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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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<blockquote data-quote="Veep" data-source="post: 6707979" data-attributes="member: 6793297"><p style="text-align: center"><span style="font-size: 18px"><strong><u><strong>Powers - Epic Tier</strong></u></strong></span></p><p></p><p><strong>Level 22, Utility</strong></p><p> </p><p><strong>Borrowed Ascension (AP)</strong> - You gain a sustainable hovering flight with good speed. Around this level, you should be getting access to Zephyr Boots which give you much of the benefit of this power without requiring you to use up your minor action each turn. This power does give a bump to speed, so it has its uses.</p><p></p><p><strong>Boundless (AP)</strong> - You'll be able to move normally for the majority of the encounter where you use this power. It's too bad that stunned isn't included in the list. I'm rating this at black for now, but I'm curious if anyone with epic tier experience finds these status effects common enough to justify that rating.</p><p></p><p><strong><span style="color: #0000ff">Eyes of the Mage</span> (FRPG)</strong> - The perception bonus and getting a weak form of truesight are nice, but the additional effect means that it'll be useful even if your DM doesn't use invisible creatures. Best used against an attack which will mess up you or an ally, such as a critical hit or a nasty status effect.</p><p></p><p><strong>Ghost Walk (AP)</strong> - The only encounter power available at this level. Ghost Walk gives you a decent amount of damage resistance and lets you move through enemies, but it doesn't seem more powerful than what a shadar-kai swordmage has been doing since level 1. That feels a little underwhelming.</p><p></p><p><strong><span style="color: #00ccff">Giant's Might</span> (FRPG)</strong> - This is a fun power, and given the proper power choices, a strong one as well. Your close bursts hit more enemies, which includes the close burst that marks enemies with your aegis. Your melee (weapon) attacks get the same benefits as the frost weapon/Wintertouched/Lasting Frost combo (and those bonuses stack, for the record). You also gain reach if you started out Medium, giving a little more flexibility in positioning to threaten enemies.</p><p></p><p><strong><span style="color: #00ccff">Oni's Gift</span> (AP)</strong> - After the errata, this power works at what it's supposed to do. It's still somewhat strange that you can sustain after it has ended, but that's what exception-based design is for. If you use it before your attack, you can move without provoking OAs and get combat advantage for your attacks. If you use it after your attack, you've got total concealment while defending, making it that much less attractive for your aegis targets to attack you. It's a little less powerful for assault swordmages (as they lose the invisibility if they use their aegis power), but Giant's Might works better for them anyway (as long as the terrain supports it).</p><p></p><p><strong><span style="color: #0000ff">Shackled Warding</span> (FRPG)</strong> - This is a combination of Dimensional Warding and the warden's Form of Winter's Herald, with the size of the zone increased. Now you can lock down enemies around you, and without the ability to teleport, the slowed condition will have its full effect.</p><p></p><p> </p><p><strong>Level 23, Encounter</strong></p><p> </p><p></p><p><strong><span style="color: #800080">Acid Fountain</span> (FRPG)</strong> - This power is an acid form of Flame Cyclone with an extra +2d10 damage (technically a little less, since it doesn't add Strength). Your damage isn't scaling fast enough to have this power nearly as effective as Flame Cyclone was at its level.</p><p></p><p><strong><span style="color: #0000ff">Aegis Bolt</span> (AP)</strong> - Good damage (roughly 4[W] for the swordmage), ranged 10, and it allows you to mark a far-away foe with your swordmage aegis for a turn. Good deal all around.</p><p></p><p><strong><span style="color: #0000ff">Blink Assault</span> (AP)</strong> - Movement's baked into this power, and it also affects an adjacent ally. You're pretty much guaranteed flanking as well. Bringing the ally along improves the power considerably.</p><p></p><p><strong>Bravado Strike (AP)</strong> - This is much like Rejuvenating Strike back at level 7. You get +1[W] damage and can also make a saving throw, but because the power requires you to hit for this benefit, it probably won't get rid of the worst sorts of status effects. At this level, you should have enough healing to take care of you without spending a surge nearly straight.</p><p></p><p><strong><span style="color: #800080">Freezing Swordburst</span> (AP)</strong> - The primary attack is equivalent to the damage you do with an at-will, though the immobilize is nice. The secondary attack is like a combination of pre-epic ray of frost and scorching burst, only without the range. Using it as an assault swordmage attack helps it, but not enough.</p><p></p><p><strong><span style="color: #ff0000">Grandmaster Dimensional Cleave</span> (D405)</strong> - Same as Dimensional Cleave, and it still doesn't scale enough for an epic-tier power.</p><p></p><p><strong><span style="color: #ff0000">Lightning Bolt Charge</span> (AP)</strong> - This is basically Dual Lightning Strike from level 3, only it does an extra 1[W] damage on the initial attack and doesn't mark. The distance you can teleport is also slightly better if you hit with the initial attack. I'd rather have something that helps me as a defender than some extra damage.</p><p></p><p><strong><span style="color: #800080">Meteor Strike</span> (FRPG)</strong> - You get a melee basic attack. If it hits, you get two smaller attacks against Reflex that do a little damage. The damage isn't good enough on its own to recommend this power more highly.