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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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<blockquote data-quote="Nibelung" data-source="post: 6709494" data-attributes="member: 74499"><p><strong>Originally posted by zelink551:</strong></p><p></p><p>Paragon Tier Powers: Visions of Glory</p><p></p><p>For the convenience of Warlords everywhere, I've separated the power list on whether the power is Melee, Ranged, can be used by both, can be used of an MBA, or whether it requires no attack roll from you.</p><p></p><p><span style="font-size: 15px"><strong>Level 13, Encounter</strong></span></p><p></p><p>This level has a clear winner to me, and that is the automatic critical hit generation that is <strong>Death from Two Sides</strong>. If that doesn't work for you, (read, there is something wrong with you) there's a large list of quite good powers, including <strong>Beat them into the Ground</strong>, <strong>Grim Mark</strong>, <strong>Headstrong Bravery</strong>, to name a few.</p><p></p><p><strong> Level 13 Encounter List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #0000ff">Beat Them into the Ground</span> (PHB) - So... you get a more party-friendly version of Knock them Down, as an Encounter power. This gives a Taclord a nice bit of control muscle to flex.</p><p></p><p><span style="color: #800080">Bolstering Blow</span> (PHB) - An attack with a moderate amount of THP for an ally attached. Seriously, have you seen the other powers at this level?</p><p></p><p><span style="color: #800080">Defensive Offense</span> (MP 2) - A bigger version of Phalanx Assault. Still a bad idea.</p><p></p><p><span style="color: #800080">Denying Smite</span> (PHB) - A nice power to keep enemies off your allies, but its far too specific for my liking (one ally, one enemy). Someone may be able to use this well, but I don't care for it.</p><p></p><p>Fearsome Thrust (D 381) - An accurate (weapon v. NAD) swing with a decent slide and CA for an ally. Usable, but pretty meh.</p><p></p><p><span style="color: #800080">Fury of the Sirocco</span> (PHB) - A close burst for weak damage and a slide. While it's unlikely to show up on the Melee Warlord's radar, a Ranged Warlord can use it as a "get off me" tool. Still, if you're that afraid of getting mobbed tell your party to be better, or grab different utilities/item powers. These paragon tier encounter slots are far too valuable.</p><p></p><p><span style="color: #0000ff">Grim</span></p><p><span style="color: #0000ff">Mark</span> (MP) - A very nice power, it allows you to shift in, hit, daze, and mark, and just walk out if you haven't burned your move action, since a dazed creature can't take OA's. A very solid surgical strike for Resourceful Warlords, who attach a damage buff to it. Without the rider its just an <strong>average power.</strong></p><p></p><p><span style="color: #0000ff">Headstrong Bravery</span> (MP) - You ram your way in for solid damage, impose a mark, and grant allies a huge damage bonus if you're a Bravelord. Who cares if you grant CA? It is a great nova enabler, which is always good in my book. Similar to the power above, I <strong>like this less<em> </em></strong>without the rider.</p><p></p><p><span style="color: #800080">Hope's Renewal</span> (MP 2) - An attack that gives you a marginal buff for your Inspiring Word. Wha...?</p><p></p><p>Invitational</p><p><span style="color: #ff0000">Assault</span> (D 381) - Hammer and Anvil, but with a big slide attached and some riders for Bravelords and Taclords. At this point in your career, you probably have enough of this style of power (and ones very similar in power level), but it's serviceable if you want more. If you can use this power well, then you can certainly use Death from Two Sides better.</p><p></p><p>Jarring Assault (D 381) - A decent hit with a penalty whose riders vary if you're Inspiring or Resourceful. Decent.</p><p></p><p><span style="color: #800080">Malebranche's Pull</span> (D 369) - Essentially, you get a slightly more damaging version of what most Polearm users manipulate their At-Wills into doing. Pretty bad in my opinion. If you want to play with Polearm Momentum, play a different class.</p><p></p><p>Unified in Blood (MP) - Your ally gets bloodied, your opponent gets thumped. A nice power to have, especially because it basically doesn't require setup to use. Downgraded because I don't like planning for failure.</p><p></p><p><span style="color: #ff0000">Ventured Gains</span> (MP) - The fact of the matter is that this power not only requires setup, but it also requires you to know your opponent's HP total in order to milk it for maximum effect. Unless you're psychic or your DM lets you know HP totals on-demand (seriously, who plays with a DM like that?), this is likely not for you.</p><p></p><p><span style="color: #800080">Withdrawal Gambit</span> (MP) - A mass save for everyone after some solid damage, followed by a shift. Mass saves are nice, but the tight radius of this power really hurts it, regardless of the improvement of the rider.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p>Signal the Charge (MP 2) - A swing that enables a charge or an MBA, with a hefty bonus to Skirmishers. That said, it's not all that much better than L1's Race the Arrow.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #0000ff">Befuddling</span></p><p>Cry (MP) - This works as a mobility enabler: allies with decent MBA's can move with impunity thanks to this power, and it could even result in more attacks with the redirection. But really, how often are your allies provoking? The answer is the usefulness of this power</p><p></p><p>Blade Burst Trap (D 384) - While this power is a bit conditional, especially given that the daze might not last long enough for your party to take advantage of it, but dropping an attack against each adjacent enemy can be nasty, especially if the attack is taken by the party Defender.