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List of Broken Powers
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<blockquote data-quote="Lord Ernie" data-source="post: 5437195" data-attributes="member: 58517"><p>So we've got a level +2 fight here, where the monsters can't do anything but straight up damage? I tend to pack my hard fights with a good mix of stun, dominate, or dazing effects, in addition to some protection from save ends conditions. Solo's, especially, tend to be either very mobile, or heavily status inducing, along with some MM3-dose of effect-ending capabilities.</p><p></p><p></p><p>True, but that means he's about 3-4 points behind to start with, and by the time those other stat boosts start counting in, the whole 'the cleric powers are broken' thing tends to go away. Seriously, 3 to 4 points of defense is nothing to sneeze at.</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>Again, most of the solo's and elites I've used come with lots of area and burst attacks, and a good bit of status effects, so I haven't run into this particular problem.</p><p></p><p>Heh... you've actually given me food for thought. Now I'm interested to see how they hold up against an enemy that largely just deals heavy damage, instead of relying on status effects.</p><p></p><p></p><p>I admit it's not always an easy fit, but it can be worked in. Dragons, in particular, are extremely powerful, but also stereotypically vain, greedy, lazy, and powerhungry. A dragon at the head of a worshipping cult, a dragon as the leader or king of a nation,... there's usually a good way to give them minions.</p><p></p><p>Admittedly, if dragons are lonely predators that live and hunt alone, it's a mite trickier.</p><p></p><p></p><p>Apart from Moment of Glory being a Close Blast, not a Close Burst, which limits its range somewhat, this seems like a fair analysis. Our party was past level 5 by the time Divine Power was released, so I never encountered it at low level. The note on ongoing damage is a good one, too; even a few points of damage resistance make a lot of difference there.</p><p></p><p>From everything I hear, though, yes, it's very strong and can more or less end a low-level encounter if used correctly. In my experience, it doesn't scale quite as well as you're saying it does, though, what with increase in status effects and dramatic increase in monster damage in early Paragon, which make the effect both less pronounced and more difficult to sustain.</p><p></p><p>So yeah, on Moment of Glory I'm willing to hand it to you. Where Cloak of Courage is more of a playstyle/approach choice (much like stacking lots of temporary HP with an Artificer), and Astral Condemnation only really does its thing against Solo's/Elite's without good status effects and support, Moment of Glory beats both that type of encounter and mass enemies, and is overly strong at low level - the Shaman level 2 utility "Protective Roots" has a similar problem, and doesn't even require a Sustain.</p><p></p><p>What would you say if the power would be upped to level 5? Would that make it more fair?</p></blockquote><p></p>
[QUOTE="Lord Ernie, post: 5437195, member: 58517"] So we've got a level +2 fight here, where the monsters can't do anything but straight up damage? I tend to pack my hard fights with a good mix of stun, dominate, or dazing effects, in addition to some protection from save ends conditions. Solo's, especially, tend to be either very mobile, or heavily status inducing, along with some MM3-dose of effect-ending capabilities. True, but that means he's about 3-4 points behind to start with, and by the time those other stat boosts start counting in, the whole 'the cleric powers are broken' thing tends to go away. Seriously, 3 to 4 points of defense is nothing to sneeze at. Agreed. Again, most of the solo's and elites I've used come with lots of area and burst attacks, and a good bit of status effects, so I haven't run into this particular problem. Heh... you've actually given me food for thought. Now I'm interested to see how they hold up against an enemy that largely just deals heavy damage, instead of relying on status effects. I admit it's not always an easy fit, but it can be worked in. Dragons, in particular, are extremely powerful, but also stereotypically vain, greedy, lazy, and powerhungry. A dragon at the head of a worshipping cult, a dragon as the leader or king of a nation,... there's usually a good way to give them minions. Admittedly, if dragons are lonely predators that live and hunt alone, it's a mite trickier. Apart from Moment of Glory being a Close Blast, not a Close Burst, which limits its range somewhat, this seems like a fair analysis. Our party was past level 5 by the time Divine Power was released, so I never encountered it at low level. The note on ongoing damage is a good one, too; even a few points of damage resistance make a lot of difference there. From everything I hear, though, yes, it's very strong and can more or less end a low-level encounter if used correctly. In my experience, it doesn't scale quite as well as you're saying it does, though, what with increase in status effects and dramatic increase in monster damage in early Paragon, which make the effect both less pronounced and more difficult to sustain. So yeah, on Moment of Glory I'm willing to hand it to you. Where Cloak of Courage is more of a playstyle/approach choice (much like stacking lots of temporary HP with an Artificer), and Astral Condemnation only really does its thing against Solo's/Elite's without good status effects and support, Moment of Glory beats both that type of encounter and mass enemies, and is overly strong at low level - the Shaman level 2 utility "Protective Roots" has a similar problem, and doesn't even require a Sustain. What would you say if the power would be upped to level 5? Would that make it more fair? [/QUOTE]
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