I feel this thread shouldn't go into oblivion quite yet. There's still room for discussion on pretty much every power here and often such discussion expands our understanding and leads to new insights. So with that said, I'll give my long overdue analysis of the latest batch of encounter powers.
At this point we've gone beyond heroic tier play. We're just into paragon tier and this implies a few things for our heroes. First off, we're never going to be lacking for options. Between magic items and the other encounter powers, we have lot of tools in our bag of tricks. Secondly, the quality of our opponents has changed. Instead of goblins and orcs, we're starting to face real dragons, giants, drow, mindflayers and a lot more controller types than we've previously seen.
*CLERIC*
D+ / Arc of the Righteous
Not even as effective a 3W attack and the cleric would be hard pressed to get as much damage out of a 3W as a fighter or striker. Even a warpriest can't use his mark on this power as it's not an at-will. I find it very weak compared to Inspiring Strike Below
B- / Inspiring Strike
Suffers from MAD as it relies upon STR/CHR/WIS(healer's lore) to get its effect. It's better than it's counter part but the healing that it provides will be less than a surge value at this point.
A- / Mantle of Glory
I feel guilty giving this anything less than an A but I suspect at this level of combat that damage is going to be more concentrated than at the lower levels. Monsters are more likely to infect status effects on PCs and then focus their damage on one. Mantle of Glory heals all allies in the blast but I think this is going to be overkill most of the time. The damage won't do much to non-minions even though it attacks the will defense but it is also a very nice minion clearer in a pinch.
A / Plague of Doom
A devoted cleric has little reason to boost strength so I don't feel this attack suffers from MAD. And it's quite nifty granting +3-4 to hit to all of your allies as well as to your next attack. A solid A power.
*FIGHTER*
The fighter certainly has a ton of powers at this level. His choice is probably going to depend on his weapon so I'm going to assume that the fighter gets the weapon bonus in every case.
A / Anvil of Doom
A stun power? Yes please!
A+ / Chains of Sorrow
A bonus to hit that triggers off an encounter power is even more useful than you might think. This gives the fighter a chance to set up his dailies as well as letting the other party members go to down with a +3-4 bonus.
C/ Giant's Wake B- with halberd
Extra bonus damage isn't that hot but the nifty thing is being able to make more attacks. The problem is that the targets have to be adjacent to your first target AND within melee reach. If you extend your reach then you can cover all enemies that are adjacent which makes the power a decent minion killer if nothing else.
B- / Silverstep
Silverstep lets you shift around quite a bit. I'm uncertain as to the value but it seems like a handy power that can used quite a bit.
C+ / Storm of Blows
I rated this power a lot lower until I noticed that you didn't have to hit with the attack in order to gain the next one. However it does require 3 targets that are bunched together and reachable by three seperate shifts. You do get to add your strength 3 times and mark 3 targets if you do have this kind of situation which makes it slightly better than 3W but the rarity of this being fully utilized holds it back.
C / Talon of the Roc
At the point, we hope for better effects in our encounter powers than things we get from opportunity attacks.
This quick review took longer than I thought. I'll get around to the other classes when I can.