</p><p></p><p><strong><span style="color: #ff0000">Bolstering Insight </span>(MP 2)</strong> - It offers +1 defense on the trigger over Powerful Warning, and some nice extra damage on the attack, but it doesn't trigger if the attack hits the target anyway. For this reason, it's bad for a non-Insightful Warlord, and even they may not want to take the gamble anyway. Powerful Warning is far more desireable than this, since you can recharge that and hang onto it far more easily (Reserve Manuever comes to mind). Additionally, the oppourtunity cost (not taking Death from Two Sides, or even some others at this level), is too high to recommend a power that is likely worse than something you gained in early heroic.</p><p></p><p><span style="color: #0000ff">Impromptu Attack</span> (MP 2) - Requires some serious setup, but this is focus firing at its prime. A pretty cool choice for Insightful Warlords, or some lazylords.</p><p></p><p><span style="color: #0000ff">Pincer Maneuver</span> (MP) - Two attacks that allow a shift before they happen, with hefty bonuses if you are a Bravelord and can maneuver your allies into a flanking position. It's between this or the above power for most lazylords at this level, and both are solid powers.</p><p></p><p><span style="font-size: 12px"><strong>MBA Triggered:</strong></span></p><p></p><p><span style="color: #00ccff">Death from Two Sides</span> (MP 2) - Manufacturing criticals results in some pretty potentially amazing damage, even on a plain old MBA. To boot, it gets even better as time goes on and your ally's MBA's start packing on a bit more muscle. Toss in a Helm of Heroes (maybe) and things start getting nuts. I should also note that this plays well with Hybrids (Eldtrich Strike, Overwhelming Strike, etc.) Really freaking close to Gold.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 15, Daily</strong></span></p><p></p><p>A decent field of Daily powers, <strong>War Master's Assault </strong>is probably going to see the most use, especially if you have at least a +2 modifier in Charisma. Intelligence-based Melee Warlords may like Anticipate Attack, but the situationality can be off putting. Resourceful Warlords (or anyone that feels they need more healing/save granting) are going to enjoy the mass healing and mass saves of Infectious Determination. After that, the field thins somewhat. Skirmishers likely want Comrade in Arms, whereas Insightful Warlords will likely go for Renew the Troops.</p><p></p><p><strong> Level 15 Daily List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #0000ff">Anticipate Attack</span> (MP) - While this does require setup for maximum effectiveness, it is an out-of-turn attack that can outright negate a hit made against you from the edge of an opponent's reach, and you can get a few extra attacks from your allies if they're adjacent (with bonuses if you're a Taclord). Situational as all hell, but it can be very potent.</p><p></p><p><span style="color: #800080">Arkhosia's Fury</span> (MP) - A charge that lets you hit a different target after you're done. This would be a mediocre Striker power, what are you doing with it?</p><p></p><p><span style="color: #ff0000">Band of Fellows</span> (MP 2) - After the errata, War Master's Assault is superior, I'll pass. </p><p></p><p><span style="color: #ff0000">Bravura Charge</span> (MP 2) - Essentially the same as Stand the Fallen, except you trade the extra healing HP for the ability to use it on a charge. Not worth waiting 10 levels for.</p><p></p><p><span style="color: #ff0000">Formidable Smash</span> (MP) - A very conditional attack penalty is all that this represents? Unimpressive.</p><p></p><p><span style="color: #800080">Grim Instruction</span> (MP) - While the debuffs are decent, they can be saved against, which means you can't rely on them lasting too long (the whole point behind a debuffing Daily). Skip this.</p><p></p><p><span style="color: #0000ff">Infectious Determination</span> (MP) - Whoa. If you're a Resourceful Warlord, you just brought heavy damage (single-target multiattacking), mass saves with bonuses, and a mass heal with bonuses. Nice.</p><p></p><p><span style="color: #ff0000">Make them Bleed</span> (PHB) - Ongoing damage is too unreliable for my taste, and an L15 Daily that only offers a damage buff that doesn't stack with other attacks hitting the target, and only works on one target is worthless in my mind.</p><p></p><p><span style="color: #0000ff">Renew the Troops</span> (PHB) - Turning Stand the Fallen's healing into surgeless healing is a strong effect, and thus worth considering. Just make damn sure you hit.</p><p></p><p><span style="color: #800080">Warlord's Gambit</span> (PHB) - You arrange to take one for the team, by offering free attacks against the target every time he attacks you. Unless you find a way to keep his attention on you, this likely won't work more than once, limiting its appeal. Besides, Warlord's already generate too much aggro. Additionally, it needs to be noted that the target doesn't get to move before the basic attack, meaning its going to be mostly RBAs.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #800080">Archery Duel</span> (MP 2) - A nicely damaging hit, and a good Ranged reprisal effect for your allies. But the problem is that it requires only one type of attack (ranged), to hit an ally equipped with an RBA. Because of that, I find it remarkably situational, and once it procs once, a monster will probably learn. I'll pass because of this.