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<blockquote data-quote="WalterKovacs" data-source="post: 5524036" data-attributes="member: 63763"><p>In general, most of the powers are implement based, with a couple weapon based powers in there. So, for implement based laser clerics, most of the powers are at least viable options without needing to pick up a weapon (and thus needing another expertise feat and magic item to keep up with attack numbers).</p><p> </p><p>I'll give you some info on blasts and bursts:</p><p> </p><p>At 9, there is a close blast 3, enemies only, damage (half on miss) and creates an encounter long zone that causes enemies to grant c/a while they are in it. At 19, close blast 5, all creatures, damage (half on miss), and creates an encounter long zone where the first enemy that dies in the zone rises as a dominated minion. At 25, close blast 5, enemies only, damage (half on miss), creates sustainable zone that weakens enemies and gives allies thp.</p><p> </p><p>At 3, close burst 3, enemies only, IR triggers off any creature in burst dropping, damage on hit, effect gives you and allies thp and bonuses to attack roll until EoNT. At 13, close burst 3, one enemy, no attack roll, enemy grants c/a until EoNT, first attack against it deal 3d8 extra damage on a hit or miss. At 17, close burst 5, enemies only, IR triggers off any creature in burst dropping, damage on hit, effect gives you and each ally thp and bonuses to attack rolls until EoNT. At 27, close burst 5, single target, no attack roll, target grants c/a until EoNT, first attack deals 4d8 extra damage hit or miss.</p><p> </p><p></p><p> </p><p>Other than the thp stuff mentioned already, at 2 they get a daily utility to let a dying ally spend two surges, which also gives them a bonus to attack rolls and damage, but they grant c/a, until either at full hp or end of encounter. At 6, they get a daily utility zone which gives you and allies bonus to damage rolls, and everyone in the zone regains hp when an enemy dies in the zone. At 10, daily utility alows you and any allies in burst 5 o lose a surge and get thp equal to surge value, plus bous to speed, Athletics and Acrobatics for the ecounter. At 22 there is a daily utility called Death Shield, you lose a surge and the next time target ally would drop to 0 hp or below before the next extended rest, it instead drops to 1hp. [Vampires and other regenerators like Death Shield]</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5524036, member: 63763"] In general, most of the powers are implement based, with a couple weapon based powers in there. So, for implement based laser clerics, most of the powers are at least viable options without needing to pick up a weapon (and thus needing another expertise feat and magic item to keep up with attack numbers). I'll give you some info on blasts and bursts: At 9, there is a close blast 3, enemies only, damage (half on miss) and creates an encounter long zone that causes enemies to grant c/a while they are in it. At 19, close blast 5, all creatures, damage (half on miss), and creates an encounter long zone where the first enemy that dies in the zone rises as a dominated minion. At 25, close blast 5, enemies only, damage (half on miss), creates sustainable zone that weakens enemies and gives allies thp. At 3, close burst 3, enemies only, IR triggers off any creature in burst dropping, damage on hit, effect gives you and allies thp and bonuses to attack roll until EoNT. At 13, close burst 3, one enemy, no attack roll, enemy grants c/a until EoNT, first attack against it deal 3d8 extra damage on a hit or miss. At 17, close burst 5, enemies only, IR triggers off any creature in burst dropping, damage on hit, effect gives you and each ally thp and bonuses to attack rolls until EoNT. At 27, close burst 5, single target, no attack roll, target grants c/a until EoNT, first attack deals 4d8 extra damage hit or miss. Other than the thp stuff mentioned already, at 2 they get a daily utility to let a dying ally spend two surges, which also gives them a bonus to attack rolls and damage, but they grant c/a, until either at full hp or end of encounter. At 6, they get a daily utility zone which gives you and allies bonus to damage rolls, and everyone in the zone regains hp when an enemy dies in the zone. At 10, daily utility alows you and any allies in burst 5 o lose a surge and get thp equal to surge value, plus bous to speed, Athletics and Acrobatics for the ecounter. At 22 there is a daily utility called Death Shield, you lose a surge and the next time target ally would drop to 0 hp or below before the next extended rest, it instead drops to 1hp. [Vampires and other regenerators like Death Shield] [/QUOTE]
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