</p><p></p><p><strong><span style="color: #00ccff">Radiant Shield</span> (AP)</strong> - An area burst 2, enemies only, that targets Will. Its damage is good (roughly 3[W]), and it marks everything it hits (with your aegis, if you're a shielding swordmage). Oh, and as an effect, your allies in the burst are insubstantial until the end of your next turn, which further encourages those enemies to come after you. A great defender power, even if it can potentially provoke OAs. The range is great on it for an opening strike.</p><p></p><p><strong>Thunder Riposte (FRPG)</strong> - By itself, this is a good power. Dazed is effective as ever in epic tier, and prone + dazed is ugly. For a shielding swordmage who can use this as part of his aegis, the power improves to <strong><span style="color: #0000ff">blue</span></strong>, since it's equivalent to giving the attack an additional -2 penalty from being prone, as well as setting up the enemy for a counterattack. Just make sure you aim the blast carefully - everyone can be affected.</p><p></p><p> </p><p><strong>Level 25, Daily</strong></p><p> </p><p><span style="color: #ff0000"><strong>Bounding Lightning (FRPG)</strong></span> - This power does nothing if you miss. It's a ranged power, which is not good for swordmages who are trying to be defenders. Oh, and it's only damage, with no control or defensive elements.</p><p></p><p><strong>Darksword Bolt (AP)</strong> - Being lightning and necrotic damage means that it's unlikely that a creature will resist the damage (even most undead don't resist lightning). It's also a ranged weapon attack against a NAD, so you can throw it against the artillery hiding in the back who will have a lower Fortitude defense. It's decent damage as well, though again, it's only damage.</p><p></p><p><strong><span style="color: #0000ff">Death Grip</span> (D372)</strong> - This is an excellent lockdown power. Even if both attacks miss, the target isn't going anywhere. The damage is only necrotic, which means you don't use it against undead. Also, the secondary attack is a weapon attack against a NAD (potentially with CA), so it's got a pretty good chance of hitting.</p><p></p><p><strong>Icy Shackles (FRPG)</strong> - This power seems familiar, combining elements of Ice Cage and Chilling Blow. It's Reliable, so you will land it sometime. I think the flavor text was written for a different power. There's only soft movement denial (to avoid the extra 5-7 damage), not anything like slow or immobilize.</p><p></p><p><strong>Invincible Rampage (AP)</strong> - Remember Troll Rampage back at level 9? Now you get a fixed amount of regeneration while bloodied (roughly equivalent to what Troll Rampage does at this level), an automatic chance to spend a healing surge, and the same benefits with charging and a tiny bonus to ensnaring swordmages.</p><p></p><p><strong><span style="color: #800080">Mindsap Maneuver</span> (AP)</strong> - This power works well against elites and solos, who often have double attacks or worse. Against most other enemies, being restricted to a basic attack isn't as onerous. If you don't hit early, they may have already used their nasty encounter powers.</p><p></p><p><strong><span style="color: #0000ff">Quicksilver Blade</span> (FRPG)</strong> - Yes, it's only damage, but it's potentially a lot of damage over time. You're using fewer minor actions for your aegis at this level thanks to Total Aegis, so you should be able to make a stab each round against an enemy.</p><p></p><p><strong>Sword Duel (AP)</strong> - It's nice to see a daily with the main strength of the power as an effect, rather than only on the hit. The problem I see is that at this level, 10 damage is somewhat negligible against the nasties that you want to use dailies against. It does add up over time, or forces the enemy to concentrate on you, so it's a solid choice.</p><p></p><p><strong><span style="color: #ff0000">Thundering Heart</span> (FRPG)</strong> - The primary attack is reliable, but the secondary attack isn't. Unfortunately, the Compendium doesn't have a typo. That secondary attack is with Strength. Even the best assault swordmage probably won't have Strength equal to Intelligence, and the extra burst doesn't even discriminate between allies and enemies. Skip it.</p><p></p><p><strong>Waves of Languor (AP)</strong> - You get your own version of Sleep, 24 levels after the wizard gets it. You won't have the save penalties that a wizard can have (even with a cunning weapon and Fate-Spurned Foe), so it probably won't get most of the targets to unconscious and staying there. Even so, it does slow and weaken, even on a miss, making it a decent power for a defender.</p><p></p><p> </p><p></p><p><strong>Level 27, Encounter</strong></p><p> </p><p><strong><span style="color: #0000ff">Calm the Flames</span> (D385)</strong> - It's a close burst 2 that only targets enemies. The damage is equivalent to 3[W] or better, and the combination of slowed and dazed means that the enemies can't even charge effectively.</p><p></p><p><strong><span style="color: #0000ff">Circle of Devastation</span> (FRPG)</strong> - It's a close burst 2 that only targets enemies (Yep, same as above). It's a weapon attack vs. a NAD. It does force damage, so it's unlikely to be resisted. It pushes targets a good distance, allowing you to position them around the battlefield. All those things make this a blue power. It's that last part that stands out. When used in conjunction with the aegis of shielding interrupt, it can disrupt an attack the same way that Dimensional Vortex and Transposing Lunge can. For shielding swordmages, this power is <strong><span style="color: #00ccff">light blue</span></strong>.</p><p></p><p><strong>Dimensional Charge (FRPG)</strong> - This is movement + damage, and can get you wherever you want in the battlefield. You can even "charge" to locations that you normally couldn't due to not being the closest square or most direct path. Just be careful with the power. If you use the movement, it's a charge whether you want it or not, so you can't use other actions afterward.