Originally posted by GelatinousOctahedron:
Daily Powers
You can pick from any cleric daily power you want. Most of the best daily powers you can pick from need an implement, so you might consider getting a good holy symbol or getting a weapliment/ki focus. I am included all the powers from the warpriest sources like Heroes of Shadow, even though I might not like them, for completions sake.
You can get away without an implement if you want to depending on power choice. If you wanted to go that route I would probably pick Moment of glory, Inspire Fervor, Blade Barrier, Tree of Creation or Aura of Astral Radiance, Fire Storm or Supernel Radiance, Call to the Hungry Ghost, and Ordained Victory. That list has several implement powers that are still good on a miss: Moment of glory doesn't matter if you hit, blade barrier doesn't have an attack roll, tree of creation is half damage on a miss and you want it for its effect anyways, Fire storm does half damage on a missand has a sustainable autodamage effect, supernal radiance has a decent effect with automatic ongoing damage, and call to the hungry ghost is half damage on a miss with a good effect.
Level 1
Moment of Glory is the easy pick this level since its broken good, though for earth domain its a bit repetetive with what you already can do and higher level selune warpriests might not like it as much either. Beacon of hope, Lesser aspect of Wrath and Nimbus of Holy shielding are decent choices as well.
level1
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Implement:
Beacon of Hope(PHB) One of the best level 1 powers overall. Use it early and boost your heals for the rest of the encounter. It targets will and is close burst. Post errata the effects bonus healing still works for later powers like consecrated ground and spirit of life.
Font of Tears (DP) Close burst dazed saves ends. OK sustainable zone that lowers enemies attack.
Inflict Wounds (HoS) Melee 1 auto necrotic damage.
Moment of Glory (DP) Large blast with an ok effect on enemies, but a nice sustainable resist 5 for all your allies in it. Resist 5 all encounter long is vastly overpowered in actual game play. I have read comments by people saying that at even low paragon this has trivialized encounters. Best power for level and worth taking for any cleric build, though earth and selune domain warpriests might want to look elsewhere.
Curse of Misfortune (D380) Debuff penalizes enemies attacks (save ends) and does some automatic psychic damage in close burst.
Weapon
Lesser Aspect of Wrath (HoFL)vs will with a good personal effect: temp hitpoints, encounter long autodamage effect, and power bonus to attack
Levy of judgment (HoFL) vs AC Good damage, but effect is ally gets to reroll 1 attack
Nimbus of Holy Shielding (HoFL) close burst vs will Allies get +2 power bonus to all defenses for encounter.
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Level 5
Inpire Fervor is Good enabling and Iron to Glass is wicked debuffing, with servitude in death being a decent semi domination power. This is about the only level where a weapon power is one of your best choices for a daily.
level5
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Implement
Iron to Glass (DP) vs will. Very fun attack debuff that gets worse and does not go away. Will effectively neuter most melee focused enemies for the encounter.
Revealing Light (DP) Targets reflex and great against lurkers, but not much else. You ignore concealment and cover and they can not become hidden (save ends). Much more situational than the other powers.
Servitude in Death (HoS) Ranged vs will that does necrotic damage. When the enemy dies it becomes a dominated ally with one hitpoint that you can keep until it dies again. This has potential to be abused in a few situations, but your average new ally can be killed fairly easily.
Sundered Fortune (D386) Area burst vs will with a decent save ends debuff to the enemies attacks.
Weapon
Divine Castigation (PLES1) vs AC for Damage. Each time targeted enemy attacks you or an ally, you get a OA. Normally clerics are not great at OAs, but with power of skill, heavy blade opportunity, or other tricks like swift spear this can be a
great power. Note according to the rules compedium, OAs are a melee 1 attack so you can't use this with reach weapons.
Inspire Fervor (PLES1) vs AC Each ally within 2 can shift 2 and make a MBA. Clerics don't really enable attacks in heoric, but this lets you do it once a day.
Other
Consecrated Ground
(PHB) Uses charisma for auto damage and healing (no implement or weapon keyword). You can no longer move the zone and for a close burst 1 in my experience its not big enough a lot of encounters. Only black if you have a decent charisma.
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Level 9
Blade barrier is my favorite, but dismissal, flame strike and rebuke violence are good as well.
level9
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Implement
Blade barrier Auto damage and auto save ends damage in a wall. Combine with forced movement for fun.
Dismissal (DP) vs will Interesting power. Guaranteed to remove an enemy from the battle for at least 1 round, possibly a lot more depending on if you hit and its type. About equal to rebuke violence.
Flame Strike (PHB) Decent damage and high ongoing fire damage (save ends) to a large area. vs reflex, but not much on a miss and not very leadery. I like blade barrier more if you have any forced movement in your party, but a lot of people love this power for its party friendly damage.
Rebuke Violence (DP) vs will. Target can't attack (save ends), the save is potentially tougher and you can keep attacking it unlike with dismissal
Vengeful Ghosts (HoS) Blast vs will for necrotic damage. Creates zone that makes enemies grant CA. Only including this is because its a decent close power.
Weapon
Champion of the Gods (HoFL) close burst vs ac. You get a power bonus keyed to you con for damage rolls, and strength/athletics checks.
Crushing Despair (HoS) vs ac for psychic damage. You can keep the psychic damage up all encounter if allies are able to surround the foe, but no other leader benefits.
Divine Punishment (HoFL) vs AC. Just single target damage, but it goes up if you have bloodied allies. no leader type boosts or effects.
Pariah's Curse (HoFL) vs AC Effect is enemies that end there turn adjacent to enemy take 10 damage.
