Powers - Heroic Tier: Sculpting the Rock
As was the case before, I will be separating powers based on the equipment arrangements they impose upon you in order to use them, be they a free hand, a shield, a two-handed weapon, two weapons, or no restriction at all.
Level 1, Encounter
The Fighter power list kicks off with a list of decent powers, but there are few true standouts here. Brawlers will like
Takedown Attack and dual-wielders will favor
Funneling Flurry, whereas the rest of the Fighter population will likely choose between
Hack and Hew's multimarking and THP or
Steel Serpent's Strike's extra damage and stickiness-related effect.
Level 1 Encounter List
Free Hand:
Bash and Pinion (MP 2) - This essentially adds a slide and a secondary ability score as a penalty to attack rolls on your good old Grappling Strike. While it certainly has its uses, it's nothing special unless you wield a flail in your main hand, in which case it's
nicer.
Takedown Attack (MP 2) - Charge capability on an Encounter power is nice to have, as is knocking prone and hitting a NAD (though Fortitude will likely be close to AC on most of your targets). A pretty nice power.
Shield:
Shield Bash (MP) - It offers a great assortment of abilities early on, but bear in mind it scales very poorly (thanks to a lot of cool Fighter stuff, such as Weapon Talent, not applying to it), to the point it will likely be
garbage before you even leave Heroic Tier. If you pick it, remember that it has an expiration date.
Shield Riposte (D 385) - This power offers you something to do with your immediate when your target attacks you (which is what you're trying to make him do), and though Shield powers don't scale well, this one at least scales, so it's at least worth a look.
Two-Handed Weapon:
Punishing Charge (D 379) - It only does damage, and maybe pops a minion or two while you're running (provided that you don't have a Badge of the Berserker). Color me unimpressed.
Two Weapons:
Funneling Flurry (MP) - Essentially a Dual Strike with a bit more punch on each hit and a slide attached. You can work with that.
Surprising Stab (MP 2) - The good news is that it's two attacks on a single target, and one of them hits a NAD. The not-so-good news is that it offers little extra damage for another roll (for example, Distracting Spate will likely get you the same effects with only one attack roll). Average.
Any Weapon:
Bell Ringer (MP) - While dazing and Invigorating are decent perks, dealing little to no damage as a standard action Encounter power is inexcusable for a Fighter.
Covering Barrage (PHB) - You channel your inner Leader and allow a small repositioning ability. It can be useful to get your party Striker into a flanking position, but he can likely do that himself anyway. Uninspiring.
Distracting Spate (MP) - A generic hit with combat advantage attached, and some extra "oomph" if you dual-wield. A bit on the vanilla side, but a serviceable choice nonetheless.
Goading Maneuver (DSCS) - Essentially Vicious Offensive, with a bit more damage on the attack and a shift. Not much of an improvement over something you can do At-Will if you want.
Hack and Hew (MP 2) - It hits multiple targets, has no usage requirements, and it's Invigorating. A very nice combination of circumstances to have going on if you ask me.
Insightful Strike (MP) - A generic hit with some conditional extra damage. It just doesn't really bring anything interesting to the table.
Lunging Strike (MP) - Getting -1 to hit isn't worth +1 reach, doubly so when the power only does damage.
Passing Attack (PHB) - Essentially Hack and Hew, minus the Invigorating and with the second attack requiring the first one to hit (it does get a nice bonus, though). Not quite as good as the aforementioned power, but not terrible.
Serpent's Coil (MP 2) - An attack with a secondary stat as a penalty to hit, and a grab for Flail users. Not bad, actually.
Spinning Sweep (PHB) - While a basic attack that knocks prone may seem plain, it makes for a Fighter that is tough to escape from, and that is one of the main purposes of the class. A decent choice to enhance your stickiness, doubly so for weapons that can't knock prone as easily as Flails can.
Steel Serpent Strike (PHB) - Slowing and outright disallowing shifting give the opponent a choice between eating an OA and staying put or just staying put, and it offers some decent damage too. A nice sticky power.
Level 1, Daily
The Fighter's first Daily power list is a good one; plenty of powers can greatly expand your base capabilities.
Driving Attack is the power of choice for damage-oriented Fighters,
Tempest Dance is what multi-markers want, and
Villain's Menace is a good choice for just about everybody. If none of those tickle your fancy, fret not: plenty of powers here are still usable.
Level 1 Daily List
Free Hand:
Seize and Stab (MP 2) - A Reliable attack that tags Reflex and gives you a grab that should last at least two turns. This is a pretty good power for the Brawlers in the audience.