</p><p></p><p><strong><span style="color: #800080">Maelstrom Blade</span> (FRPG)</strong> - This is approximately +1[W] damage over Sword Burst at this level, and weapon vs. AC tends to be equal to implement vs. Reflex. The assault swordmage kicker isn't that great, since you can't guarantee that the enemies will be in position to make it useful when your mark is triggered.</p><p></p><p><strong><span style="color: #ff0000">Slash and Burn</span> (AP)</strong> - Make a melee basic attack, and if it hits, make a secondary attack to add a little extra damage, push, and daze. Two attack roll powers need to have great effects to justify them. This is the best encounter power you'll get. It should be better than this.</p><p></p><p><strong><span style="color: #0000ff">Steel Tempest</span> (AP)</strong> - I have no idea why you'd want to dismiss this zone early. I suspect it used to damage allies as well until someone pointed out how much that'd suck. Pop all the minions within 3 squares of your target, and do decent damage to the primary (roughly 5[W] damage, if it can't get out of the zone before its next turn). Use this in conjunction with push/pull/slide shenanigans.</p><p></p><p><strong>Sword Chaser Assault (AP)</strong> - Which would you rather do - 4[W] damage to a target who hit your ally with a melee attack (and a teleport next to the target), or teleport that target and potentially make him hit one of his allies instead? Dimensional Vortex usually wins out there. This isn't a bad power, but you usually have cooler things to do with your immediate action.</p><p></p><p><strong><span style="color: #800080">Thundering Burst</span> (AP)</strong> - It's a close burst 1 form of Booming Blade, but it hits allies as well as enemies. The slow helps out ensnaring swordmages, but not enough to increase it to black for them.</p><p></p><p><strong>Wrath of the Arctic Wind (AP)</strong> - Damage is mediocre, but you get immobilization and prone or repositioning. One of those is going to be useful. The power improves to <span style="color: #0000ff"><strong>blue</strong></span> for assault swordmages who can throw it out when a mark is ignored. If the enemy has already used its move action, it could be prone (and granting CA against melee attacks) for a whole round.</p><p></p><p> </p><p></p><p><strong>Level 29, Daily</strong></p><p> </p><p><strong><span style="color: #0000ff">Astral Thunder Blade</span> (FRPG)</strong> - Ignore the primary attack. The meat of the power is in the secondary attack, which can stun enemies within a pseudo-burst 2. That secondary (weapon) attack is against a NAD, which comes in handy. Even if you miss, you'll still daze all those enemies, forcing melee enemies to charge if they're not already adjacent to you or your allies.</p><p></p><p><strong><span style="color: #800080">Constrictor's Strike</span> (AP)</strong> - So we've got an improved version of Hunter's Pursuit from level 15. We get +1[W] damage and half damage on miss, but the attack is against AC rather than Reflex and the ensnaring swordmage benefit (restrained instead of immobilized) isn't quite as good as prone instead of immobilized. It didn't improve enough to justify it.</p><p></p><p><strong><span style="color: #ff0000">Mirrorblade Army</span> (AP)</strong> - ...What? You know how easy it is for you to destroy minions at this level? It ain't much harder for your enemies. For a daily attack power, you get the ability to make opportunity attacks from multiple locations. And it costs a minor action each turn to sustain? Blargh.</p><p></p><p><strong><span style="color: #800080">Obliterating Blaze</span> (FRPG)</strong> - Damage, and a bit more damage. It's nice to do some damage (if you hit, as there's no half damage on miss for the primary), but you don't have fine control over when (and more importantly, where) the target will be reduced to 0 hit points or fewer. For added fun, knock out the target instead of killing it. It still explodes, but it's ok afterwards. Go figure... it's magic.</p><p></p><p><strong>Silver Lightning Assault (AP)</strong> - This is movement + attack, and the damage is good. You also don't have to stay in that location if it's not safe tactically. At that point, it's more like a ranged power than a melee power. You do get half damage on the miss, but you're stuck where you are in that case.</p><p></p><p><strong><span style="color: #800080">Sword of Soul Rot</span> (AP)</strong> - So it's Death's Blade from level 15. 14 levels gets us +2[W] damage and increases the ongoing damage to 10 necrotic instead of 5. That extra damage is negligible, and the same restrictions that plagued Death's Blade are present here.</p><p></p><p><strong><span style="color: #0000ff">Transdimensional Invasion</span> (D385)</strong> - Definitely the star of this Dragon article, Transdimensional Invasion does a lot of damage to every enemy within close burst 5, repositions those enemies (hit or miss), and lets you end up anywhere within 5 squares of your starting position.</p><p></p><p><strong>Vorpal Doom (FRPG)</strong> - There are very few Reliable powers that also have an effect. You're best using this power at the start of a fight. If you hit, you get an expanded crit range for the rest of the fight and do a great amount of damage. If you miss, and you think that you might have more fights later that day, save it for the next encounter. You've still got the expanded crit range for this one. Swordmage Implement Expertise has caused this power to decrease in value - most swordmages can fit in SIE by level 28.</p><p></p><p> </p><p></p><p><span style="font-size: 18px"><strong><strong>Epic Destinies</strong></strong></span></p><p></p><p><strong>Swordmage Epic Destinies</strong></p><p> </p><p><strong><span style="color: #ff0000">Arcane Sword</span> (AP)</strong> - This is the only swordmage-only epic destiny. It feels more like a mix between an epic destiny and a paragon path. Given that it's supposed to be an epic destiny, this is a problem. It gets an action point benefit, an underpowered/worthless utility (you have taken Total Aegis by then, right?), and a capstone benefit that's good (choosing one of your encounter attack powers which can cancel an attack), but not great. The best reason to take it is the death benefit, which, as written, allows you to fight invincibly for an encounter after you die. You can't enforce your mark, but immune to damage doesn't work. That's too good for a DM to allow, which makes this destiny nigh-useless.