</p><p></p><p><span style="color: #0000ff">Driving Volley</span> (MP 2) - You potentially get a Ranged version of Hammer and Anvil, three different times. Requires a tad of setup for that desired result, but it's still a damn good power.</p><p></p><p><span style="font-size: 12px"><strong>Melee or Ranged:</strong></span></p><p></p><p><span style="color: #800080">Call to Action </span>(D 384) - You essentially get a poor man's Stand the Fallen or War Master's Assault, with the edge that your allies get to choose which one they need the most. Nah.</p><p></p><p>Comrade in Arms (MP 2) - Turn every attack into a buff for an ally in addition to dealing damage, with an entry attack that triggers outside your turn. Very nice, but loses a lot of impact in the fact that it only modifies a single attack roll, not a turn of attacks.</p><p></p><p><span style="color: #00ccff">War Master's Assault</span> (MP) - You give your whole party attacks with bonuses. Super awesome.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 16, Utility</strong></span></p><p></p><p>After a strong tradition of hard choices for players, Level 16 is a bit of a disappointment: not many powers rise up to the occasion here. If you fight in tight quarters often, you're gonna want Forbidden Ground. Otherwise, Bravelords will want Flanking Stance, Taclords are partial to Decisive Timing, and everybody else takes a gander at Help or Hinder or Kyton's Battledance. A level to forget for the Warlord overall (if you had a hard choice at another level, you may want to take the other alternative here).</p><p></p><p><strong>Level 16 Utility List</strong></p><p>[sblock]</p><p>Decisive Timing (MP) - Flipping around initiative results can be useful for tactical purposes, and somebody gets a small damage bonus out of the deal if you're a Taclord. Other Warlords are likely <span style="color: #800080">not as enthused</span>, though.</p><p></p><p><span style="color: #ff0000">Encouraging Remark</span> (MP) - Ugh, standard action utilities are for clerics. This one is rather mediocre too.</p><p></p><p><span style="color: #0000ff">Flanking Stance </span>(MP) - Risky goodness for the Bravelords in the audience. Everyone else <strong><span style="color: #ff0000">s</span></strong><strong><span style="color: #ff0000">tays away</span>.</strong></p><p></p><p>Forbidden Ground (MP 2) - A nice mobility control power that offers dire consequences if disobeyed. If you're in place where the Melee opponents have no choice but to move through the area or can repeatedly shove people into it, this is <span style="color: #0000ff">much nastier</span>. Note the standard action needed to start this up however.</p><p></p><p><span style="color: #0000ff">Help or Hinder</span> (MP 2) - Making (save ends) effects more reliable for your side or less so for your enemy's side is nice. Most of the rating is made in the offensive context; you can play Orbizard with this while outside your turn, as well as support the efforts of such a character, should you happent to be allied with one.</p><p></p><p><span style="color: #ff0000">Hero's Defiance</span> (PHB) - Sure, it's an automatic save success. The thing is, all the other powers who grant save bonuses effectively do the same thing, and they don't cost you a standard action to do it. And they aren't dailies</p><p></p><p><span style="color: #0000ff">Kyton's Battledance</span> (D 369) - Shifting as a minor action gives you some really nice tactical advantages. </p><p></p><p>Pincer Formation (D 384) - This can be a solid power when you're sandwiching your enemy between you and your Defender and don't want to let your opponent get near your squishies. Also nice if you are about to unload something on an enemy and can't waste action to get back to him.</p><p></p><p><strong>Press</strong> On Together (MP 2) - This can be very helpful in a party low on saving throws, since it all but ensures the next save will succeed for Charisma based Warlords.</p><p></p><p>Share the Weight (MP 2) - A "switcheroo" ability that doesn't necessarily involve you. Decent.</p><p></p><p><span style="color: #800080">Side by Side</span> (MP) - A minor bonus over flanking. However the restrictions on this make it a pain to use well, and thus gets knocked down a bit in my rating.</p><p></p><p>Warlord's Banner (PHB) - Yeah, I know, it burns up your Standard Action, but it hands out a hit bonus and it's a mass heal. That's worth something.</p><p></p><p><span style="color: #800080">Warning Shout</span> (MP) - Unless the Ranged attack is at its targeting limit, this likely won't be much good (an attack targets a creature, not a square), and while it may get you out of area attacks, it's not really worth it IMHO.</p><p></p><p><span style="color: #ff0000">White Raven Formation</span> (PHB) - You burn a standard action for everyone to move? Didn't you see Reorient the Axis at L6? This is trash.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 17, Encounter</strong></span></p><p></p><p>I only have three words to say for Melee Warlords here: Hail of Steel. All you really need to know. Even Ranged builds may want to pick it up (thrown weapons work well for this purpose). Barring that, Disabling Missile provides a very strong alternative. Taclords will Lustfully look at <strong>Thunderous Fury</strong>, and should strongly consider it at level 23.</p><p></p><p><strong> Level 17 Encounter List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p>Battle On (PHB) - An attack with mass saves attached. Solid.</p><p></p><p><span style="color: #800080">Bloody Termination</span> (MP) - It's conditional to the enemy being Bloodied, and all it does is damage? I'll pass.</p><p></p><p><span style="color: #ff0000">Deadly Inspiration</span> (MP) - A poor man's War of Attrition, 10 levels later. Nah.