Shield:
Press of Steel (MP 2) - A powerful effect, but it's conditional, and it has rather weak damage overall. I'm not really sold this is what you should be looking at.
Shove and Slap (D 385) - While Shield powers usually don't scale too well, this one offers two pretty cool effects in a push and a daze. A pretty decent choice.
Two-Handed Weapon:
Savage Advance (D 379) - While this power packs some hefty damage and a slide, the penalty to hit and the things around it makes me not like it too much.
Two Weapons:
Bristling Defense (MP 2) - Two hits that negate combat advantage via flanking against you. Although you could negate the flank via a shift, it could always be re-established, and this gives you a multimarking hit that allows you to stand your ground. Not bad.
Ruinous Assault (D 378) - Essentially Funneling Flurry, but with ongoing 5 instead of a slide. I think I would prefer the slide, honestly.
Any Weapon:
Brute Strike (PHB) - Flatly outclassed by multiple options at this level, especially Lasting Threat (which is strictly superior). Don't take this.
Comeback Strike (PHB) - Not blowing this on a miss is awesome, and self-healing is always appreciated on a Defender. *Eye of the Tiger plays in the background*
Driving Attack (MP 2) - A single-target multiattacker that is Invigorating, pushes, hits a NAD on the second attack, and knocks prone. An excellent choice for any Fighter with a good Constitution, and a good choice for everyone else.
Flanking Assault (MP) - While this can have the potential for some very high damage, it requires clustering, which may not always be a good idea, especially if you're trying to keep the enemy off your party. It also lacks any sort of secondary effect. While not terrible, it's not a top choice.
Harrier's Ploy (MP) - Trades in your immediate for a "chaser" sort of effect. Given that this is replicated in a more efficient manner by Combat Agility, I don't really consider this that great a choice.
Knee Breaker (MP) - A slowing swing with decent damage is rather average, but it gets
a bit better if you have a power such as Steel Serpent Strike, since immobilization is a good effect to have.
Lasting Threat (MP) - A damaging single attack that lays on a permanent mark and has Reliable to make sure you don't whiff on it. Not a bad power.
Master's Edge (DSCS) - This power basically gives you an enhanced OA range against one target. As such, it's kind of redundant with the arsenal of powers a Fighter has to stick next to an enemy by default, but it is a nice fallback option should the former fail to keep the enemy adjacent.
Tempest Dance (MP) - This power allows you to really spread your mark around with 3 attacks against different targts, and you can even do some pretty nice damage to each if you have CA and some decent Dexterity. The power of choice for any Fighter looking to keep lots of guys occupied.
Unstoppable Advance (MP 2) - This is a Stance power than essentially gives any Melee attack power a push effect. While this is undoubtedly a nice effect, there are ways to make this effect happen on an At-Will basis if it's truly that important for your build to have a push. Some use can be made of it if your Fighter needs to have a push on everything for extra damage or effects, though.
Villain's Menace (PHB) - This feature lets you pick a single target and beat up on him with a hefty buff to hit and to damage, and you get a buff even if you miss. A very powerful ability for all Fighters.
Level 2, Utility
The Utility power list gets kicked off with some nice standouts:
Forceful Drag's ability to alter the battlefield without requiring an attack roll on a grappler and
Glowering Threat's huge pseudo-mark penalty are the main attractions (though
Battle Fury Stance is also in the conversation), but there is a nice assortment of powers here if that's not what you're into.
Level 2 Utility List
Battle Fury Stance (D 382) - +2 damage per tier for -2 AC every encounter is nice to have, if a bit risky. However, you can take some of the gamble out of the equation by ending it pretty much whenever you want. A pretty good power to have, and it's
even nicer if your opponents make it a habit out of not targetng your AC.
Battle Leader (HotFL) - Requires Diplomacy, which will cost most Fighters a feat, and a mass shift 1 is not really setting the world on fire.
Boundless Endurance (PHB) - A Daily Stance for a formidable amount of regeneration while bloodied. One of the better emergency buttons you can have as a Con-based Fighter, though it does compete for what will soon be a crowded slot.
Close the Gap (PHH 2) - A nice re-establishment Utility power, it can help you get adjacent to a dangerous enemy right after your target drops while putting your Immediate Action to decent use.
Create Opening (MP) - It's a nice way to get a mark on another opponent, but there are plenty of ways to accomplish that without having to burn a minor action or get attacked. The shift for your ally keeps it from being actively detrimental, but it's not going to blow anyone away.
Crowd Fighting (HotFL) - A bit of damage when an enemy misses you (requires Streetwise as well), and it doesn't even respond to the enemy who attacked you. Meh.