</p><p></p><p> </p><p></p><p><strong>Other Epic Destinies</strong></p><p> </p><p><strong><span style="color: #0000ff">Archlich</span> (AP)</strong> - You get an Intelligence bonus, resistances (including the utility, which gives resist all 18 as a daily when you first get it), autodamage, an auto-revive, and can regain encounter powers when stuff dies. There's a lot of stuff there. Remember, "can't spend healing surges" isn't the same as "can't be healed". Artificers and pacifist clerics are your friend. </p><p></p><p><strong><span style="color: #0000ff">Avangion</span> (DSCS)</strong> - You get an Intelligence bonus along with a bonus to whatever ability helps your Will save to start. At level 24, the destiny gets a big boost with low-light vision, at-will flight, and the ability to make all your damage radiant in addition to its normal types. The utility power gives allies free saving throws (including against effects that a save can't usually end) and surgeless healing when bloodied or dying. Finally, at level 30, the Avangion can spend its healing surges on its allies' behalf when they are reduced to dying. It doesn't normally work on themselves, despite the wording, because you can't typically take free actions when dying. It would work for revenants, anyway. Despite that minor drawback, it's still a very strong choice for an epic destiny. </p><p></p><p><strong><span style="color: #0000ff">Ceaseless Guardian</span> (D387)</strong> - This is an explicitly defender-oriented epic destiny, and you benefit from it as much as any other defender and more than many. You get a boost to a single ability score (somewhat standard, but you really only need one ability score high). Level 24 brings the big benefit: the ability to take immediate and opportunity actions while dazed and stunned. Unlike battleminds, wardens, and fighters, you can respond to your mark from a distance, so the enemy will still need to move at least 11 squares away from you to be safe. Finally, at level 30, people don't die around you as long as you have healing surges left. It makes that investment in Constitution even more worthwhile. The other benefits (extra speed and winning initiative/avoiding surprise once per day) aren't bad either. I almost want to rate it light blue, but that might be a little self-serving.</p><p></p><p><strong><span style="color: #0000ff">Demigod/Chosen</span> (PHB/FRPG)</strong> - This is the gold standard for epic destinies, even after the reduction of the level 30 feature. Demigod's basic utility grants plenty of regeneration, which works well for defenders, but another Chosen's utility may grant a better benefit for an individual build. The other features' usefulness is self-evident.</p><p></p><p><strong><span style="color: #0000ff">Destined Scion</span> (HoFK)</strong> - This destiny is boring as dirt from a thematic standpoint, but the benefits start out as good as Demigod and then increase your attack bonus and saving throw bonus. The utility and capstone aren’t as exciting, but being front-loaded isn’t a bad thing.</p><p></p><p><strong><span style="color: #0000ff">Draconic Incarnation</span> (D388) </strong>- Start out with ability bonuses equal to Demigod or Chosen. Add a strong anti-death feature (not anti-dying, unfortunately), a utility to make you flying and Huge (with all the benefits that gives to your close burst powers), and end with two extra daily powers. These can be daily attacks or daily utilities as phrased, and it means you can grab some nasty wizard powers if you so desire. That's definitely at Demigod level.<strong></strong></p><p><strong></strong><strong></strong></p><p><strong>Harper of Legend (FRPG)</strong> - This is a wonky epic destiny, and requires some skills trained to qualify that you otherwise might not take, but all of its features and its utility are of use. You get an extra encounter power (which can go as high as level 23 by the time you hit level 30), 2 action points at the start of each day, and Spectral Harper gives a strong revival if the enemies finally manage to kill you. Half your surges might seem like a lot (and it can be, if it gets you early in the day), but you're getting healed to full and insubstantial for the rest of the combat. That's roughly equal to eight surges healed if the enemy can even manage to knock you out (and any surges that you spend during the combat effectively heal double the usual amount of damage). Ending any save ends effect (other than dominated or stunned) as a free action is also useful for a defender. Get rid of dazed or blinded, or something enemy-specific.</p><p></p><p><strong><span style="color: #0000ff">Planeshaper</span> (D372)</strong> - To start, you get an Intelligence bonus. Add to it an extra use of an encounter power (including utility powers), the ability to disappear a target that you crit on, and a level 30 feature which allows you to completely reshape the battlefield. You can also hit a pause button once per day, giving everyone a chance to regroup, heal, and recharge an encounter power.</p><p></p><p><strong><span style="color: #0000ff">Radiant One</span> (DRA 2009)</strong> - You gain resistance to fire (and radiant, for the good it does), and do extra radiant/fire damage to anyone granting you combat advantage. If something would kill you, you come back up and deal a surge's worth of auto-damage to enemies within close burst 3. The utility power, Star Flesh, basically gives you immunity to attacks (+7 or 8 to all defenses, and a 55% chance of changing any non-melee attack into a miss) for the encounter. Starry Rift is a little underwhelming by comparison, and it's giving you a free turn once per day. That I say that tells you how good it can be. If any of the other members in your party have a way to allow you to regain the use of Star Flesh in a given day, the path is jumping up to <strong><span style="color: #ffd700">gold</span></strong>.