</p><p></p><p><span style="color: #0000ff">Forced Respect</span> (MP 2) - A nasty 1-2 punch combination outside your turn for an Insightful Warlord. Not quite at the level of Hail of Steel, but it's still a very good power.</p><p></p><p><span style="color: #800080">Girding Strike</span> (MP) - I can see some niche uses for this, but I don't rate niche very highly.</p><p></p><p><span style="color: #ffcc00">Hail of Stee</span><span style="color: #ffcc00">l</span> (PHB) - So... how does giving your party a whole round of attacks against one target sound? This is one of the prime enabling powers in the Warlord's arsenal; as such, there's no way I can justify your skipping out on it.</p><p></p><p>Into the Breach! (MP) - A charge that lets an ally charge as well, with a bonus if you're Inspiring. It can be good, <span style="color: #0000ff">especially</span> with a dedicated charger-type in your party.</p><p></p><p><span style="color: #00ccff">Thunderous Fury</span> (PHB) - Man, is this nasty. Dazing hands out CA, eliminates OA's, and has action denial consequences. To boot, you layer on a hefty attack buff as a Taclord. One of the few powers at the level of Hail of Steel.</p><p></p><p><span style="color: #800080">Vanishing Forces</span> (D 384) - This power has the problem that several others on its list do: they assume your party cares about Stealth and that there's somewhere you can hide behind. Not at the same level as some other powers here, frankly.</p><p></p><p><span style="color: #ff0000">Warlord's Rush</span> (PHB) - A party-wide move is hardly a bad thing, but Sudden Motivation 10 levels lower did this better (since that was a move action). This lets them move now, but its not enough of an improvement for me to suggest taking this power.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #00ccff">Disabling Missile</span> (MP 2) - This is a very awesome power for Ranged Warlords, especially for Skirmishers, as it could conceivably surround the enemy and produce a Hail of Steel-esque effect. Note that it triggers off attacking, so Hypnotism and similar powers can produce a serious beatdown.</p><p></p><p>Pincer Shot (MP 2) - A classic enabler power, with some repositioning attached. By now, you're probably looking for something more like what the Melee guys got.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #800080">We Will Not Fail</span> (MP 2) - While you technically DO have to make an attack for this power to occur (you have to miss it), it's still under this category because you don't have to roll to grant said attack after the trigger is met. I dislike planning for failure, and better lazy powers exist in the 13 slot.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 19, Daily</strong></span></p><p></p><p>The Warlord's power list returns to its winning ways in dramatic fashion at this level: many power choices here are very, very good. I like Victory Surge as the dominant option, it just allows so many extra attacks its hard to underrate. Int-based Melee Warlords will love Break the Tempo as a way to demolish powerful single opponents, whereas End to Games present all Melee Warlords with a very palatable (and powerful) alternative. On the Ranged side of the ball, you get some good powers to choose from, though if even a majority of the people in your party have RBAs, <strong>Unleash Hell</strong> will likely be your pick.</p><p></p><p><strong> Level 19 Daily List</strong></p><p>[sblock]</p><p></p><p><span style="font-size: 12px"><strong>Melee:</strong></span></p><p></p><p><span style="color: #800080">Assault of the Ram</span> (MP 2) - While it does have decent damage and it is charge-friendly, CA on a charge is a rather underwhelming benefit, especially if you consider how popular Perma-CA is among charging characters.</p><p></p><p><span style="color: #00ccff">Break</span><span style="color: #0000ff"> the Tempo</span> (PHB) - A beautiful power for Int-based Melee Warlords, it gives you a devastating option to exercise against a single enemy, which can take Elites or Solos out of the fight altogether, provided you keep one Minor and one Immediate Action reserved every turn. The action costs are a killer, but this is an awesome power.</p><p></p><p><span style="color: #800080">Dance on Their Graves</span> (MP 2) - Essentially, you give everyone CA against the target for the rest of the encounter. Given the existence of feats such as Vexing Flanker who grant this benefit all the time, this is not very impressive. I want to give this higher for the name...</p><p></p><p><span style="color: #0000ff">End to Games</span> (MP 2) - Whoa. A (save ends) stun compounded by healing if you hit it. If played right, this will negate a turn of enemy actions while allowing your whole party to heal, and that is a very powerful ability to have.</p><p></p><p><span style="color: #800080">Glasya's Stride</span> (D 369) - There's no doubt the effect on the attack is lacking, but the fact that you shift your speed and hit everyone you see along the way makes up for a bit of it. Not enough in my mind, though.</p><p></p><p>Inspiring Charge (MP) - The mass shifting, mass healing, and the charge-friendly aspect make this a serviceable power, but not quite a top choice.</p><p></p><p>Storm of Carnage (MP) - A serviceable power with compensation for your misses. But I don't like planning for misses.</p><p></p><p><span style="color: #00ccff">Victory Surge</span> (PHB) - Yet another creme-of-the-crop Daily power, here we get free attacks for everyone directed wherever they please, followed by granting an ally an extra attack every turn. Now this power can rack up the damage quickly.</p><p></p><p>War Dance (D 384) - A mass shift can set up something nasty, and some THP is a nice extra effect. It's not a power that will blow you away, but you won't hurt yourself by using it.