Defensive Stance (MP) - A nice bonus to AC, and a rather marginal shifting effect. Unfortunately, it requires you to be slowed for its duration. That's a no-no.
Eldritch Tactics (D 395) - An Eladrin-specific option. The ability to swap positions with an ally who managed to get in over his head can be useful, if a bit corner-case.
Forceful Drag (MP 2) - An awesome power for Brawlers to alter the battlefield more how they see fit. It can certainly see use on that style of Fighter in order to break formations and otherwise inconvenience dangerous opponents (this can be great to yank people toward your Strikers or away from your Controller, for instance).
Full Extension (MP 2) - A bit of extra reach is nice for when your mobility fails you, but it's not the strongest benefit out there.
Get Over Here (PHB) - The range and effect on this power are far too minor to even consider as a truly useful option.
Glowering Threat (HotFL) - ...Wow. A nice area of effect, and a penalty that puts most marks to shame (bear in mind that it does requre training in Intimidate, and that it stacks with your mark penalty). A very strong choice, and recommended for the majority of Fighters.
Mighty Leap (MP 2) - A decent jump-buffing Utility. While I don't expect it to be all that useful in combat, it will likely show up outside of combat. A decent choice.
Minor Resurgence (HotFL) - A handful of conditional THP as a minor. Nothing to write home about.
No Opening (PHB) - Negating CA in exchange for your Immediate? Surely, you jest.
Pass Forward (MP) - A sweet repositioning power, it can help you effectively guarantee you will be in a flanking position, or at the very least you'll make it easy for your ally to step into one, which makes it nice to have.
Push Forward (HotFL) - A decent shift that lands you adjacent to someone. OK, I guess.
Quick Escape (MP 2) - While the action economy on an escape attempt is kind of marginal, a saving throw against effects that can inconvenience you badly in immobilized and restrained can be valuable. You could do worse.
Shielded Sides (MP) - One turn's worth of an AC/Reflex bonus and negating flanking can be a pretty sweet benefit to have around every encounter, though do note that it requires a shield.
Shielding Shove (D 385) - A push effect can help an ally get into position, and a minor action mark can help you mess with an opponent you may have otherwise missed. A nice power to have for Shield users.
Shrewd Repositioning (MP) - It burns up your Immediate Action, and only offers a marginal shift in response. While you can potentially use this to reposition or disengage from an enemy you want to leave to another, there are better powers for these purposes on this list.
Sidestep Maneuver (DSCS) - You get some minor repositioning and an attack buff out of an Opportunity Action you weren't going to use anyway. I'm of the opinion it won't be triggered all that much (enemies typically try to avoid you), but it could be useful if they didn't do that.
Single Out (HotFL) - 2 turns of CA as a minor. Pretty solid, though its being a Ranged power (and thus provoking) means you have to use it carefully.
Snagging Grip (MP 2) - One of the problems a Fighter faces is that he must be adjacent continually, and as such, enemies with forced movement powers can give them problems. However, this power will only help if the enemy who caused the effect is adjacent, and it burns up your Immediate. It fixes a problem, while presenting problems of its own.
Sudden Sprint (HotFL) - A move equal to your Dexterity modifier as a minor action can be a useful engaging power for certain stripes of Fighter, though the conditional destination can be a little bothersome.
Unstoppable (PHB) - While this power does offer a very decent amount of THP, it only does so once per day, which isn't exactly mind-blowing.
Who's Next? (D 379) - A decent upgrade to your move action when you drop an enemy, it can be useful despite its conditionality.
Level 3, Encounter
At this point, we will see a lot of divergence in power choice according to build.
Parry and Riposte is a good universal choice, whereas
Rain of Blows and
Sweeping Blow are strong options for those wielding the appropriate weapons. The options aren't as clear for Fighters who can't use either to full effect, though Battleragers and Brawlers likely favor
Bull Charge and
Slamming Rush, respectively.
Level 3 Encounter List
Free Hand:
Slamming Rush (MP 2) - While I'm not much of a fan of unarmed attacks, this power effectively incorporates Forceful Drag and Spinning Sweep into one harmonious whole, and that's worth something.
Shield:
Deflecting Shield (D 382) - A generic hit with a bizarro-cleave sort of effect. Nah.
Immediate Vengeance (D 385) - While Shield powers are never gonna milk your numbers for what they're worth, an immediate interrupt that weakens an enemy as he hits you or an ally is a nice tool to have, at least for a while.