</p><p></p><p><strong><span style="color: #0000ff">Sage of Ages</span> (AP)</strong> - There are two main reasons to take this epic destiny. The first is Keeper's Prescience, which is giving you the equivalent of the pre-errata Dice of Auspicious Fortune every turn. The second is Trick of Knowledge (a.k.a. "Best reason to max out Arcana ever"). With Keeper's Prescience and the right bonuses from items and feats, you can be reasonably guaranteed to get two or three of the bonuses every encounter. Getting +2 to arcane attacks and all defenses is great; getting saving throw benefits on top is even better. The level 30 feature also works as a true capstone, unlike some that are relatively anemic. </p><p></p><p><strong>Unyielding Sentinel (D388) </strong> - The level 21 feature is fairly standard (bonus to Con and Int, for swordmages). The best part of the destiny comes at level 24, where every saving throw that you make gets the better of two rolls. The remainder of the path is somewhat situational or underpowered for swordmages, who aren't likely to drop enemies with their low damage attacks.</p></blockquote><p></p>
[QUOTE="Veep, post: 6707979, member: 6793297"] [CENTER][Size=5][b][u][b]Powers - Epic Tier[/b][/u][/b][/size][/CENTER] [b]Level 22, Utility[/b] [b]Borrowed Ascension (AP)[/b] - You gain a sustainable hovering flight with good speed. Around this level, you should be getting access to Zephyr Boots which give you much of the benefit of this power without requiring you to use up your minor action each turn. This power does give a bump to speed, so it has its uses. [b]Boundless (AP)[/b] - You'll be able to move normally for the majority of the encounter where you use this power. It's too bad that stunned isn't included in the list. I'm rating this at black for now, but I'm curious if anyone with epic tier experience finds these status effects common enough to justify that rating. [b][COLOR=#0000ff]Eyes of the Mage[/COLOR] (FRPG)[/b] - The perception bonus and getting a weak form of truesight are nice, but the additional effect means that it'll be useful even if your DM doesn't use invisible creatures. Best used against an attack which will mess up you or an ally, such as a critical hit or a nasty status effect. [b]Ghost Walk (AP)[/b] - The only encounter power available at this level. Ghost Walk gives you a decent amount of damage resistance and lets you move through enemies, but it doesn't seem more powerful than what a shadar-kai swordmage has been doing since level 1. That feels a little underwhelming. [b][COLOR=#00ccff]Giant's Might[/COLOR] (FRPG)[/b] - This is a fun power, and given the proper power choices, a strong one as well. Your close bursts hit more enemies, which includes the close burst that marks enemies with your aegis. Your melee (weapon) attacks get the same benefits as the frost weapon/Wintertouched/Lasting Frost combo (and those bonuses stack, for the record). You also gain reach if you started out Medium, giving a little more flexibility in positioning to threaten enemies. [b][COLOR=#00ccff]Oni's Gift[/COLOR] (AP)[/b] - After the errata, this power works at what it's supposed to do. It's still somewhat strange that you can sustain after it has ended, but that's what exception-based design is for. If you use it before your attack, you can move without provoking OAs and get combat advantage for your attacks. If you use it after your attack, you've got total concealment while defending, making it that much less attractive for your aegis targets to attack you. It's a little less powerful for assault swordmages (as they lose the invisibility if they use their aegis power), but Giant's Might works better for them anyway (as long as the terrain supports it). [b][COLOR=#0000ff]Shackled Warding[/COLOR] (FRPG)[/b] - This is a combination of Dimensional Warding and the warden's Form of Winter's Herald, with the size of the zone increased. Now you can lock down enemies around you, and without the ability to teleport, the slowed condition will have its full effect. [b]Level 23, Encounter[/b] [b][COLOR=#800080]Acid Fountain[/COLOR] (FRPG)[/b] - This power is an acid form of Flame Cyclone with an extra +2d10 damage (technically a little less, since it doesn't add Strength). Your damage isn't scaling fast enough to have this power nearly as effective as Flame Cyclone was at its level. [b][COLOR=#0000ff]Aegis Bolt[/COLOR] (AP)[/b] - Good damage (roughly 4[W] for the swordmage), ranged 10, and it allows you to mark a far-away foe with your swordmage aegis for a turn. Good deal all around. [b][COLOR=#0000ff]Blink Assault[/COLOR] (AP)[/b] - Movement's baked into this power, and it also affects an adjacent ally. You're pretty much guaranteed flanking as well. Bringing the ally along improves the power considerably. [b]Bravado Strike (AP)[/b] - This is much like Rejuvenating Strike back at level 7. You get +1[W] damage and can also make a saving throw, but because the power requires you to hit for this benefit, it probably won't get rid of the worst sorts of status effects. At this level, you should have enough healing to take care of you without spending a surge nearly straight. [b][COLOR=#800080]Freezing Swordburst[/COLOR] (AP)[/b] - The primary attack is equivalent to the damage you do with an at-will, though the immobilize is nice. The secondary attack is like a combination of pre-epic ray of frost and scorching burst, only without the range. Using it as an assault swordmage attack helps it, but not enough. [b][COLOR=#ff0000]Grandmaster Dimensional Cleave[/COLOR] (D405)[/b] - Same as Dimensional Cleave, and it still doesn't scale enough for an epic-tier power. [b][COLOR=#ff0000]Lightning Bolt Charge[/COLOR] (AP)[/b] - This is basically Dual Lightning Strike from level 3, only it does an extra 1[W] damage on the initial attack and doesn't mark. The distance you can teleport is also slightly better if you hit with the initial attack. I'd rather have something that helps me as a defender than some extra damage. [b][COLOR=#800080]Meteor Strike[/COLOR] (FRPG)[/b] - You