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I need advice for a new Sentinel Druid.
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<blockquote data-quote="Minifig" data-source="post: 5549573" data-attributes="member: 95859"><p>I'm currently re-rolling my Wilden Warden into a Sentinel Druid.</p><p></p><p>My quandary here is I don't know what the best daily encounter power I should take is.</p><p></p><p>My choices: </p><p></p><p><span style="color: White"><span style="color: White"><strong>Vexing Overgrowth (HotFK): </strong>A weapon-based burst attack that deals impressive damage for this level, 1/2 damage on a miss, and an encounter long effect that causes adjacent enemies to grant CA. </span></span></p><p><span style="color: White"><span style="color: White"></span></span></p><p><span style="color: White"><span style="color: White">OR:</span></span></p><p><span style="color: White"><span style="color: White"></span></span></p><p><span style="color: White"><span style="color: White"></span></span><strong>Shillelagh (HotFK)</strong>: It's an encounter long buff that causes the target weapon to deal a little extra force damage, and more importantly knock things prone on a hit! </p><p></p><p>----</p><p>Before anyone asks; I'm a Summer Druid, which means that I've got a bear.</p><p></p><p>Here's my character so far:</p><p></p><p>---</p><p>Wilden, Sentinel</p><p>Season: Druid of Summer</p><p>Druid Wilderness Knacks Option: Herb Lore (Druid)</p><p>Druid Wilderness Knacks Option: Beast Empathy (Druid)</p><p>Hardy Form Option: Hardy Form Reflex</p><p>Arcane Tracker (+2 to Nature)</p><p> </p><p>FINAL ABILITY SCORES</p><p>STR 10, CON 17, DEX 11, INT 10, WIS 21, CHA 8</p><p> </p><p>STARTING ABILITY SCORES</p><p>STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8</p><p> </p><p> </p><p>AC: 21 Fort: 20 Ref: 18 Will: 20</p><p>HP: 64 Surges: 10 Surge Value: 17</p><p> </p><p>TRAINED SKILLS</p><p>Heal +13, Insight +13, Nature +19, Perception +15</p><p> </p><p>UNTRAINED SKILLS</p><p>Acrobatics +2, Arcana +3, Athletics +4, Bluff +2, Diplomacy +2, Dungeoneering +8, Endurance +5, History +3, Intimidate +2, Religion +3, Stealth +4, Streetwise +2, Thievery +2</p><p> </p><p>POWERS</p><p>Basic Attack: Melee Basic Attack</p><p>Basic Attack: Ranged Basic Attack</p><p>Wilden Racial Power: Voyage of the Ancients</p><p>Wilden Racial Power: Wrath of the Destroyer</p><p>Wilden Racial Power: Pursuit of the Hunter</p><p>Druid Attack: Combined Attack</p><p>Cleric Utility: Healing Word</p><p>Druid Attack 1: Tending Strike</p><p>Druid Attack 1: <strong><u>?</u></strong></p><p>Druid Utility 2: Elk's Fortitude</p><p>Druid Attack 5: Hunger of the Land</p><p>Multiple Class Utility 6: Leaf Wall</p><p> </p><p>FEATS</p><p>Level 1: Wasteland Wanderer</p><p>Level 2: Master at Arms</p><p>Level 4: Toughness</p><p>Level 6: Lightning Reflexes</p><p> </p><p>ITEMS</p><p>Frost Quarterstaff +1 x1</p><p>Hide Armor of Exploits +2 x1</p><p>Adventurer's Kit</p><p>Cloak of the Walking Wounded +2 x1</p><p>Potion of Healing (heroic tier)</p><p>Belt of Vigor (heroic tier) x1</p><p>====== End ======</p><p></p><p></p><p>Any thoughts? </p><p></p><p>Thanks gang!</p></blockquote><p></p>
[QUOTE="Minifig, post: 5549573, member: 95859"] I'm currently re-rolling my Wilden Warden into a Sentinel Druid. My quandary here is I don't know what the best daily encounter power I should take is. My choices: [COLOR=White][COLOR=White][B]Vexing Overgrowth (HotFK): [/B]A weapon-based burst attack that deals impressive damage for this level, 1/2 damage on a miss, and an encounter long effect that causes adjacent enemies to grant CA. OR: [/COLOR][/COLOR][COLOR=White][COLOR=PaleTurquoise][/COLOR][/COLOR][B]Shillelagh (HotFK)[/B]: It's an encounter long buff that causes the target weapon to deal a little extra force damage, and more importantly knock things prone on a hit! ---- Before anyone asks; I'm a Summer Druid, which means that I've got a bear. Here's my character so far: --- Wilden, Sentinel Season: Druid of Summer Druid Wilderness Knacks Option: Herb Lore (Druid) Druid Wilderness Knacks Option: Beast Empathy (Druid) Hardy Form Option: Hardy Form Reflex Arcane Tracker (+2 to Nature) FINAL ABILITY SCORES STR 10, CON 17, DEX 11, INT 10, WIS 21, CHA 8 STARTING ABILITY SCORES STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8 AC: 21 Fort: 20 Ref: 18 Will: 20 HP: 64 Surges: 10 Surge Value: 17 TRAINED SKILLS Heal +13, Insight +13, Nature +19, Perception +15 UNTRAINED SKILLS Acrobatics +2, Arcana +3, Athletics +4, Bluff +2, Diplomacy +2, Dungeoneering +8, Endurance +5, History +3, Intimidate +2, Religion +3, Stealth +4, Streetwise +2, Thievery +2 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Wilden Racial Power: Voyage of the Ancients Wilden Racial Power: Wrath of the Destroyer Wilden Racial Power: Pursuit of the Hunter Druid Attack: Combined Attack Cleric Utility: Healing Word Druid Attack 1: Tending Strike Druid Attack 1: [B][U]?[/U][/B] Druid Utility 2: Elk's Fortitude Druid Attack 5: Hunger of the Land Multiple Class Utility 6: Leaf Wall FEATS Level 1: Wasteland Wanderer Level 2: Master at Arms Level 4: Toughness Level 6: Lightning Reflexes ITEMS Frost Quarterstaff +1 x1 Hide Armor of Exploits +2 x1 Adventurer's Kit Cloak of the Walking Wounded +2 x1 Potion of Healing (heroic tier) Belt of Vigor (heroic tier) x1 ====== End ====== Any thoughts? Thanks gang! [/QUOTE]
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