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Level 15
Sacred Arimistice is powerful, but tricky to pull off right. I like Tree of Creation and Brilliant Censure a lot, but Aura of Astal radience is also good and doesn't need an implement.
level15
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Implement
Brilliant Censure (DP) vs fort Close burst that blinds (save ends) and for the rest of the encounter your allies do extra damage if they are near you.
Drain Life (Hos)
Automatic necrotic damage. You take damage too.
Seal of Warding (PHB) Close burst, targets will for good damage and does radiant. Creates sustainable zone of difficult terrain that grants you and your allies cover from ranged attacks. The difficult terrain effects your allies to and they may not want to be in it. I would take tree of creation over this.
Sacred Armistice (D379) Targets allies too! Large blast vs will that prevents creatures from attacking (save ends) and your healing word also buffs defenses for rest of encounter. Very powerful if you hit since unlike stun enemies don't often have a way to get out of it, but tricky to set up since you often will be going towards the end of initiative if you don't invest in things like battlewise and you really don't want to hit party members with this attack.
Tree of Creation (D375) Close burst vs will that does radiant damage. Sustainable zone that protects against will/psychic attacks and lets allies make saves against dazed, dominated, and stunned conditions at beginning of turn. Does a little bit of auto radiant damage. Really good effects, but situational.
Weapon
Levy of Damnation (HoFL)
Vs Reflex for decent damage. You and allies get to roll twice for damage against target.
Other
Aura of Astral Radiance (HoFL)
Sustainable Aura 2 that autoheals bloodied allies and autodamages enemies keyed to your wisdom mod.
Manifestation of Wrath (HoFL)
Close burst 1 autodamage keyed to wisdom, and you get same number of temp hitpoints. You get +2 bonus to attack rolls for the encounter
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Level 19
I like moment of peace and suprenal radiance, but miraculous intervention and fire storm are also good.
level19
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Implement
Fire Storm (PHB) area 3 burst vs Reflex for fire damage. Sustainable zone of fire that autodamages enemies who end their turn in the zone. No effect besides damage and not very leadery, but its a lot of party friendly damage.
Miraculous Intervention (DP) Immediate interrupt vs will. Let target spend a surge and attack enemies around him for stunned save ends.
Moment of Peace (DP) vs will Target in giant blast: attacks deal no damage (save ends) or for until end of your next turn if you miss.
Shakles of the Grave (Hos) vs fort in blast.
TARGETS ALLIES TOO for necrotic damage. Similar to level 5 servitude in death since first enemy to die while in the zone becomes your dominated servant, but you don't get to pick which enemy this effects.
Supernal Radiance (DP) vs will Some radiant damage in a large close burst. Effect is ongoing radiant damage/stops enemies from being concealed save ends.
Weapon
Gaze of the Sun (HoFL):
Targets allies as well. Blast 5 vs reflex that does 20 ongoing damage (10 on a miss) and while taking the damage they can't hide/have concelament/be invisible. Supernal Radiance is very similar and almost always better, although sometimes this will do more damage.
Other
Wrathful Judgement
(HoFL)
When the enemy you pick damages an ally, you can as an immediate interrupt deal half the damage to the enemy.
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Level 25
Sacred word is perfect for warpriests. Call to the Hungry Ghosts is good as well.
level25
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Implement
Call to the Hungry Ghosts (Hos) Big blast vs will for necrotic damage. It creates a good sustainable zone that weakens enemies that end their turns there and consistently grants your party temp hitpoints.
Life Lanterns (DP) vs will Weakens (save ends) up to 3 enemies and can daze enemies/provide some surgeless healing.
Sacred Word (PHB) Stuns enemies in close burst 2 with psychic damage, but no stun on a miss and targets fortitude.
Weapon
Subjugating Strike (HoFL) vs AC for Force damage and daze (save ends) if you hit, half damage on a miss. Effect deals 10 points of force damage to nearby enemies. Pretty sad for level 25 daily considering the other ones are stunning on a hit, increasing your reach, creating sustainable zones etc.
HopeKiller (HoS) Decent damage and target provoke OA from your allies that are not targets of its attacks. Good potential for catch 22 situations with your defenders and melee strikers.
Other
Divine Battlelord (HoFL) Close burst that knocks enemies prone and gives you a power bonus to melee damage and strength/athletics roles keyed to con. Enemies that end turn next to you take 10 radiant damage for the encounter.
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Level 29
Ordained victory is actually a good weapon power. I still like astral storm and breath of the stars the most.
level29
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Implement
Astral Storm (PHB) Area burst that targets reflex with hard to resist damage and creates a big sustainable zone does lightning damage. The errata made it smaller and less damaging than before, but is still a good area power.
Breath of the Stars (DP)
vs Fort. Big blast of cold that pushes and dazes. Allies in blast get lots of surge free healing. My favorite power right now for this level.
Chains of the Peacemaker (DP) vs Will Really hinders one creature's attacks with a save ends and an aftereffect
Enforced Surrender (DP) vs will Dominates and then lets allies beat up on one creature.
Weapon
Ordained Victory (HoFL) vs AC for good untyped damage and allies get to roll twice for all attacks against the target. Unless you have avengers or others in your party who already roll twice this is a good buff.
Ravage (HoS) It does your bloodied value of automatic damage and you lose a healing surge. It can be a lot of auto damage at least.
Visage of the Gods (HoFL) vs will. Melee 1 for some reason. Necrotic and psychic damage. The grand effect of thsi keystone power: knocks prone (but this has a fear keyword so I think some enemies will be immune to that effect) Why is it so hard to make some good level 29 cleric melee powers? Ravage will do more damage most of the time.
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