Shield Edge Block (MP 2) - While slapping on a -4 penalty to hit you is a nice thing to have, it's more the realm of a Utility power, and the terrible scaling on the interrupt attack keeps this power from truly shining. Still decent because the penalty always happens, just not a good scaler, as are all powers that involve attacking with your shield.
Shield Slam (MP) - A nice follow-up to make an attack power more interesting once per encounter, this power doesn't scale at all, making it
useless only a few levels after you get it. If you pick it, enjoy it while it can still hit something.
Two-Handed Weapon:
Restoring Strike (D 379) - Some OK damage and a nice effect, but packing a penalty to hit takes a lot of appeal from this power.
Two Weapons:
Sweeping Slash (MP 2) - It mass-marks (which is good), but the attack that follows is rather generic, and you just put space between you and your opponents, which isn't exactly what a Fighter looks to do.
Any Weapon:
Advance Lunge (MP) - Some positioning, followed by a very vanilla hit. Yuck.
Armor-Piercing Thrust (PHB) - While it does pack a huge accuracy buff, increased accuracy can reach a redundancy point (unlike increased damage), and this power doesn't do all that much damage (and that's the only thing it does). No.
Blinding Smash (MP) - Another Invigorating power that gives up all damage potential for a status effect. Just plain awful.
Bull Charge (MP 2) - A charge-friendly Invigorating smack that can potentially knock prone, and it hits a NAD. A pretty strong power choice.
Crushing Blow (PHB) - A little extra damage over your typical Encounter power, and that's it. Terrible.
Dance of Steel (PHB) - A turn of virtually guaranteed lockdown via immobilization against a single target, provided you use the proper weapon. A pretty good choice.
Daunting Onslaught (DSCS) - A decent hit, and a minor attack penalty to one or two enemies as well. That makes this a pretty spiffy power.
Hesitation Slash (DMA 2009) - An accurate hit that can net you combat advantage. Whoop-de-doo.
Parry and Riposte (MP) - A nice way to respond after a missed attack, this power will likely find a home on many a Fighter.
Precise Strike (PHB) - The bonus to hit doesn't make up for doing an MBA's worth of damage and nothing else. Stay far, far away.
Probing Attack (MP) - It hits a NAD, it provides a nice and meaty attack buff for you, and it can come up as part of an OA. A pretty nice setup power.
Rain of Blows (PHB) - If you have the proper weapon and ability scores to use it, this can be an very powerful extra damage option, though it might take a while to get the damage bonus gravy-train rolling. Once you do, though, few powers are better.
Reaver's Hook (MP 2) - A generic hit, with some soft control extra damage and a shift with the right weapons. Somewhere between bad and terrible, but mostly just bad.
Rhino Strike (MP) - A generic charge with a little extra damage, and the ability to not provoke OA's with a shield. Kind of lame, actually.
Sweeping Blow (PHB) - Close burst attacks are a bread-and-butter option for Fighters to handle multiple enemies simultaneously, and this one has a bonus to hit attached for certain weapons.
Great if you have said weapons, but still good regardless.
Level 5, Daily
This level has a very strong field of powers, ranging from auto-damaging stances (
Rain of Steel), ways to help your friendly neighborhood Striker really pile on the damage (
Bedeviling Assault), and even an extra-attack generator (
Dancing Defense). As a matter of fact, I would be looking closely at this list for my Level 9 Daily choice as well as the Level 5 - it's that good.
Level 5 Daily List
Free Hand:
Bare-Knuckled Rebuke (MP 2) - A nice interrupt attack every time you get missed. While I'm not the biggest fan of unarmed attacks on their own, this is still a nice power to have.
Shield:
Relentless Pressure (MP 2) - While the effect this applies is mean, the targets you want to slap this on will be able to shrug it off without that much trouble, and the damage on it kind of stinks. It can be good, but it's not reliable.
Unexpected Shield Bash (D 385) - The attack and damage scaling will be bad, so we're mostly looking at this power from the perspective of the mass mark, which is a nice bonus, but not enough to make this power a palatable choice.
Two-Handed Weapon:
Brutal Advance (D 379) - A nice damage + lockdown power, this combines a push and prone effect combination with a double-up attack that includes a charge. A nice tool in the hands of a two-handed weapon Fighter, especially if he's kitted out to charge.
Two Weapons:
Dancing Defense (D 378) - Turning every attack into a Dual Strike-equivalent or gaining a bonus to your defenses sounds pretty awesome to me. A pretty good Stance for a dual-wielding Fighter, and it gets pretty nuts when you combine it with your bread-and-butter At-will in Dual Strike (can you say three attacks per round?).