</p><p></p><p><span style="color: #ff0000">Windmill of Doom</span> (PHB) - War Master's Assault at 15 was better. Pass.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #0000ff">Anticipate the Target </span>(MP 2) - I don't like the fact that it's a (save ends) effect, but my complaints end there. An absolutely nasty mobility denial power that works on your ally's turn is nice to have.</p><p></p><p>Leader of the Bowmen (MP 2) - A nice buff that opens up tactical options for you and your party by denying OA's on Ranged attacks. <span style="color: #0000ff">Better</span> in a Ranged-heavy party.</p><p></p><p>Unleash Hell (MP) - A solid hit with a boosted critical rate, it requires a thrown weapon (boo), and has a Ranged-only Hail of Steel attached, with a decent crit rate buff as well. This is <span style="color: #00ccff">godly</span> in a Ranged-heavy party, but I've seen that's not the norm.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #0000ff">Exhorted Counterattack</span> (MP) - Two attacks outside your turn, carrying a daze effect and some healing. This power is very good, but this is a very strong level as well.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709494, member: 74499"] [b]Originally posted by zelink551:[/b] Paragon Tier Powers: Visions of Glory For the convenience of Warlords everywhere, I've separated the power list on whether the power is Melee, Ranged, can be used by both, can be used of an MBA, or whether it requires no attack roll from you. [Size=4][b]Level 13, Encounter[/b][/size] This level has a clear winner to me, and that is the automatic critical hit generation that is [b]Death from Two Sides[/b]. If that doesn't work for you, (read, there is something wrong with you) there's a large list of quite good powers, including [b]Beat them into the Ground[/b], [b]Grim Mark[/b], [b]Headstrong Bravery[/b], to name a few. [b] Level 13 Encounter List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#0000ff]Beat Them into the Ground[/COLOR] (PHB) - So... you get a more party-friendly version of Knock them Down, as an Encounter power. This gives a Taclord a nice bit of control muscle to flex. [COLOR=#800080]Bolstering Blow[/COLOR] (PHB) - An attack with a moderate amount of THP for an ally attached. Seriously, have you seen the other powers at this level? [COLOR=#800080]Defensive Offense[/COLOR] (MP 2) - A bigger version of Phalanx Assault. Still a bad idea. [COLOR=#800080]Denying Smite[/COLOR] (PHB) - A nice power to keep enemies off your allies, but its far too specific for my liking (one ally, one enemy). Someone may be able to use this well, but I don't care for it. Fearsome Thrust (D 381) - An accurate (weapon v. NAD) swing with a decent slide and CA for an ally. Usable, but pretty meh. [COLOR=#800080]Fury of the Sirocco[/COLOR] (PHB) - A close burst for weak damage and a slide. While it's unlikely to show up on the Melee Warlord's radar, a Ranged Warlord can use it as a "get off me" tool. Still, if you're that afraid of getting mobbed tell your party to be better, or grab different utilities/item powers. These paragon tier encounter slots are far too valuable. [COLOR=#0000ff]Grim[/COLOR] [COLOR=#0000ff]Mark[/COLOR] (MP) - A very nice power, it allows you to shift in, hit, daze, and mark, and just walk out if you haven't burned your move action, since a dazed creature can't take OA's. A very solid surgical strike for Resourceful Warlords, who attach a damage buff to it. Without the rider its just an [b]average power.[/b] [COLOR=#0000ff]Headstrong Bravery[/COLOR] (MP) - You ram your way in for solid damage, impose a mark, and grant allies a huge damage bonus if you're a Bravelord. Who cares if you grant CA? It is a great nova enabler, which is always good in my book. Similar to the power above, I [b]like this less[i] [/i][/b]without the rider. [COLOR=#800080]Hope's Renewal[/COLOR] (MP 2) - An attack that gives you a marginal buff for your Inspiring Word. Wha...? Invitational [COLOR=#ff0000]Assault[/COLOR] (D 381) - Hammer and Anvil, but with a big slide attached and some riders for Bravelords and Taclords. At this point in your career, you probably have enough of this style of power (and ones very similar in power level), but it's serviceable if you want more. If you can use this power well, then you can certainly use Death from Two Sides better. Jarring Assault (D 381) - A decent hit with a penalty whose riders vary if you're Inspiring or Resourceful. Decent. [COLOR=#800080]Malebranche's Pull[/COLOR] (D 369) - Essentially, you get a slightly more damaging version of what most Polearm users manipulate their At-Wills into doing. Pretty bad in my opinion. If you want to play with Polearm Momentum, play a different class. Unified in Blood (MP) - Your ally gets bloodied, your opponent gets thumped. A nice power to have, especially because it basically doesn't require setup to use. Downgraded because I don't like planning for failure. [COLOR=#ff0000]Ventured Gains[/COLOR] (MP) - The fact of the matter is that this power not only requires setup, but it also requires you to know your opponent's HP total in order to milk it for maximum effect. Unless you're psychic or your DM lets you know HP totals on-demand (seriously, who plays with a DM like that?), this is likely not for you. [COLOR=#800080]Withdrawal Gambit[/COLOR] (MP) - A mass save for everyone after some solid damage, followed by a shift. Mass saves are nice, but the tight radius of this power really hurts it, regardless of the improvement of the rider. [Size=3][b]Ranged:[/b][/size] Signal the Charge (MP 2) - A swing that enables a charge or an MBA, with a hefty bonus to Skirmishers. That said, it's not