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Grading Daily Powers
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<blockquote data-quote="ChristopherA" data-source="post: 4753821" data-attributes="member: 80302"><p>My level 9 ratings:</p><p> </p><p>A Divine Power, Wall of Fire, Knockout</p><p>A- Blade Barrier</p><p>B+ Ice Storm</p><p>B+ Flame Strike, Attacks on the Run, White Raven Strike</p><p>B Spray of Arrows, Victorious Surge</p><p>B- Shift the Battlefield, Thicket of Blades</p><p>C+ Summons of Khirad, Radiant Pulse, Astral Defenders</p><p>C+ Crimson Edge, Deadly Positioning, Knock them Down, Crown of Glory</p><p>C/B Curse of the Black Frost</p><p>C Close Quarters Shot, Iron Spike of Dis, Lightning Serpent</p><p>C- Swirling Leaves of Steel, Mordenkainen’s Sword, Iron Dragon Charge</p><p>D+ Thief of Five Fates, One Stands Alone</p><p> </p><p>Blade Barrier: Maybe it isn’t as good as Wall of Fire, but it is still a very potent power. I like how you can nab opponents in the wall without hurting your melee-fighting friends. This makes it more practical for them to try to stop the enemies from moving out of the barrier.</p><p> </p><p>Victorious Surge: Free hit points are a good thing, potentially better than damage in my view (since players normally dish out a lot more damage than they receive). And this is a around 4W free hit points, and they are reliable. So this is much better than the 5W/half miss that I figure is C+ at this level.</p><p> </p><p>One Stands Alone: Without the limitation, this power is good but not great, at best the B- you gave it. But the limitation is so onerous! The party is always fighting close together, there will so often be a party member within 5. Sure, you are bound to find some point during the day when you are allowed to use the power – but daily powers are much less effective when you have to use them the first chance you are allowed to, rather than when they are really needed or tactically useful.</p><p> </p><p>Spray of Arrows: I do not at all see how Spray of Arrows can be ranked the same as Swirling Leaves of Steel. Close burst 3 (enemies only) is much, much better than close burst 1 (enemies only). This power causes a lot of damage!</p><p> </p><p>Knockout: I give an A under the proviso that the party has something spectacularly evil to do with its free critical hit.</p><p> </p><p>Iron Dragon Charge: One of my parties actually has a charge specialist, and this power still didn’t seem very tempting to take. It just seems like you would have to work so hard to set it up.</p><p> </p><p>White Raven Strike: To me, this stands out way ahead of the other two warlord options at this level. 30 automatic temporary hit points is a lot of temporary hit points.</p><p> </p><p>Mordenkainen’s Sword: I’m happy to spend lots of minor actions and some move actions to sustain a potent conjuration, but this just isn’t so potent.</p></blockquote><p></p>
[QUOTE="ChristopherA, post: 4753821, member: 80302"] My level 9 ratings: A Divine Power, Wall of Fire, Knockout A- Blade Barrier B+ Ice Storm B+ Flame Strike, Attacks on the Run, White Raven Strike B Spray of Arrows, Victorious Surge B- Shift the Battlefield, Thicket of Blades C+ Summons of Khirad, Radiant Pulse, Astral Defenders C+ Crimson Edge, Deadly Positioning, Knock them Down, Crown of Glory C/B Curse of the Black Frost C Close Quarters Shot, Iron Spike of Dis, Lightning Serpent C- Swirling Leaves of Steel, Mordenkainen’s Sword, Iron Dragon Charge D+ Thief of Five Fates, One Stands Alone Blade Barrier: Maybe it isn’t as good as Wall of Fire, but it is still a very potent power. I like how you can nab opponents in the wall without hurting your melee-fighting friends. This makes it more practical for them to try to stop the enemies from moving out of the barrier. Victorious Surge: Free hit points are a good thing, potentially better than damage in my view (since players normally dish out a lot more damage than they receive). And this is a around 4W free hit points, and they are reliable. So this is much better than the 5W/half miss that I figure is C+ at this level. One Stands Alone: Without the limitation, this power is good but not great, at best the B- you gave it. But the limitation is so onerous! The party is always fighting close together, there will so often be a party member within 5. Sure, you are bound to find some point during the day when you are allowed to use the power – but daily powers are much less effective when you have to use them the first chance you are allowed to, rather than when they are really needed or tactically useful. Spray of Arrows: I do not at all see how Spray of Arrows can be ranked the same as Swirling Leaves of Steel. Close burst 3 (enemies only) is much, much better than close burst 1 (enemies only). This power causes a lot of damage! Knockout: I give an A under the proviso that the party has something spectacularly evil to do with its free critical hit. Iron Dragon Charge: One of my parties actually has a charge specialist, and this power still didn’t seem very tempting to take. It just seems like you would have to work so hard to set it up. White Raven Strike: To me, this stands out way ahead of the other two warlord options at this level. 30 automatic temporary hit points is a lot of temporary hit points. Mordenkainen’s Sword: I’m happy to spend lots of minor actions and some move actions to sustain a potent conjuration, but this just isn’t so potent. [/QUOTE]
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