Dervish's Challenge (MP 2) - Another quality dual-wielder Stance, this power gets kicked off with a decent smack and adds more focus-fire punch to your Opportunity and Combat Challenge Attacks, which makes it very worth having. Bear in mind you may not get much damage mileage on this power, though, because it's entirely possible your punishment will be so vicious that no one will actually try to get away from you. Still, it will help you do your job, and that's worth celebrating.
Spinning Razor Strike (D 378) - Essentially Tempest Dance, except it lays down a double-tap on the third target. That's not bad.
Any Weapon:
Agonizing Assault (MP) - Dazing and immobilizing are rather redundant as far as lockdown is concerned, and the damage isn't great. Solid, but unexceptional.
Bedeviling Assault (MP) - The entry attack isn't much to write home about, but the effect is absolutely nasty, especially considering that you're in the business of keeping people adjacent to you (and thus in range of your Melee attack powers). Its utility depends a bit on the lifespan of the target, but it's still a very strong choice.
Brazen Assault (D 381) - Some good solid damage, a push, and an effect that trades defense for damage soaking, A bit risky, but can provide dividends if your defenses are poor and/or the enemy is able to hit you regularly anyway (Brash Strike spammers in particular will like this).
Cometfall Charge (MP) - A charge for a marginal amount of damage over a Brute Strike. If you're going to take a damage-only power, make sure it does a lot of it. This one doesn't.
Crack the Shell (PHB) - Some meh damage, a bit of ongoing, and an AC debuff. Not what I'd be looking for.
Crashing Assault (DSCS) - An attack with lowish damage, a push + prone combo, and a splash effect to adjacent enemies. It's not an actively bad power, but it sure isn't exceptional either.
Crushing Foot (MP 2) - Chances are that if you can grab a target effectively, you're a Brawler. In that case, people won't get away from your grab enough for this to be worth it. Still, knocking prone as an Effect isn't too terrible.
Dizzying Blow (PHB) - Reliable, immobilizes, and packs respectable damage. A pretty decent sticky power.
Hounding Longarm (MP) - This power (requires a reach weapon, by the way) allows you to bring your increased reach to bear on your Combat Challenge against a single target, and even grants you a shift for more punishment range. A nice power to have on a Polearm Fighter.
Nimble Bladestorm (DMA 2009) - While this isn't all that much better than Sweeping Blow, Fighters prize close burst attacks highly enough for this to be a decent pick.
Pinning Smash (MP) - The damage sucks, and you're one push effect away from losing the lockdown effect this power has to offer. A rather limited power.
Rain of Steel (PHB) - Automatic damage for standing next to the Fighter makes the enemies die faster while prompting them to trigger your punishment mechanisms if they should attempt to flee. One of the standout choices at this level.
Subtle Cut (MP) - Ongoing damage is a gamble, and it will take too long to pay off against most targets you actually want to hit with this, assuming it doesn't just get saved against. Nah.
Level 6, Utility
This is a solid level of powers, with standouts in
Daring Shout,
Ignore Weakness,
Kirre's Roar, and
Makeshift Shield, which most Fighters will gravitate to (though there is a thing or two for other stripes of Fighter). That said, doubling back and picking up a nice power you missed at L2 (
Pass Forward being the main target here) is certainly an option.
Level 6 Utility List
Agile Approach (MP) - A rather conditional power, most of the better uses of this power are already covered by Pass Forward, which is an L2 At-Will. Pass.
Battle Awareness (PHB) - A big initiative bonus which can help you get in position once per day. Decent enough, considering that going first is at a relative premium for you.
Bewitching Glare (D 395) - An Eladrin-specific option. The ability to inconvenience your foe at range, then yank him to you if he misses is a pretty good thing on a Fighter.
Bodyguard's Stance (D 382) - Takes a little damage from allies and gives it to you. The fact that it's available every encounter and you can end it pretty much on demand holds appeal, but the effect isn't all that powerful.
Daring Shout (PHH 1) - Mass marking is good on a Fighter, as is temporary hit points. Make them available on an encounter basis and you have something interesting going. The range is a bit limited compared to similar powers, though.
Dauntless Endurance (HotFL) - Rerolling a save, just because you can. I can dig that, especially as an Encounter ability.
Defensive Training (PHB) - +2 to all NADs as a Daily Stance? Meh.
Get Up! (HotFL) - Stands up a dying ally as a minor. That's pretty neat to have, even if the range is short.
Helping Hands (HotFL) - A save for an adjacent ally, for a minor action. A solid choice.
Ignore Weakness (HotFL) - The ability to save out of an annoying condition with a huge bonus while consuming no actions at all is excellent for keeping your engine running without incident.