get a melee basic attack. If it hits, you get two smaller attacks against Reflex that do a little damage. The damage isn't good enough on its own to recommend this power more highly. [b][COLOR=#00ccff]Radiant Shield[/COLOR] (AP)[/b] - An area burst 2, enemies only, that targets Will. Its damage is good (roughly 3[W]), and it marks everything it hits (with your aegis, if you're a shielding swordmage). Oh, and as an effect, your allies in the burst are insubstantial until the end of your next turn, which further encourages those enemies to come after you. A great defender power, even if it can potentially provoke OAs. The range is great on it for an opening strike. [b]Thunder Riposte (FRPG)[/b] - By itself, this is a good power. Dazed is effective as ever in epic tier, and prone + dazed is ugly. For a shielding swordmage who can use this as part of his aegis, the power improves to [b][COLOR=#0000ff]blue[/COLOR][/b], since it's equivalent to giving the attack an additional -2 penalty from being prone, as well as setting up the enemy for a counterattack. Just make sure you aim the blast carefully - everyone can be affected. [b]Level 25, Daily[/b] [COLOR=#ff0000][b]Bounding Lightning (FRPG)[/b][/COLOR] - This power does nothing if you miss. It's a ranged power, which is not good for swordmages who are trying to be defenders. Oh, and it's only damage, with no control or defensive elements. [b]Darksword Bolt (AP)[/b] - Being lightning and necrotic damage means that it's unlikely that a creature will resist the damage (even most undead don't resist lightning). It's also a ranged weapon attack against a NAD, so you can throw it against the artillery hiding in the back who will have a lower Fortitude defense. It's decent damage as well, though again, it's only damage. [b][COLOR=#0000ff]Death Grip[/COLOR] (D372)[/b] - This is an excellent lockdown power. Even if both attacks miss, the target isn't going anywhere. The damage is only necrotic, which means you don't use it against undead. Also, the secondary attack is a weapon attack against a NAD (potentially with CA), so it's got a pretty good chance of hitting. [b]Icy Shackles (FRPG)[/b] - This power seems familiar, combining elements of Ice Cage and Chilling Blow. It's Reliable, so you will land it sometime. I think the flavor text was written for a different power. There's only soft movement denial (to avoid the extra 5-7 damage), not anything like slow or immobilize. [b]Invincible Rampage (AP)[/b] - Remember Troll Rampage back at level 9? Now you get a fixed amount of regeneration while bloodied (roughly equivalent to what Troll Rampage does at this level), an automatic chance to spend a healing surge, and the same benefits with charging and a tiny bonus to ensnaring swordmages. [b][COLOR=#800080]Mindsap Maneuver[/COLOR] (AP)[/b] - This power works well against elites and solos, who often have double attacks or worse. Against most other enemies, being restricted to a basic attack isn't as onerous. If you don't hit early, they may have already used their nasty encounter powers. [b][COLOR=#0000ff]Quicksilver Blade[/COLOR] (FRPG)[/b] - Yes, it's only damage, but it's potentially a lot of damage over time. You're using fewer minor actions for your aegis at this level thanks to Total Aegis, so you should be able to make a stab each round against an enemy. [b]Sword Duel (AP)[/b] - It's nice to see a daily with the main strength of the power as an effect, rather than only on the hit. The problem I see is that at this level, 10 damage is somewhat negligible against the nasties that you want to use dailies against. It does add up over time, or forces the enemy to concentrate on you, so it's a solid choice. [b][COLOR=#ff0000]Thundering Heart[/COLOR] (FRPG)[/b] - The primary attack is reliable, but the secondary attack isn't. Unfortunately, the Compendium doesn't have a typo. That secondary attack is with Strength. Even the best assault swordmage probably won't have Strength equal to Intelligence, and the extra burst doesn't even discriminate between allies and enemies. Skip it. [b]Waves of Languor (AP)[/b] - You get your own version of Sleep, 24 levels after the wizard gets it. You won't have the save penalties that a wizard can have (even with a cunning weapon and Fate-Spurned Foe), so it probably won't get most of the targets to unconscious and staying there. Even so, it does slow and weaken, even on a miss, making it a decent power for a defender. [b]Level 27, Encounter[/b] [b][COLOR=#0000ff]Calm the Flames[/COLOR] (D385)[/b] - It's a close burst 2 that only targets enemies. The damage is equivalent to 3[W] or better, and the combination of slowed and dazed means that the enemies can't even charge effectively. [b][COLOR=#0000ff]Circle of Devastation[/COLOR] (FRPG)[/b] - It's a close burst 2 that only targets enemies (Yep, same as above). It's a weapon attack vs. a NAD. It does force damage, so it's unlikely to be resisted. It pushes targets a good distance, allowing you to position them around the battlefield. All those things make this a blue power. It's that last part that stands out. When used in conjunction with the aegis of shielding interrupt, it can disrupt an attack the same way that Dimensional Vortex and Transposing Lunge can. For shielding swordmages, this power is [b][COLOR=#00ccff]light blue[/COLOR][/b]. [b]Dimensional Charge (FRPG)[/b] - This is movement + damage, and can get you wherever you want in the battlefield. You can even "charge" to locations that you normally couldn't due to not being the closest square or most direct path. Just be careful with the power. If you use the movement, it's a charge whether you want it or not, so you can't use other actions afterward. [b][COLOR=#800080]Maelstrom Blade[/COLOR] (FRPG)[/b] - This is approximately +1[W] damage over Sword Burst at this level, and weapon vs. AC tends to be equal to implement vs. Reflex. The assault swordmage kicker isn't that great, since you can't guarantee that the enemies will be in position to make it useful when your mark is triggered. [b][COLOR=#ff0000]Slash and Burn[/COLOR] (AP)[/b] - Make