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Grading Encounter Attack Powers
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<blockquote data-quote="keterys" data-source="post: 4359265" data-attributes="member: 43019"><p>Yeah, I'll up it in a second.</p><p></p><p>I went into this in an earlier response, but just on the basis of one ranger using Confounding Arrows it compares nicely, and that's not the full extent of possibilities for it. I don't want to set it as high as I did, but I also would never want to design something that had a greater bonus to attack, etc.</p><p></p><p>Light blades and spears are -1 damage per W, so I get that... but what's wrong with flails?</p><p></p><p>I was totally going to have Righteous higher, but hitting Will is good stuff too. At the level you get it (even though it will definitely decrease in usefulness after that), it also heals a little less than a surge's worth any combat you're bloodied... and defenders get bloodied a lot.</p><p></p><p>Absolutely, it's awesome.</p><p></p><p>Yeah, I'll up it shortly.</p><p></p><p>Not if it lasts 'until the end of your next turn' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Like Dazing Strike, for instance.</p><p></p><p>It's just not that hard to get combat advantage. I'd rather have Dazing Strike (Level 1) than Setup Strike (Level 3). </p><p></p><p>It's 1d6 + Con + Int damage. In half the uses of it I've seen so far, the secondary damage has been more than the primary.</p><p></p><p>Though I blame luck a bit on that one, but still <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>One 'Effect' line is what I meant - and I think it's awesome. It's not reactive, however (you can't predict forced movement a lot of the time), and requires that allies be adjacent (so give up, say, flank or otherwise position themselves less fortunately for attack, and line up for area attacks)... and it does low damage vs. AC. I do like it a lot which is why it's a B-, but I already had one response that it was the worst of the Warlord abilities of that level, so I'll let things sit for a bit on it.</p><p></p><p>Orb only works on at-wills... or did they errata that? It's very much an area burst 1 that screws opponents for a round if it hits. It just doesn't do anything else. So I have to weigh it not only against 'Well, what if a damaging power means that you'd actually kill the target a round faster' but also that it's not useful against minions, one of the top AoE targets.</p><p></p><p>Yeah, I like fire shroud a lot... but I suspect I rounded down for targetting Fortitude. I hate doing that, but for an AoE that implies you're in melee range, I think I have to. </p><p></p><p>While I agree, it is the largest and most usable (Area > Close, Burst > Blast) area attack at that level range. I could see lowering it, but being able to potentially hit an entire room's worth of guys early on with it is pretty good stuff.</p><p></p><p>I'll upgrade Maze of Mirrors, but I'm not sure I see it as being equal to Color Spray. Daze is more effective for enabling your allies (bonus to hit, sneak attack, moving without provoking, etc) and removing options, though the expected damage denial is in Maze's favor... and I don't consider close blast 5 worse than area burst 1.</p></blockquote><p></p>
[QUOTE="keterys, post: 4359265, member: 43019"] Yeah, I'll up it in a second. I went into this in an earlier response, but just on the basis of one ranger using Confounding Arrows it compares nicely, and that's not the full extent of possibilities for it. I don't want to set it as high as I did, but I also would never want to design something that had a greater bonus to attack, etc. Light blades and spears are -1 damage per W, so I get that... but what's wrong with flails? I was totally going to have Righteous higher, but hitting Will is good stuff too. At the level you get it (even though it will definitely decrease in usefulness after that), it also heals a little less than a surge's worth any combat you're bloodied... and defenders get bloodied a lot. Absolutely, it's awesome. Yeah, I'll up it shortly. Not if it lasts 'until the end of your next turn' :) Like Dazing Strike, for instance. It's just not that hard to get combat advantage. I'd rather have Dazing Strike (Level 1) than Setup Strike (Level 3). It's 1d6 + Con + Int damage. In half the uses of it I've seen so far, the secondary damage has been more than the primary. Though I blame luck a bit on that one, but still :) One 'Effect' line is what I meant - and I think it's awesome. It's not reactive, however (you can't predict forced movement a lot of the time), and requires that allies be adjacent (so give up, say, flank or otherwise position themselves less fortunately for attack, and line up for area attacks)... and it does low damage vs. AC. I do like it a lot which is why it's a B-, but I already had one response that it was the worst of the Warlord abilities of that level, so I'll let things sit for a bit on it. Orb only works on at-wills... or did they errata that? It's very much an area burst 1 that screws opponents for a round if it hits. It just doesn't do anything else. So I have to weigh it not only against 'Well, what if a damaging power means that you'd actually kill the target a round faster' but also that it's not useful against minions, one of the top AoE targets. Yeah, I like fire shroud a lot... but I suspect I rounded down for targetting Fortitude. I hate doing that, but for an AoE that implies you're in melee range, I think I have to. While I agree, it is the largest and most usable (Area > Close, Burst > Blast) area attack at that level range. I could see lowering it, but being able to potentially hit an entire room's worth of guys early on with it is pretty good stuff. I'll upgrade Maze of Mirrors, but I'm not sure I see it as being equal to Color Spray. Daze is more effective for enabling your allies (bonus to hit, sneak attack, moving without provoking, etc) and removing options, though the expected damage denial is in Maze's favor... and I don't consider close blast 5 worse than area burst 1. [/QUOTE]
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