Intimidating Reminder (D 385) - Giving adjacent enemies -2 to Fortitude as a shield user is rather marginal, but it could see pockets of use.
Kirre's Roar (DSCS) - A mass mark in a huge radius, and damage resistance equal to your Dexterity modifier. An extremely powerful option in the hands of any kind of Fighter.
Knight's Challenge (HotFL) - While it does have restrictions in who you can target with it, yanking someone adjacent as a minor can't be considered to be bad.
Line Breaker (HotFL) - Not quite "shift your speed", but close enough to be at least worth thinking about.
Line in the Sand (D 379) - A CA-granting zone sounds nice at first glance, but it's small, it doesn't move, and the power is a Daily. Unimpressive.
Makeshift Shield (MP 2) - A sweet defensive bonus for Dexterity-based Fighters, although it does burn up your Immediate action.
Rapid Advance (HotFL) - A significant boost to speed for a move action. Solid enough.
Ready to Retaliate (MP 2) - This power can allow you to further inconvenience enemies if they give in to your mark and attack you by extending your hold over them. It can be decent, but it faces stiff competition because of its being a Stance.
Rejoin the Fray (MP 2) - Some pretty decent repositioning when you get healed (even action economy if you got dropped before the heal). A pretty decent pick, though it burns up your Immediate.
Rock Steady (MP) - While reducing 1 square off every instance of forced movement sounds a bit marginal, that is one of the negative effects that bothers a Fighter the most, so having an option to mitigate is not that off-base, and immunity to getting knocked prone is icing.
Settling the Score (MP) - Getting a +2 to hit against an enemy for the entire encounter can be useful, if a bit limited. Note that triggering this bonus eats up your Immediate.
Strong Focus (MP) - Your Wisdom as a bonus to Athletics and ability checks is rather marginal in combat, though it can have some out-of-combat utility for some Fighters.
Unbalancing Dodge (MP 2) - A penalty to attack and defense for missing you can be a solid use of your Immediate action.
Unbreakable (PHB) - It burns up your Immediate, but it offers a bit of damage reduction for a Con-based Fighter. Doesn't scale well, though.
Veteran's Gambit (HotFL) - Its +2 to defenses consumes your Immediate, and it doesn't even work to stave off the triggering attack, either. Nah.
Vigilant Protector (MP) - It's a Stance with a nice effect, but it has piddly range and imposes a defensive penalty upon you. Not worth it if you ask me.
Level 7, Encounter
While this power has a pretty nice array of powers overall, it also has one of the pillars of how the class gets things done in
Come and Get It, which is recommended for everybody.
Level 7 Encounter List
Free Hand:
Bludgeoning Vise (MP 2) - While the secondary attack will likely not add much in the way of damage, this is still a single-target multiattack that dazes and knocks prone, which can neuter an opponent's turn. A nice pick.
Shield:
Armored Assault (D 385) - An attack at any point during a move, and it hits a NAD and knocks prone. Not the worst choice, even when taking non-Weapon attack/damage scaling into account.
Two-Handed Weapon:
Inertia Strike (D 379) - Essentially Cleave with a little more punch on the initial attack, but with an accuracy penalty. Not worth your time.
Two Weapons:
Hampering Flurry (MP) - A dual-wielding double-up attack that slows and does a bit of extra damage. Sweet.
Opportunist's Rend (MP 2) - A basic double-up attack that has the perk of being usable as part of an OA or a Combat Challenge attack, and it can carry all the goodies typically placed on an MBA. Nice to have.
Twofold Torment (MP) - Two swings, and a decent push. It can be a serviceable choice, but it's not quite part of the upper crust of Fighter powers at this level.
Any Weapon:
Bloody the Field (MP 2) - Crushing Blow with a conditional daze attached. Color me unimpressed.
Come and Get It (PHB) - It draws enemies close where you can lock them down, and it smacks them as part of the same action. One of the most important pieces for virtually every Fighter build, and thus none should go without it.
Echoing Assault (MP 2) - Essentially a delayed double-tap, provided your opponent is still there next turn. In general, you want damage now over damage later.
Griffon's Wrath (PHB) - A generic hit with an AC penalty attached. Yawn.
Hydra Charge (MP 2) - A close burst attack that penalizes hitting and can be used on a charge. A very competitive option to Come and Get It.
Iron Bulwark (PHB) - A vanilla attack with a small AC bonus as a rider. Unimpressive, to be honest.
Menacing Strike (DSCS) - An average-damage attack, with an additional effect that dissuades clustering. This has some fairly marginal applications at best.
