Grading Encounter Attack Powers

Paladin:

Thunder Smite is at least a B. Possibly a B+. That 19-20 crit range at level 7 is simply too good to ignore with an enchanted weapon of any sort in hand. And knocking prone is awesome because it sets up combat advantage and makes the enemy waste a turn. Also in Paragon Tier you can take the Solid Sound feat and get a free +2 untyped bonus to Fortitude, Reflex or Will for a turn.
 

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One thing that I think you need to keep in mind is that any cleric who takes Break the Spirit or any other wisdom based power isn't going have to worry about Wis/Cha MAD.

While the cleric could invest deeply in both Wis and Cha, bumping them both at every time, etc allowing them to keep up with the non-MAD options... that means they're up to 4 defense behind their team mates.

So whether they're paying in terms of lower stat or paying in terms of lower defense, that's still a way in which the power is less effective (or a balancing mechanism on the power).
 

Paladin:

Thunder Smite is at least a B. Possibly a B+. That 19-20 crit range at level 7 is simply too good to ignore with an enchanted weapon of any sort in hand. And knocking prone is awesome because it sets up combat advantage and makes the enemy waste a turn. Also in Paragon Tier you can take the Solid Sound feat and get a free +2 untyped bonus to Fortitude, Reflex or Will for a turn.

You could get Solid Sound, certainly... but you could also run into thunder resistance. The doubled crit range adds less than 1 point of average damage - I actually had handwaved it as adding 10% more damage which apparently was slightly high.

At 12th,
2d10 + 5 (Str) + 3 (Enh) + 2 (Feat) = 21 avg.
With 60% hit, 19-20 crit: 14.55 avg
With 60% hit, 20 crit: 13.575 avg
At paragon tier it's the same gap.
 

You could get Solid Sound, certainly... but you could also run into thunder resistance

You could get Solid Sound, but that seems only like a good idea for wizards or other classes which are going to have a thunder/lightning option every single round. +2 to one defense 1/encounter when you use a single limited use power just doesn't seem worth it to me over something that actually made you better.
 

Hopefully they'll resolve the stupid weapon inheritance thing before someone claims solid sound is awesome for tanks since it lets you have +2 defense every round you attack with a thundering weapon (or whatever) :)
 

You could get Solid Sound, certainly... but you could also run into thunder resistance. The doubled crit range adds less than 1 point of average damage - I actually had handwaved it as adding 10% more damage which apparently was slightly high.

At 12th,
2d10 + 5 (Str) + 3 (Enh) + 2 (Feat) = 21 avg.
With 60% hit, 19-20 crit: 14.55 avg
With 60% hit, 20 crit: 13.575 avg
At paragon tier it's the same gap.
People have agonized over less of a DPR gap. And doubling a crit chance has its other benefits as well besides just adding extra damage per round, depending on weapon or feats.
 

I'm not saying that it's not an increase. It's just like having a power that targets Fortitude, for instance. It all gets added in.
 

Hopefully they'll resolve the stupid weapon inheritance thing before someone claims solid sound is awesome for tanks since it lets you have +2 defense every round you attack with a thundering weapon (or whatever) :)

Well actually feats like Lightning Reflexes etc already provide the +2 feat bonus to the defense in question, and Solid Sound doesn't stack with those... I find it about balanced that you either get +2 to defense X all the time, or +2 to defense X, Y, OR Z, and only for a round after you hit with a specific weapon/attack.

Actually, I'd probably choose the static defense bonus, as it also applies when you can't make attacks (like when you're being blasted from afar, or during a surprise round).

The keyword inheritance is probably intended like this, IMO.
 


I think the Wand debate proves there are kinks in weapon inheritance to work out. Whether it's balanced or not in this particular instance :)
 

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