Moment of Glory effect

mwiedmann

First Post
Standard Action Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs. Will
Hit: You push the target 3 squares and knock it prone.
Effect: You and each ally in the blast gain resist 5 to all
damage until t he end of your next turn.​
Sustain Minor: The effect persists.

Question - Does the Cleric have to hit somebody for the resist 5 effect to take place, or is the effect automatic no matter what?

Question - When persisting the effect, does the effect follow the players even if they leave the original blast area?

Seems powerful for a level 1 daily. Although, all daily powers seem overpowered to me.
 

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It's a powerful daily, but it does not need to hit for the effect. I would say its based on the original targets for sustaining.

It's less powerful when you realize the power does no damage.
 

When persisting the effect, does the effect follow the players even if they leave the original blast area?
I believe so. It's not clear what the RAW would be, but it makes most sense for you to simply not who got the effect the first time, and let them keep it until the cleric fails to sustain the power.
 

Well, if it said each ally within X squares of you ....... Then it would matteer where they go later in combat, but I see this working as long as they were when the power was used and where they go later does not mater at all.
 

Question - Does the Cleric have to hit somebody for the resist 5 effect to take place, or is the effect automatic no matter what?

Hit: effects require that you hit the target.
Miss: effects require that you do not hit that target.
Effect: effects don't care unless they say they care.

Question - When persisting the effect, does the effect follow the players even if they leave the original blast area?

The effect does not create a zone, but simply effects the allies involved. Also notice that because it is a blast, you are not in the blast so if being in the blast were required, it could never effect you.
 

We've had to houserule it; in play against a green dragon it felt like one of the old 3E powers that could trivialise an encounter. Not much fun against a Dragon.
 

MoG **is** powerful at heroic tier, but becomes much less useful around 8th level.

You do not need to hit anything to trigger the effect. It affects you and all your allies that are in the 5x5 area of the blast, and as long as you spend a minor action every round sustaining the power, it continues to shield them, no matter where they are in relation to you. (It is not a zone, and you do not need to be inside your own blast to be affected).

Note that if the cleric who is sustaining the power is stunned, KO'd or otherwise prevented from spending a minor action to sustain the effect, it ends.

MoG is a staple power for my shielding cleric, and one that gets used in every adventure. It is generally considered tied with Beacon of Hope for "best daily power level 5 or lower"...groups that are careful to protect the cleric can survive encounters that would otherwise slaughter them. I consider it the best daily power, period, and used correctly it is extremely powerful.

Consider a group of 6 heroes with MoG running. If every hero gets attacked only once per round, MoG will negate 30 points of damage each round. Thats 30 points of healing you don't have to do. Now consider that a typical 'boss fight' might last 10 rounds...thats potentially 300 (three HUNDRED) points of healing you won't have to do. Now consider that ongoing 5 damage can't penetrate MoG. Neither can minion attacks.

MoG is very powerful, indeed, though it may not appear that way at first glance. Against a single big bad monster, Astral Condemnation does the same thing, too...
 

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