Not So Fast (MP) - An immediate reaction slow against movement can help double up with an OA to severely hamper movement.
Even better for Flail users, who basically end their opponent's escape attempt right then and there.
Reckless Strike (PHB) - A penalty to hit, only does damage, and not that much of it. Avoid like the plague.
Savage Parry (MP) - Almost no damage, but it imposes a poor man's weakened. Too marginal for my taste, especially considering you're doing this in lieu of your normal Combat Challenge attack.
Stay Down (MP) - A nice spiking shot against a prone opponent, it's a bit conditional for my tastes.
Sudden Surge (PHB) - A generic hit with a bit of movement attached is pretty marginal.
Trip Up (MP) - A nice and mean potential dobule up attack power when you use an MBA, this power gets
even nicer with the appropriate weapon, since a free action attack that knocks prone is a nice tool to have as a Fighter.
Weapon Master's Strike (D 382) - A vanilla attack, with weapon-specific rider effects. None are show-stoppers, but all of them can be useful. A decent enough power.
Level 9, Daily
This level is not quite as loaded as what Fighters have become accustomed to, but
Jackal Strike and
Stop Thrust stand out as good, universal options for Fighters (though
Bloodspike Sweep and
Shift the Battlefield can be good with the proper weapons). Should you not be tempted by any of these, I recommend a second look at Level 5's excellent list as an option.
Level 9 Daily List
Free Hand:
Pitiless Grapple (DSG) - A grab that enhances your crit range, and it hits a NAD for respectable damage. Pretty good, actually.
Staggering Blow (MP 2) - Some decent damage, a push, and a daze. Respectable, but unexceptional.
Shield:
Shield and a Hard Place (D 385) - The power's restrictions on targeting make it conditional from day 1, it's a shield power, and rare is the shield Fighter that can sustain a grab. Pretty much the definition of corner-case (no pun intended).
Unstoppable Assault (MP 2) - Fending off status effects is nice and awesome, but I question how often an enemy is really going to voluntarily step adjacent to you, so this trigger may or may not happen with regularity.
Two-Handed Weapon:
Murderous Assault (D 379) - A generic hit, and then you charge someone else. I wouldn't use it.
Two Weapons:
Punishing Storm (D 378) - Comparable to Tempest Dance, but its extra benefits are lost considering it offers less reliability on the third attack, as well as no mobility. Not quite good enough.
Any Weapon:
Bloodspike Sweep (D 375) - This rating takes into account the conditional weapon effect, which makes this an AoE prone with some ongoing attached. Without it, this power
sucks.
Bone Crusher (MP 2) - A decent nova setup power for your friendly neighborhood Ranger. You could do worse than this.
Fighter's Recovery (MP) - While recovering a Fighter power can be all kinds of awesome, the fact that this power is a straight-up worse version of Brute Strike (a
Red Daily at L1!) until you've burned through all of your encounter powers limits its utility.
Hobbling Cut (MP 2) - Slowing and weakening are a decent 1-2 punch to have, but the mediocre damage, and being single target make it less good. I wouldn't pick this one.
Jackal Strike (MP) - It's easy to trigger by you or an ally, it doesn't expend your Immediate Action, it's not wasted on a miss, and it's good out-of-turn damage. A pretty nice smack to have around.
One Against Many (MP 2) - A generic close burst with some minor (and conditional) buffs. Pass.
Pestering Wound (MP) - I wouldn't pick this power up even if it were available every encounter.
Piquing Dare (MP) - When used and applied properly, this can effectively be a double-tap on Combat Challenge. The bad news is that your opponent gets to save out (which means the targets you want to lock up with it are the ones that are most likely to wiggle free), but it's still pretty decent.
Shift the Battlefield (PHB) - A close burst that slides on a hit can be combined with certain weapons (such as Flails or Polearms) to be a mass proning, which is decent enough. If you don't have one of those weapons,
don't take this.
Shield Ripper (DSCS) - Essentially Crack the Shell with some additional perks, such as more weapon damage, hitting a defense other than AC, and a penalty to Reflex as well. Still not all that great, though.
Stop Thrust (MP) - This power is applicable to a fair amount of Fighters: it effectively extends the range of your Combat Challenge for one attack, and the sweetest part is that it works regardless if the target is marked or not. You might get charged in the face, but better you than the Controller (and that could trigger Repel Charge, anyway).
Terrifying Impact (MP) - Damage better suited to an Encounter power, and a mediocre mass push (at least those pushes mark). Most Fighters will stay away from this, though a push-focused build might find it to be
decent.