all that much better than L1's Race the Arrow. [Size=3][b]No Attack:[/b][/size] [COLOR=#0000ff]Befuddling[/COLOR] Cry (MP) - This works as a mobility enabler: allies with decent MBA's can move with impunity thanks to this power, and it could even result in more attacks with the redirection. But really, how often are your allies provoking? The answer is the usefulness of this power Blade Burst Trap (D 384) - While this power is a bit conditional, especially given that the daze might not last long enough for your party to take advantage of it, but dropping an attack against each adjacent enemy can be nasty, especially if the attack is taken by the party Defender. [b][COLOR=#ff0000]Bolstering Insight [/COLOR](MP 2)[/b] - It offers +1 defense on the trigger over Powerful Warning, and some nice extra damage on the attack, but it doesn't trigger if the attack hits the target anyway. For this reason, it's bad for a non-Insightful Warlord, and even they may not want to take the gamble anyway. Powerful Warning is far more desireable than this, since you can recharge that and hang onto it far more easily (Reserve Manuever comes to mind). Additionally, the oppourtunity cost (not taking Death from Two Sides, or even some others at this level), is too high to recommend a power that is likely worse than something you gained in early heroic. [COLOR=#0000ff]Impromptu Attack[/COLOR] (MP 2) - Requires some serious setup, but this is focus firing at its prime. A pretty cool choice for Insightful Warlords, or some lazylords. [COLOR=#0000ff]Pincer Maneuver[/COLOR] (MP) - Two attacks that allow a shift before they happen, with hefty bonuses if you are a Bravelord and can maneuver your allies into a flanking position. It's between this or the above power for most lazylords at this level, and both are solid powers. [Size=3][b]MBA Triggered:[/b][/size] [COLOR=#00ccff]Death from Two Sides[/COLOR] (MP 2) - Manufacturing criticals results in some pretty potentially amazing damage, even on a plain old MBA. To boot, it gets even better as time goes on and your ally's MBA's start packing on a bit more muscle. Toss in a Helm of Heroes (maybe) and things start getting nuts. I should also note that this plays well with Hybrids (Eldtrich Strike, Overwhelming Strike, etc.) Really freaking close to Gold. [/sblock] [Size=4][b]Level 15, Daily[/b][/size] A decent field of Daily powers, [b]War Master's Assault [/b]is probably going to see the most use, especially if you have at least a +2 modifier in Charisma. Intelligence-based Melee Warlords may like Anticipate Attack, but the situationality can be off putting. Resourceful Warlords (or anyone that feels they need more healing/save granting) are going to enjoy the mass healing and mass saves of Infectious Determination. After that, the field thins somewhat. Skirmishers likely want Comrade in Arms, whereas Insightful Warlords will likely go for Renew the Troops. [b] Level 15 Daily List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#0000ff]Anticipate Attack[/COLOR] (MP) - While this does require setup for maximum effectiveness, it is an out-of-turn attack that can outright negate a hit made against you from the edge of an opponent's reach, and you can get a few extra attacks from your allies if they're adjacent (with bonuses if you're a Taclord). Situational as all hell, but it can be very potent. [COLOR=#800080]Arkhosia's Fury[/COLOR] (MP) - A charge that lets you hit a different target after you're done. This would be a mediocre Striker power, what are you doing with it? [COLOR=#ff0000]Band of Fellows[/COLOR] (MP 2) - After the errata, War Master's Assault is superior, I'll pass. [COLOR=#ff0000]Bravura Charge[/COLOR] (MP 2) - Essentially the same as Stand the Fallen, except you trade the extra healing HP for the ability to use it on a charge. Not worth waiting 10 levels for. [COLOR=#ff0000]Formidable Smash[/COLOR] (MP) - A very conditional attack penalty is all that this represents? Unimpressive. [COLOR=#800080]Grim Instruction[/COLOR] (MP) - While the debuffs are decent, they can be saved against, which means you can't rely on them lasting too long (the whole point behind a debuffing Daily). Skip this. [COLOR=#0000ff]Infectious Determination[/COLOR] (MP) - Whoa. If you're a Resourceful Warlord, you just brought heavy damage (single-target multiattacking), mass saves with bonuses, and a mass heal with bonuses. Nice. [COLOR=#ff0000]Make them Bleed[/COLOR] (PHB) - Ongoing damage is too unreliable for my taste, and an L15 Daily that only offers a damage buff that doesn't stack with other attacks hitting the target, and only works on one target is worthless in my mind. [COLOR=#0000ff]Renew the Troops[/COLOR] (PHB) - Turning Stand the Fallen's healing into surgeless healing is a strong effect, and thus worth considering. Just make damn sure you hit. [COLOR=#800080]Warlord's Gambit[/COLOR] (PHB) - You arrange to take one for the team, by offering free attacks against the target every time he attacks you. Unless you find a way to keep his attention on you, this likely won't work more than once, limiting its appeal. Besides, Warlord's already generate too much aggro. Additionally, it needs to be noted that the target doesn't get to move before the basic attack, meaning its going to be mostly RBAs. [Size=3][b]Ranged:[/b][/size] [COLOR=#800080]Archery Duel[/COLOR] (MP 2) - A nicely damaging hit, and a good Ranged reprisal effect for your allies. But the problem is that it requires only one type of attack (ranged), to hit an ally equipped with an RBA. Because of that, I find it remarkably situational, and once it procs once, a monster will probably learn. I'll pass because of this. [COLOR=#0000ff]Driving Volley[/COLOR] (MP 2) - You potentially get a Ranged