a melee basic attack, and if it hits, make a secondary attack to add a little extra damage, push, and daze. Two attack roll powers need to have great effects to justify them. This is the best encounter power you'll get. It should be better than this. [b][COLOR=#0000ff]Steel Tempest[/COLOR] (AP)[/b] - I have no idea why you'd want to dismiss this zone early. I suspect it used to damage allies as well until someone pointed out how much that'd suck. Pop all the minions within 3 squares of your target, and do decent damage to the primary (roughly 5[W] damage, if it can't get out of the zone before its next turn). Use this in conjunction with push/pull/slide shenanigans. [b]Sword Chaser Assault (AP)[/b] - Which would you rather do - 4[W] damage to a target who hit your ally with a melee attack (and a teleport next to the target), or teleport that target and potentially make him hit one of his allies instead? Dimensional Vortex usually wins out there. This isn't a bad power, but you usually have cooler things to do with your immediate action. [b][COLOR=#800080]Thundering Burst[/COLOR] (AP)[/b] - It's a close burst 1 form of Booming Blade, but it hits allies as well as enemies. The slow helps out ensnaring swordmages, but not enough to increase it to black for them. [b]Wrath of the Arctic Wind (AP)[/b] - Damage is mediocre, but you get immobilization and prone or repositioning. One of those is going to be useful. The power improves to [COLOR=#0000ff][b]blue[/b][/COLOR] for assault swordmages who can throw it out when a mark is ignored. If the enemy has already used its move action, it could be prone (and granting CA against melee attacks) for a whole round. [b]Level 29, Daily[/b] [b][COLOR=#0000ff]Astral Thunder Blade[/COLOR] (FRPG)[/b] - Ignore the primary attack. The meat of the power is in the secondary attack, which can stun enemies within a pseudo-burst 2. That secondary (weapon) attack is against a NAD, which comes in handy. Even if you miss, you'll still daze all those enemies, forcing melee enemies to charge if they're not already adjacent to you or your allies. [b][COLOR=#800080]Constrictor's Strike[/COLOR] (AP)[/b] - So we've got an improved version of Hunter's Pursuit from level 15. We get +1[W] damage and half damage on miss, but the attack is against AC rather than Reflex and the ensnaring swordmage benefit (restrained instead of immobilized) isn't quite as good as prone instead of immobilized. It didn't improve enough to justify it. [b][COLOR=#ff0000]Mirrorblade Army[/COLOR] (AP)[/b] - ...What? You know how easy it is for you to destroy minions at this level? It ain't much harder for your enemies. For a daily attack power, you get the ability to make opportunity attacks from multiple locations. And it costs a minor action each turn to sustain? Blargh. [b][COLOR=#800080]Obliterating Blaze[/COLOR] (FRPG)[/b] - Damage, and a bit more damage. It's nice to do some damage (if you hit, as there's no half damage on miss for the primary), but you don't have fine control over when (and more importantly, where) the target will be reduced to 0 hit points or fewer. For added fun, knock out the target instead of killing it. It still explodes, but it's ok afterwards. Go figure... it's magic. [b]Silver Lightning Assault (AP)[/b] - This is movement + attack, and the damage is good. You also don't have to stay in that location if it's not safe tactically. At that point, it's more like a ranged power than a melee power. You do get half damage on the miss, but you're stuck where you are in that case. [b][COLOR=#800080]Sword of Soul Rot[/COLOR] (AP)[/b] - So it's Death's Blade from level 15. 14 levels gets us +2[W] damage and increases the ongoing damage to 10 necrotic instead of 5. That extra damage is negligible, and the same restrictions that plagued Death's Blade are present here. [b][COLOR=#0000ff]Transdimensional Invasion[/COLOR] (D385)[/b] - Definitely the star of this Dragon article, Transdimensional Invasion does a lot of damage to every enemy within close burst 5, repositions those enemies (hit or miss), and lets you end up anywhere within 5 squares of your starting position. [b]Vorpal Doom (FRPG)[/b] - There are very few Reliable powers that also have an effect. You're best using this power at the start of a fight. If you hit, you get an expanded crit range for the rest of the fight and do a great amount of damage. If you miss, and you think that you might have more fights later that day, save it for the next encounter. You've still got the expanded crit range for this one. Swordmage Implement Expertise has caused this power to decrease in value - most swordmages can fit in SIE by level 28. [Size=5][b][b]Epic Destinies[/b][/b][/size] [b]Swordmage Epic Destinies[/b] [b][COLOR=#ff0000]Arcane Sword[/COLOR] (AP)[/b] - This is the only swordmage-only epic destiny. It feels more like a mix between an epic destiny and a paragon path. Given that it's supposed to be an epic destiny, this is a problem. It gets an action point benefit, an underpowered/worthless utility (you have taken Total Aegis by then, right?), and a capstone benefit that's good (choosing one of your encounter attack powers which can cancel an attack), but not great. The best reason to take it is the death benefit, which, as written, allows you to fight invincibly for an encounter after you die. You can't enforce your mark, but immune to damage doesn't work. That's too good for a DM to allow, which makes this destiny nigh-useless. [b]Other Epic Destinies[/b] [b][COLOR=#0000ff]Archlich[/COLOR] (AP)[/b] - You get an Intelligence bonus, resistances (including the utility, which gives resist all 18 as a daily when you first get it), autodamage, an auto-revive, and can regain encounter powers when stuff dies. There's a lot of stuff there. Remember, "can't spend healing surges" isn't the same as "can't be healed". Artificers and pacifist clerics are your friend. [b][COLOR=#0000ff]Avangion[/COLOR] (DSCS)[/b] - You get an Intelligence bonus along with a bonus to whatever ability helps your Will save to start. At level 24, the destiny gets a big boost