Thicket of Blades (PHB) - Close burst slowing is very good on a Fighter, and the damage it packs is actually pretty solid. A bit generic (and overshadowed by Bloodspike Sweep or Shift the Battlefield on most Fighters), but very serviceable.
Victorious Surge (PHB) - Some decent damage, and some surge-free healing on a hit. While hardly bad, it's not going to knock your socks off.
Level 10, Utility
Another awesome Fighter power level, I see many alternatives worth having here, though my personal favorite is
Clearheaded. If you don't like that, plenty of other powers are also good and available here.
Level 10 Utility List
Another Day (DSCS) - A solid repositioning effect when you get hit as an Immediate. Lackluster, to be honest.
Arcane Instincts (D 395) - An Eladrin-specific option. Laying on some resistance to an elemental burst that just tagged the whole party is nice to have, but it does eat up that all-important Immediate.
Battlefield Healing (HotFL) - While healing is nice to have, especially as an Encounter ability, the range and standard action cost gives me a bit of pause.
Body Shield (MP 2) - While this power is likely only usable by Brawlers, it has an awesome use for them, and that is to get a shot at grabbing a target outside your turn, while engaging in damage redirection.
Clearheaded (HotFL) - An instant save against annoying conditions, with a massive bonus on it as icing. This helps Fighters stay up and do their jobs, and as such is awesome.
Defensive Advance (HotFL) - Shifting your speed, AND getting +2 to all defenses? Sweet, even if the shift is a bit conditional (a condition you are gladly meeting, I'd wager).
Defensive Resurgence (MP) - Spending a healing surge is good. Getting extra AC out of the deal is even better.
Fearsome Threat (HotFL) - Mass CA for a turn unless you're attacked. It can be a decent incentive to attack you or setup for your allies, provided that your party has issues obtaining CA in the first place.
Fighter's Grit (MP 2) - The perfect harmony of fluff and crunch, this lets a Fighter shrug off a lot of conditions that are designed to give him a tough time. Pretty cool.
Fist of Lightning (MP 2) - A bit of extra damage on your unarmed attacks appeals to certain sorts of Brawlers, but even then it's a bit conditional. I don't think it's all that good, to be honest.
Grappler's Stance (MP 2) - A nice way to gain a real meaty advantage over a grabbed opponent.
Grim Presence (HotFL) - A conditional mass push effect. Not all that great, to be honest.
Hold Your Ground (HotFL) - An excellent choice for the non-Dwarves in the audience, though it does gobble up your Immediate (
not as hot for the short ones).
Hunker Down (MP) - Cover is nice, but a key thing as a Fighter is getting to your opponent, and being slowed doesn't let you do that all too well. Skip.
Into the Fray (PHB) - Conditional, but 3 squares of movement as a minor will help you close the gaps speed in heavy armor may not be able to fill. A surprisingly effective power.
Iron Defiance (HotFL) - Half damage on an attack is pretty solid choice, though it gobbles up your Immediate.
Last Ditch Evasion (PHB) - Rule 1 of being a Fighter: never, ever disable your ability to defend, because your enemy will be trying to do that all the time. This power violates that cardinal rule.
Martial Redoubt (D 382) - Cover for your allies, granting CA for you. Pretty decent, especially considering you can turn it off pretty much whenever you want.
Menacing Stance (MP) - A benefit for your allies when the enemy decides to violate your mark, which can act as pseudo-enforcement. Could be worse.
Mighty Surge (D 379) - Healing and the possibility of buffing every other time you heal that encounter. It even has the extra benefit of not consuming your Stance slot. Pretty nice if you ask me.
Phalanx Leader (PHH 2) - For a turn, you reduce the need to flank and grant a defensive buff for any allies piled up around you. Solid.
Shield Deflection (D 385) - Classic flavor, and it's the kind of power that would actually see use on a Shield wearer. Pretty solid, though it's limited in use.
Shooter's Nemesis (MP) - Not quite as universal as the other two healing options at this level, but it's far from worthless (though when to use it can be a bit of an issue, since it takes up your Immediate Action).
Stalwart Guard (PHB) - So your allies gain your shield bonus to AC and Reflex, as long as they stick close. I'm not a big fan of clustering, especially given that I like flanking as a Fighter, so this doesn't hold much appeal for me.
Steely Persuasion (MP 2) - In all likelihood, your party will have someone better at these skills than you (and if you don't, consider getting someone). Either way, this isn't strong enough a bonus to consider.
Strength from Pain (MP) - A sizable damage and skill bonus, if you're willing to stay bloodied. It's a Daily (and it doesn't stack with most other bonuses), though, which is a bit of a turn-off.