version of Hammer and Anvil, three different times. Requires a tad of setup for that desired result, but it's still a damn good power. [Size=3][b]Melee or Ranged:[/b][/size] [COLOR=#800080]Call to Action [/COLOR](D 384) - You essentially get a poor man's Stand the Fallen or War Master's Assault, with the edge that your allies get to choose which one they need the most. Nah. Comrade in Arms (MP 2) - Turn every attack into a buff for an ally in addition to dealing damage, with an entry attack that triggers outside your turn. Very nice, but loses a lot of impact in the fact that it only modifies a single attack roll, not a turn of attacks. [COLOR=#00ccff]War Master's Assault[/COLOR] (MP) - You give your whole party attacks with bonuses. Super awesome. [/sblock] [Size=4][b]Level 16, Utility[/b][/size] After a strong tradition of hard choices for players, Level 16 is a bit of a disappointment: not many powers rise up to the occasion here. If you fight in tight quarters often, you're gonna want Forbidden Ground. Otherwise, Bravelords will want Flanking Stance, Taclords are partial to Decisive Timing, and everybody else takes a gander at Help or Hinder or Kyton's Battledance. A level to forget for the Warlord overall (if you had a hard choice at another level, you may want to take the other alternative here). [b]Level 16 Utility List[/b] [sblock] Decisive Timing (MP) - Flipping around initiative results can be useful for tactical purposes, and somebody gets a small damage bonus out of the deal if you're a Taclord. Other Warlords are likely [COLOR=#800080]not as enthused[/COLOR], though. [COLOR=#ff0000]Encouraging Remark[/COLOR] (MP) - Ugh, standard action utilities are for clerics. This one is rather mediocre too. [COLOR=#0000ff]Flanking Stance [/COLOR](MP) - Risky goodness for the Bravelords in the audience. Everyone else [b][COLOR=#ff0000]s[/COLOR][/b][b][COLOR=#ff0000]tays away[/COLOR].[/b] Forbidden Ground (MP 2) - A nice mobility control power that offers dire consequences if disobeyed. If you're in place where the Melee opponents have no choice but to move through the area or can repeatedly shove people into it, this is [COLOR=#0000ff]much nastier[/COLOR]. Note the standard action needed to start this up however. [COLOR=#0000ff]Help or Hinder[/COLOR] (MP 2) - Making (save ends) effects more reliable for your side or less so for your enemy's side is nice. Most of the rating is made in the offensive context; you can play Orbizard with this while outside your turn, as well as support the efforts of such a character, should you happent to be allied with one. [COLOR=#ff0000]Hero's Defiance[/COLOR] (PHB) - Sure, it's an automatic save success. The thing is, all the other powers who grant save bonuses effectively do the same thing, and they don't cost you a standard action to do it. And they aren't dailies [COLOR=#0000ff]Kyton's Battledance[/COLOR] (D 369) - Shifting as a minor action gives you some really nice tactical advantages. Pincer Formation (D 384) - This can be a solid power when you're sandwiching your enemy between you and your Defender and don't want to let your opponent get near your squishies. Also nice if you are about to unload something on an enemy and can't waste action to get back to him. [b]Press[/b] On Together (MP 2) - This can be very helpful in a party low on saving throws, since it all but ensures the next save will succeed for Charisma based Warlords. Share the Weight (MP 2) - A "switcheroo" ability that doesn't necessarily involve you. Decent. [COLOR=#800080]Side by Side[/COLOR] (MP) - A minor bonus over flanking. However the restrictions on this make it a pain to use well, and thus gets knocked down a bit in my rating. Warlord's Banner (PHB) - Yeah, I know, it burns up your Standard Action, but it hands out a hit bonus and it's a mass heal. That's worth something. [COLOR=#800080]Warning Shout[/COLOR] (MP) - Unless the Ranged attack is at its targeting limit, this likely won't be much good (an attack targets a creature, not a square), and while it may get you out of area attacks, it's not really worth it IMHO. [COLOR=#ff0000]White Raven Formation[/COLOR] (PHB) - You burn a standard action for everyone to move? Didn't you see Reorient the Axis at L6? This is trash. [/sblock] [Size=4][b]Level 17, Encounter[/b][/size] I only have three words to say for Melee Warlords here: Hail of Steel. All you really need to know. Even Ranged builds may want to pick it up (thrown weapons work well for this purpose). Barring that, Disabling Missile provides a very strong alternative. Taclords will Lustfully look at [b]Thunderous Fury[/b], and should strongly consider it at level 23. [b] Level 17 Encounter List[/b] [sblock] [Size=3][b]Melee:[/b][/size] Battle On (PHB) - An attack with mass saves attached. Solid. [COLOR=#800080]Bloody Termination[/COLOR] (MP) - It's conditional to the enemy being Bloodied, and all it does is damage? I'll pass. [COLOR=#ff0000]Deadly Inspiration[/COLOR] (MP) - A poor man's War of Attrition, 10 levels later. Nah. [COLOR=#0000ff]Forced Respect[/COLOR] (MP 2) - A nasty 1-2 punch combination outside your turn for an Insightful Warlord. Not quite at the level of Hail of Steel, but it's still a very good power. [COLOR=#800080]Girding Strike[/COLOR] (MP) - I can see some niche uses for this, but I don't rate niche very highly. [COLOR=#ffcc00]Hail of Stee[/COLOR][COLOR=#ffcc00]l[/COLOR] (PHB) - So... how does giving your party a whole round of attacks against one target sound? This is one of the prime enabling powers in the Warlord's arsenal; as such, there's no way I can justify your skipping out on it. Into the Breach! (MP) - A charge that lets an ally charge as well, with a bonus if you're Inspiring. It can be good, [COLOR=#0000ff]especially[/COLOR] with