with low-light vision, at-will flight, and the ability to make all your damage radiant in addition to its normal types. The utility power gives allies free saving throws (including against effects that a save can't usually end) and surgeless healing when bloodied or dying. Finally, at level 30, the Avangion can spend its healing surges on its allies' behalf when they are reduced to dying. It doesn't normally work on themselves, despite the wording, because you can't typically take free actions when dying. It would work for revenants, anyway. Despite that minor drawback, it's still a very strong choice for an epic destiny. [b][COLOR=#0000ff]Ceaseless Guardian[/COLOR] (D387)[/b] - This is an explicitly defender-oriented epic destiny, and you benefit from it as much as any other defender and more than many. You get a boost to a single ability score (somewhat standard, but you really only need one ability score high). Level 24 brings the big benefit: the ability to take immediate and opportunity actions while dazed and stunned. Unlike battleminds, wardens, and fighters, you can respond to your mark from a distance, so the enemy will still need to move at least 11 squares away from you to be safe. Finally, at level 30, people don't die around you as long as you have healing surges left. It makes that investment in Constitution even more worthwhile. The other benefits (extra speed and winning initiative/avoiding surprise once per day) aren't bad either. I almost want to rate it light blue, but that might be a little self-serving. [b][COLOR=#0000ff]Demigod/Chosen[/COLOR] (PHB/FRPG)[/b] - This is the gold standard for epic destinies, even after the reduction of the level 30 feature. Demigod's basic utility grants plenty of regeneration, which works well for defenders, but another Chosen's utility may grant a better benefit for an individual build. The other features' usefulness is self-evident. [b][COLOR=#0000ff]Destined Scion[/COLOR] (HoFK)[/b] - This destiny is boring as dirt from a thematic standpoint, but the benefits start out as good as Demigod and then increase your attack bonus and saving throw bonus. The utility and capstone aren’t as exciting, but being front-loaded isn’t a bad thing. [b][COLOR=#0000ff]Draconic Incarnation[/COLOR] (D388) [/b]- Start out with ability bonuses equal to Demigod or Chosen. Add a strong anti-death feature (not anti-dying, unfortunately), a utility to make you flying and Huge (with all the benefits that gives to your close burst powers), and end with two extra daily powers. These can be daily attacks or daily utilities as phrased, and it means you can grab some nasty wizard powers if you so desire. That's definitely at Demigod level.[b] [/b][b] Harper of Legend (FRPG)[/b] - This is a wonky epic destiny, and requires some skills trained to qualify that you otherwise might not take, but all of its features and its utility are of use. You get an extra encounter power (which can go as high as level 23 by the time you hit level 30), 2 action points at the start of each day, and Spectral Harper gives a strong revival if the enemies finally manage to kill you. Half your surges might seem like a lot (and it can be, if it gets you early in the day), but you're getting healed to full and insubstantial for the rest of the combat. That's roughly equal to eight surges healed if the enemy can even manage to knock you out (and any surges that you spend during the combat effectively heal double the usual amount of damage). Ending any save ends effect (other than dominated or stunned) as a free action is also useful for a defender. Get rid of dazed or blinded, or something enemy-specific. [b][COLOR=#0000ff]Planeshaper[/COLOR] (D372)[/b] - To start, you get an Intelligence bonus. Add to it an extra use of an encounter power (including utility powers), the ability to disappear a target that you crit on, and a level 30 feature which allows you to completely reshape the battlefield. You can also hit a pause button once per day, giving everyone a chance to regroup, heal, and recharge an encounter power. [b][COLOR=#0000ff]Radiant One[/COLOR] (DRA 2009)[/b] - You gain resistance to fire (and radiant, for the good it does), and do extra radiant/fire damage to anyone granting you combat advantage. If something would kill you, you come back up and deal a surge's worth of auto-damage to enemies within close burst 3. The utility power, Star Flesh, basically gives you immunity to attacks (+7 or 8 to all defenses, and a 55% chance of changing any non-melee attack into a miss) for the encounter. Starry Rift is a little underwhelming by comparison, and it's giving you a free turn once per day. That I say that tells you how good it can be. If any of the other members in your party have a way to allow you to regain the use of Star Flesh in a given day, the path is jumping up to [b][COLOR=#ffd700]gold[/COLOR][/b]. [b][COLOR=#0000ff]Sage of Ages[/COLOR] (AP)[/b] - There are two main reasons to take this epic destiny. The first is Keeper's Prescience, which is giving you the equivalent of the pre-errata Dice of Auspicious Fortune every turn. The second is Trick of Knowledge (a.k.a. "Best reason to max out Arcana ever"). With Keeper's Prescience and the right bonuses from items and feats, you can be reasonably guaranteed to get two or three of the bonuses every encounter. Getting +2 to arcane attacks and all defenses is great; getting saving throw benefits on top is even better. The level 30 feature also works as a true capstone, unlike some that are relatively anemic. [b]Unyielding Sentinel (D388) [/b] - The level 21 feature is fairly standard (bonus to Con and Int, for swordmages). The best part of the destiny comes at level 24, where every saving throw that you make gets the better of two rolls. The remainder of the path is somewhat situational or underpowered for swordmages, who aren't likely to drop enemies with their low damage attacks. [/QUOTE]
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Masters of Blade Magic: A Swordmage Handbook (By Herid_Fel)
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