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<blockquote data-quote="WOLead" data-source="post: 4291340" data-attributes="member: 65571"><p>I'm tempted to agree to that statement when looking at the level 29 powers. The level 13 Encounter and 15 Daily Charisma powers just don't seem to be able to hold their own against their respective and multiple Constitution powers of the same. But if you go pure Con and little to no Cha, you miss out on a few gems from the Cha side.</p><p></p><p>That said, I would rather take the Charisma powers at level 19 Daily, 23 Encounter, and 25 Daily. Wrath of Acamar or Delusions of Loyalty, Dark Transpot, and Curse of the Twin Princes.</p><p></p><p>Wrath of Acamar is a standard straight forward attack, that is capable of temporarily making an enemy disappear while dealing more damage.</p><p></p><p>Delusions of Loyalty does no damage to your target. Instead, it takes their standard action and turns it against enemies who attack you with basic attacks. If they can't make that attack, or no one attacked you, the target looses their standard action. Very useful as its a Sustain Minor, so you can keep blasting the target in its own back while it attempts to protect you. Just gotta keep landing those Cha vs. Will rolls.</p><p></p><p>I'd take either over the only Con power at level 19.</p><p></p><p>Dark Transport is just a preference over Spiteful Darts and Thorns of Venom.</p><p></p><p>Curse of the Twin Princes. Despite being 1d10 less damage when compared to the other two level 25 Daily Con powers, I would still take it. The Effect itself can be a cursed blessing. When beside each other, allies, enemies, and even the target and yourself may accidentally hit the wrong target. However as a ranged combatant, you should usually place a bit of distance between the two of you before blasting. If the target doesn't have reach or a ranged attack though, he has half a chance at hitting himself if he runs up and attacks you.</p><p></p><p>The best part of Curse of the Twin Princes is its rider on the Hit. Whenever you get hit and then succeed at a Cha vs. Will against that same target, you only take half the damage and the target takes the other half as psychic damage. And its until the end of the encounter. Hit anybody with that, and they will fear you taking damage as if it were themselves. Heh, follow it up with Warlock's Bargain from a Wand, especially if you aren't a Infernal Pact. You take half your level in damage, and they take 3d10+Con+Your Level in damage if you make both the Con vs. Fort and Cha vs. Will throws. Or Doom of Delban, and give half the of the 2d10 damage you take for sustaining to the target on top of the 5+d10 as being targetted by it.</p></blockquote><p></p>
[QUOTE="WOLead, post: 4291340, member: 65571"] I'm tempted to agree to that statement when looking at the level 29 powers. The level 13 Encounter and 15 Daily Charisma powers just don't seem to be able to hold their own against their respective and multiple Constitution powers of the same. But if you go pure Con and little to no Cha, you miss out on a few gems from the Cha side. That said, I would rather take the Charisma powers at level 19 Daily, 23 Encounter, and 25 Daily. Wrath of Acamar or Delusions of Loyalty, Dark Transpot, and Curse of the Twin Princes. Wrath of Acamar is a standard straight forward attack, that is capable of temporarily making an enemy disappear while dealing more damage. Delusions of Loyalty does no damage to your target. Instead, it takes their standard action and turns it against enemies who attack you with basic attacks. If they can't make that attack, or no one attacked you, the target looses their standard action. Very useful as its a Sustain Minor, so you can keep blasting the target in its own back while it attempts to protect you. Just gotta keep landing those Cha vs. Will rolls. I'd take either over the only Con power at level 19. Dark Transport is just a preference over Spiteful Darts and Thorns of Venom. Curse of the Twin Princes. Despite being 1d10 less damage when compared to the other two level 25 Daily Con powers, I would still take it. The Effect itself can be a cursed blessing. When beside each other, allies, enemies, and even the target and yourself may accidentally hit the wrong target. However as a ranged combatant, you should usually place a bit of distance between the two of you before blasting. If the target doesn't have reach or a ranged attack though, he has half a chance at hitting himself if he runs up and attacks you. The best part of Curse of the Twin Princes is its rider on the Hit. Whenever you get hit and then succeed at a Cha vs. Will against that same target, you only take half the damage and the target takes the other half as psychic damage. And its until the end of the encounter. Hit anybody with that, and they will fear you taking damage as if it were themselves. Heh, follow it up with Warlock's Bargain from a Wand, especially if you aren't a Infernal Pact. You take half your level in damage, and they take 3d10+Con+Your Level in damage if you make both the Con vs. Fort and Cha vs. Will throws. Or Doom of Delban, and give half the of the 2d10 damage you take for sustaining to the target on top of the 5+d10 as being targetted by it. [/QUOTE]
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