a dedicated charger-type in your party. [COLOR=#00ccff]Thunderous Fury[/COLOR] (PHB) - Man, is this nasty. Dazing hands out CA, eliminates OA's, and has action denial consequences. To boot, you layer on a hefty attack buff as a Taclord. One of the few powers at the level of Hail of Steel. [COLOR=#800080]Vanishing Forces[/COLOR] (D 384) - This power has the problem that several others on its list do: they assume your party cares about Stealth and that there's somewhere you can hide behind. Not at the same level as some other powers here, frankly. [COLOR=#ff0000]Warlord's Rush[/COLOR] (PHB) - A party-wide move is hardly a bad thing, but Sudden Motivation 10 levels lower did this better (since that was a move action). This lets them move now, but its not enough of an improvement for me to suggest taking this power. [Size=3][b]Ranged:[/b][/size] [COLOR=#00ccff]Disabling Missile[/COLOR] (MP 2) - This is a very awesome power for Ranged Warlords, especially for Skirmishers, as it could conceivably surround the enemy and produce a Hail of Steel-esque effect. Note that it triggers off attacking, so Hypnotism and similar powers can produce a serious beatdown. Pincer Shot (MP 2) - A classic enabler power, with some repositioning attached. By now, you're probably looking for something more like what the Melee guys got. [Size=3][b]No Attack:[/b][/size] [COLOR=#800080]We Will Not Fail[/COLOR] (MP 2) - While you technically DO have to make an attack for this power to occur (you have to miss it), it's still under this category because you don't have to roll to grant said attack after the trigger is met. I dislike planning for failure, and better lazy powers exist in the 13 slot. [/sblock] [Size=4][b]Level 19, Daily[/b][/size] The Warlord's power list returns to its winning ways in dramatic fashion at this level: many power choices here are very, very good. I like Victory Surge as the dominant option, it just allows so many extra attacks its hard to underrate. Int-based Melee Warlords will love Break the Tempo as a way to demolish powerful single opponents, whereas End to Games present all Melee Warlords with a very palatable (and powerful) alternative. On the Ranged side of the ball, you get some good powers to choose from, though if even a majority of the people in your party have RBAs, [b]Unleash Hell[/b] will likely be your pick. [b] Level 19 Daily List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#800080]Assault of the Ram[/COLOR] (MP 2) - While it does have decent damage and it is charge-friendly, CA on a charge is a rather underwhelming benefit, especially if you consider how popular Perma-CA is among charging characters. [COLOR=#00ccff]Break[/COLOR][COLOR=#0000ff] the Tempo[/COLOR] (PHB) - A beautiful power for Int-based Melee Warlords, it gives you a devastating option to exercise against a single enemy, which can take Elites or Solos out of the fight altogether, provided you keep one Minor and one Immediate Action reserved every turn. The action costs are a killer, but this is an awesome power. [COLOR=#800080]Dance on Their Graves[/COLOR] (MP 2) - Essentially, you give everyone CA against the target for the rest of the encounter. Given the existence of feats such as Vexing Flanker who grant this benefit all the time, this is not very impressive. I want to give this higher for the name... [COLOR=#0000ff]End to Games[/COLOR] (MP 2) - Whoa. A (save ends) stun compounded by healing if you hit it. If played right, this will negate a turn of enemy actions while allowing your whole party to heal, and that is a very powerful ability to have. [COLOR=#800080]Glasya's Stride[/COLOR] (D 369) - There's no doubt the effect on the attack is lacking, but the fact that you shift your speed and hit everyone you see along the way makes up for a bit of it. Not enough in my mind, though. Inspiring Charge (MP) - The mass shifting, mass healing, and the charge-friendly aspect make this a serviceable power, but not quite a top choice. Storm of Carnage (MP) - A serviceable power with compensation for your misses. But I don't like planning for misses. [COLOR=#00ccff]Victory Surge[/COLOR] (PHB) - Yet another creme-of-the-crop Daily power, here we get free attacks for everyone directed wherever they please, followed by granting an ally an extra attack every turn. Now this power can rack up the damage quickly. War Dance (D 384) - A mass shift can set up something nasty, and some THP is a nice extra effect. It's not a power that will blow you away, but you won't hurt yourself by using it. [COLOR=#ff0000]Windmill of Doom[/COLOR] (PHB) - War Master's Assault at 15 was better. Pass. [Size=3][b]Ranged:[/b][/size] [COLOR=#0000ff]Anticipate the Target [/COLOR](MP 2) - I don't like the fact that it's a (save ends) effect, but my complaints end there. An absolutely nasty mobility denial power that works on your ally's turn is nice to have. Leader of the Bowmen (MP 2) - A nice buff that opens up tactical options for you and your party by denying OA's on Ranged attacks. [COLOR=#0000ff]Better[/COLOR] in a Ranged-heavy party. Unleash Hell (MP) - A solid hit with a boosted critical rate, it requires a thrown weapon (boo), and has a Ranged-only Hail of Steel attached, with a decent crit rate buff as well. This is [COLOR=#00ccff]godly[/COLOR] in a Ranged-heavy party, but I've seen that's not the norm. [Size=3][b]No Attack:[/b][/size] [COLOR=#0000ff]Exhorted Counterattack[/COLOR] (MP) - Two attacks outside your turn, carrying a daze effect and some healing. This power is very good, but this is a very strong level as well. [/sblock] [/QUOTE]
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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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