Trying again...
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The exception is that all the examples you're providing are for leader classes, and again all the bonuses apply to a single target. Knocking a target down can potentially benefit the whole party (though usually it will be about half the party). There are currently no at-will attack powers that knock people down, only encounter powers. Doesn't mean there can't be, but I'd want to put this power side by side with a Warlord, and see which one gets greater milage out of their ways of giving allies bonuses.
So it's an encounter power that increases the stickiness of the sentinel. I guess that's not too bad for a defender, I'll buy that one.
You mean Paladin's Judgement. I think I was all right with the healing, but the combination of 3[W], healing, and defense bonus was throwing me off. But if the class doesn't have ways of improving its defense such as access to plate by level 2 or 4, then I guess it won't put them above the curve, sort of like the extra little boosts the barbarian gets from his daily attack powers.
It looks like you just removed the sustain, so it looks good now.
It wasn't the control aspect I was objecting to, but more the "save ends". Looks like you removed the "save ends", which makes it perfectly fine.
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One more question, why does the surges per day value jump from 12 to 14 at level 3? Is this a class feature of some sort?
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- For powers comparable to HS, see Lance of Faith, Commander's Strike, Brash Assault, or Opening Shove. Each is an example of a benefit to attacks or complexity at-will. In this case, you get combat advantage, but you can get that by virtue of flanking, and it requires the second attack.
The exception is that all the examples you're providing are for leader classes, and again all the bonuses apply to a single target. Knocking a target down can potentially benefit the whole party (though usually it will be about half the party). There are currently no at-will attack powers that knock people down, only encounter powers. Doesn't mean there can't be, but I'd want to put this power side by side with a Warlord, and see which one gets greater milage out of their ways of giving allies bonuses.
Once per encounter you can't move for 2 rounds; big deal if the enemy's a lurker, but the fighter can swat at them constantly and stop them from getting away. Pinning Smash is daily 5 and potentially doesn't let the target move for the entire encounter; this is a watered-down (read: lower level/type) version with a build specific benefit which can't be accessed except by members of the class (taking other features into consideration).
So it's an encounter power that increases the stickiness of the sentinel. I guess that's not too bad for a defender, I'll buy that one.
AC is a defense. Again, if it's not spelled out...
- No more/less powerful than "On Pain of Death." which lets an ally heal instead.
- When the class has an inherent detriment to AC or other defenses, adding a bonus to said defense isn't so much a benefit as a catch-up. I did change it to Power bonus though.
You mean Paladin's Judgement. I think I was all right with the healing, but the combination of 3[W], healing, and defense bonus was throwing me off. But if the class doesn't have ways of improving its defense such as access to plate by level 2 or 4, then I guess it won't put them above the curve, sort of like the extra little boosts the barbarian gets from his daily attack powers.
- You can choose to continue to sustain the power or use Threatening call.
- You can do both if you choose not to move or attack.
- You're taking damage constantly which is going to wear on your/your healers abilities.
It looks like you just removed the sustain, so it looks good now.
Just because there are few, does not make it necessary or intentional. There are innumerable examples of classes using "controller-esque" powers at low levels and this doesn't even push the envelope much.
It wasn't the control aspect I was objecting to, but more the "save ends". Looks like you removed the "save ends", which makes it perfectly fine.
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One more question, why does the surges per day value jump from 12 to 14 at level 3? Is this a class feature of some sort?