote><p></p>
[QUOTE="keterys, post: 4701573, member: 43019"] Depends how easy it was to increase that save penalty since immobilize (no save) is completely incapacitating for a number of creatures. What would you rate a power that was 'ongoing 10 damage and immobilize (no save)'? They're largely victims of the fact that all of the other dailies are better than them. For example, if you might expect Bloody Path or Slaying Strike to do 30-40 damage on average, but that Dragon's Fangs might do 60, Bleeding Wounds 75, Unyielding Avalanche 150, etc... how could you not rate them lower? They certainly can, with multiclassing and other features. They can also take their own lower level dailies. Or ones from other sources. Sure, let's say you're level 22 and bloody path past a Death Giant, Hezrou, Rot Slinger, and Efreet Fireblade (pretty much the whole selection of normal level 22 monsters). On average: Death Giant hits itself for ~10.8 Hezrou hits itself for ~12 Rot Slinger hits itself ~7.2 (and ongoing 10 necrotic that it ignores) Efreet Fireblade hits itself ~11 For what it's worth, a Shock Sphere (level 3 encounter) would do more damage than that, by and large. I think Bloody Path is one of the coolest powers, so I'm very sad that it's not more effective. If it were a move action, I think that'd probably do the trick. I'd actually contend that the Drow Priestess isn't worth using Garotte on in the first place, since she's a non-elite or solo threat of equal or lower level to the rogue who will die easily by just being attacked by the group for all of a round... but, that's a fair point that Brutal Scoundrels can actually get their Fort defense up quite a bit higher than I'd been factoring. So, it's very low damage no matter how you cut it, so effectively it's an immobilize attack and 'detaunt' combined. Sounds good, I'll up it. I actually like the power a lot, but I do think that between a push/pull/slide attack (which will break the grab, regardless of whether it hits the rogue or the target), "free" move action attempts to duck out, teleports, and just the target flat out dying, it's pretty unlikely that the 3 round-delayed unconscious will be that much use. [/QUOTE]
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