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The best Power in MP is....Warlord Utility 6 Power.

Wisdom Penalty

First Post
Let's look at an example combat with Mike and Joe as the two PCs. They're about to fight a Dragon.


Init:

Mike: 20.
Joe: 17.
Dragon: 16.

Mike goes first. He moves forward, attacks with some daily, then uses a minor to do something else.

Joe's turn. He moves forward, attacks with some daily, then uses a minor to use the Best Power In the Marshal Power book.

Mike goes AGAIN. He uses a standard, a move, a minor, and spends an AP to do another standard.

Joe goes AGAIN. He uses a standard, a move, a minor, and spends an AP to do another standard.

Now...finally...the poor Dragon gets to go. This is after he was subjected to six standard action attacks and any number of minor action attacks.

HOW CAN THIS BE??! SURELY IT IS SOME TRICKERY!!

I don't think so, gentlemen. I don't think so. If I'm reading this right, the above scenario is possible with...(drumroll please)...

Guileful Switch - Warlord Utility 6.

Am I missing something (which is entirely possible), or is this power full of win?

EDIT: I was wrong. A bit. You get three turns of actions - not four. See below for more details.

WP
 
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Doesn't look like it, which means this is an extra turn...

aaaaaaaand it gives you infinite actions if you're a demigod. Yay, it can once again compete with Warmaster! :(
 

For posterity's sake, here's the Power in question:

Guileful Switch
You spring a trap on your opponents, surprising them with your clever stratagem.
Encounter * Martial
Minor Action Personal
Effect:
You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his next turn immediately, even if he has already acted during this round. You then act when your ally would have acted.
 

If this is as good as I think it is, Warlord's are officially the best class out there, because they get the key to infinite actions as soon as level 6. Then, they can find ways to regen encounter powers and go crazy.
 

Your ally can act again, that's right, but after him is the Dragons turn, because the new Initiative order is:

Joe: 20.
Mike: 17. (who acts after the Warlord)
Dragon: 16.

It is not possible as a demigod to kill the dragon before it even acts...
 

Keep in mind the warlord does not get a second turn in the same round. The one he's switching with does get to go again but is then placed after the warlord in the initiative order as if he had delayed until then.
 

Let's say...

Fighter Frank has Initiative 20
Warlord Wes has Initiative 18
an Ogre has Initiative 16

Frank goes. He does all his stuff, and his turn ends.
Wes goes. He does everything but a Minor action, and uses his Guileful Switch. His initiative becomes 20.
Frank's initiative becomes 18, and he goes again, getting a full round's worth of actions.
The Ogre goes.

Next Round

Wes goes at 20
Frank goes at 18
The Ogre goes.

More or less, it looks like it gives one of your buddies an extra full round's worth of actions. So, it's superior to an Action Point. It seems really strong, but I don't know how broken it is.

-O
 

I prefer Rush of Battle for giving some major beatings.

Rush of Battle Warlord Utility 22
You raise your voice above the din, encouraging your allies to make a rapid series of attacks.
Daily ✦ Martial
Minor Action Close burst 5
Target: Each ally in burst
Effect: Until the start of your next turn, each target can make basic attacks as minor actions.
Resourceful Presence: Each target gains a bonus to the basic attack rolls equal to your Intelligence or Charisma modifier.

If everyone in your five person party has a decent basic attack of some kind, that's an extra 9 attacks, each with a large bonus to hit.
 

For posterity's sake, here's the Power in question:

Guileful Switch
You spring a trap on your opponents, surprising them with your clever stratagem.
Encounter * Martial
Minor Action Personal
Effect: You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his next turn immediately, even if he has already acted during this round. You then act when your ally would have acted.


Then what really happens is:

Init:

Mike: 20.
Joe: 17.
Dragon: 16.

Mike goes first on 20. He moves forward, attacks with some daily, then uses a minor to do something else.

Joe's turn on 17. He moves forward, attacks with some daily, then uses a minor to use the Best Power In the Marshal Power book.

Mike goes AGAIN (and his initiative is now 17). He uses a standard, a move, a minor, and spends an AP to do another standard.

Joe DOES NOT GO AGAIN (because his init is now 20 and the current count is 17)

The dragon goes on 16, having suffered 4 standard action attacks (or 5 if Joe uses an AP before passing the buck back to Mike) - one more than he would have suffered without Joe BREAKING THE GAME.

Then Joe finally gets to go again on 20.
 

For posterity's sake, here's the Power in question:

Guileful Switch
You spring a trap on your opponents, surprising them with your clever stratagem.
Encounter * Martial
Minor Action Personal
Effect: You and one ally you can see switch places in the initiative order. Your turn ends when you use this power, and the ally takes his next turn immediately, even if he has already acted during this round. You then act when your ally would have acted.


I think the OP is off a bit with the wording.

1. Fighter moves up, attacks.
2. Warlord moves up, attacks, activates power.
3. Fighter gets extra "activation".

That's it. The Warlord doesn't get an extra action because the fighter's initiative has already passed. The Warlord now has an earlier initiative than the fighter, which can have interesting benefits.

Still spiffy, but not uber.
 

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