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<blockquote data-quote="KarinsDad" data-source="post: 5437174" data-attributes="member: 2011"><p>Ok, let's look at Moment of Glory.</p><p></p><p>The time to use it is in an N+2 or stronger encounter.</p><p></p><p>Average NPC damage at low level tends to be ~level+7.5 for single target attacks, ~level+5.5 for area attacks with the MM3 damage system.</p><p></p><p>Moment of Glory is a close burst 5, so it almost always targets every single PC and NPC in the party. And, it can knock foes down for some minor control. The only downside to it is that the Cleric has to maintain it, but that typically isn't a problem since the enemies tend not to do too much damage in return (yes, it can be negated with a Stun, but that's a bit rare at low level).</p><p></p><p>That changes the NPC damage to ~level+2.5 for single target attacks, ~level+0.5 for area attacks. In N+2 encounters, foes will tend to be in the level +1 to +3 range. So, 4.5 to 6.5 damage and 2.5 to 4.5 respectively for level 1 PCs.</p><p></p><p>That means that the Cleric stops almost 50% of single target damage and almost 60% of area target damage in an N+2 encounter. Just shy of 40% and 50% for an N+4 encounter.</p><p></p><p>That effectively doubles the number of PC attacks against the NPCs. It doesn't matter that it also doubles the number of rounds, this is the equivalent of doubling PC damage output because it takes twice as many attacks to knock a PC unconscious as without Moment of Glory. Think of it as the equivalent of the Rogue doing 5 rounds of 40 points of damage (as opposed to the reality of it being 10 rounds of 20 points of damage). And because it is so effective, the PCs really do not have to use up a lot of action points and other Dailies that they normally might in a tough encounter.</p><p></p><p>And since it does this by preventing damage, it is the equivalent of saving a healing surge at low level for every 2 successful attacks against the PCs. So, in a long tough 10 round encounter where the PCs might get hit 20+ times (or more with area attacks), that's a saving of upwards of 10 healing surges (depending on when the Cleric casts it). Compare this to the 16th level Daily Cure Critical Wounds that saves 3 healing surges</p><p></p><p>And, it negates most low level Ongoing Damage completely. And at Paragon level, it is still pretty decent since effects like Ongoing Damage are even more common, even if it is 10 damage being lowered to 5. Granted, its potency drops by about 2% per level and it will only be stopping 20+% of all damage at low Paragon, but that's still not lame.</p><p></p><p></p><p>As for it being situational, it only has minimal frequency if the DM rarely throws a tough encounter at the PCs. In two of our campaigns, the Cleric used it nearly every single adventuring day of multiple encounters and every single time, it changed a tough encounter to just a lengthy one with virtually no real threat.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5437174, member: 2011"] Ok, let's look at Moment of Glory. The time to use it is in an N+2 or stronger encounter. Average NPC damage at low level tends to be ~level+7.5 for single target attacks, ~level+5.5 for area attacks with the MM3 damage system. Moment of Glory is a close burst 5, so it almost always targets every single PC and NPC in the party. And, it can knock foes down for some minor control. The only downside to it is that the Cleric has to maintain it, but that typically isn't a problem since the enemies tend not to do too much damage in return (yes, it can be negated with a Stun, but that's a bit rare at low level). That changes the NPC damage to ~level+2.5 for single target attacks, ~level+0.5 for area attacks. In N+2 encounters, foes will tend to be in the level +1 to +3 range. So, 4.5 to 6.5 damage and 2.5 to 4.5 respectively for level 1 PCs. That means that the Cleric stops almost 50% of single target damage and almost 60% of area target damage in an N+2 encounter. Just shy of 40% and 50% for an N+4 encounter. That effectively doubles the number of PC attacks against the NPCs. It doesn't matter that it also doubles the number of rounds, this is the equivalent of doubling PC damage output because it takes twice as many attacks to knock a PC unconscious as without Moment of Glory. Think of it as the equivalent of the Rogue doing 5 rounds of 40 points of damage (as opposed to the reality of it being 10 rounds of 20 points of damage). And because it is so effective, the PCs really do not have to use up a lot of action points and other Dailies that they normally might in a tough encounter. And since it does this by preventing damage, it is the equivalent of saving a healing surge at low level for every 2 successful attacks against the PCs. So, in a long tough 10 round encounter where the PCs might get hit 20+ times (or more with area attacks), that's a saving of upwards of 10 healing surges (depending on when the Cleric casts it). Compare this to the 16th level Daily Cure Critical Wounds that saves 3 healing surges And, it negates most low level Ongoing Damage completely. And at Paragon level, it is still pretty decent since effects like Ongoing Damage are even more common, even if it is 10 damage being lowered to 5. Granted, its potency drops by about 2% per level and it will only be stopping 20+% of all damage at low Paragon, but that's still not lame. As for it being situational, it only has minimal frequency if the DM rarely throws a tough encounter at the PCs. In two of our campaigns, the Cleric used it nearly every single adventuring day of multiple encounters and every single time, it changed a tough encounter to just a lengthy one with virtually no real threat. [/QUOTE]
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