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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5654494" data-attributes="member: 710"><p>As a DM having seen this power in action: It's strong and very noticeable. Eve at early paragon it can still be. Daze and Stun effects are always annoying for players, so using more of it is just a kind of "annoyance" spiral. I am annoyed because my monsters don't do any damage, and react by annoying you with daze and stuns. I don't like it.</p><p></p><p>The Cleric in my campaign is actually using 3 first Level Daily powers at early Paragon Level, each giving significant boost to healing or resistance. I don't know remember their names now, unfortunately. It means he is even _really_ prepared for a single fight, or he can cover 3 encounters a day, which is usually pretty much the number of encounters you might get anyway (that is part of the campaign or play-group dynamic. We don't play as often as we used to, and expecting to remember which powers were active 2 months after the fight is a bit much. Notes get lost.)</p><p></p><p>Edit: </p><p>I also seem to remember the character has an item that can give you back a single power as a daily power. But I don't know if this applies to this power or one of his other abilities.</p><p></p><p><strong>Possible Change</strong></p><p>This is bound to collide with some other powers, but one change could be: <em></em></p><p><em>Until the end of the encounter, the target gains 5 temporary hit points at the end of its turn. </em></p><p>This will still negate a lot of damage, but not all of it. (The end of turn limitation ensures that this isn't a must-have for anyone that has to start his turn with temporary hit points for some kind of benefit.)</p><p></p><p>Alternatively: </p><p><em>Until the end of the encounter, the target gains Resist 5 while bloodied.</em></p><p>This kinda violates the spirit of the power, as the "moment of glory" only applies when you get seriously injured, but it means that players still take a significant amount of damage, and it encourages "gambling" - stay bloodied to take less damage, hoping no one will hit you too hard. The time a player character is bloodied, a lot of minions might already be dead.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5654494, member: 710"] As a DM having seen this power in action: It's strong and very noticeable. Eve at early paragon it can still be. Daze and Stun effects are always annoying for players, so using more of it is just a kind of "annoyance" spiral. I am annoyed because my monsters don't do any damage, and react by annoying you with daze and stuns. I don't like it. The Cleric in my campaign is actually using 3 first Level Daily powers at early Paragon Level, each giving significant boost to healing or resistance. I don't know remember their names now, unfortunately. It means he is even _really_ prepared for a single fight, or he can cover 3 encounters a day, which is usually pretty much the number of encounters you might get anyway (that is part of the campaign or play-group dynamic. We don't play as often as we used to, and expecting to remember which powers were active 2 months after the fight is a bit much. Notes get lost.) Edit: I also seem to remember the character has an item that can give you back a single power as a daily power. But I don't know if this applies to this power or one of his other abilities. [B]Possible Change[/B] This is bound to collide with some other powers, but one change could be: [I] Until the end of the encounter, the target gains 5 temporary hit points at the end of its turn. [/I] This will still negate a lot of damage, but not all of it. (The end of turn limitation ensures that this isn't a must-have for anyone that has to start his turn with temporary hit points for some kind of benefit.) Alternatively: [I]Until the end of the encounter, the target gains Resist 5 while bloodied.[/I] This kinda violates the spirit of the power, as the "moment of glory" only applies when you get seriously injured, but it means that players still take a significant amount of damage, and it encourages "gambling" - stay bloodied to take less damage, hoping no one will hit you too hard. The time a player character is bloodied, a lot of minions might already be dead. [/QUOTE]
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