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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: 6709496" data-attributes="member: 74499"><p><strong>Originally posted by zelink551:</strong></p><p></p><p>Epic Tier Powers: Eternal 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, or whether it requires no attack roll from you.</p><p></p><p><span style="font-size: 15px"><strong>Level 22, Utility</strong></span></p><p></p><p>This is your last Utility level, and for the most part it does not disappoint. Warlords in general are drawn to Rush of Battle's cocktail of free attacks. If you decide that isn't your cup of tea, however, you'll find plenty of awesome stuff at this level.</p><p></p><p><strong>Level 22 Utility List</strong></p><p>[sblock]</p><p>Avenge Me (MP) - Only marginally stronger than other powers on this list, and you have to go down to use it.</p><p></p><p><span style="color: #0000ff">Bloodthirsty Offensive</span> (MP) - With some nova-licious benefits, as well as a healthy buff against Bloodied foes, this is a bona fide option for Bravelords.</p><p></p><p><span style="color: #800080">Courageous Insight</span> (MP 2) - This is strangely worded, and the timing is strange. Decent enough.</p><p></p><p><span style="color: #800080">Defensive Ground</span> (MP 2) - A decent defensive ability, but the temps are tame at this level, its a standard action to count, and the zone is small.</p><p></p><p><span style="color: #0000ff">Harrying Warhound </span>(D 375) - While mass CA is nothing you haven't seen before, a buff for yourself for focus firing makes this a premium power. Warlords desperately need attack buffs.</p><p></p><p>Heart of the Titan (PHB) - While it may burn up your Standard Action and it may be a Daily, the buff it provides makes an ally effectively invulnerable for at least a couple of turns, and that's all most parties really need to win. Can see use.</p><p></p><p>Heroic Surge (PHB) - Mass healing outside your turn as a Daily. Serviceable.</p><p></p><p>Hidden Opportunity (MP 2) - Being Daily is rather steep, but manufacturing a critical hit is not a bad deal.</p><p></p><p><span style="color: #ff0000">Own the Battlefield</span> (PHB) - Nowhere near as good as it once was, considering Reorient the Axis can accomplish most of what it does, do it every encounter, and is available 16 levels earlier. The fact that its a standard action AND a daily means this is really subpar.</p><p></p><p><span style="color: #0000ff">Pull Out</span> the <span style="color: #800080">Stops</span> (MP 2) - A spiffy power to use if you've hoarded action points. Greatly dependent on whether your encounters actually allow you to hoard them or if you have enough encounters for that to happen. So its so party and DM dependent I can't help but give it 3 ratings.</p><p></p><p>Quickening Order (MP) - A solid entry-point buff, but the errata has made this power a shell of its former self, and thus not nearly as potent</p><p></p><p><span style="color: #00ccff">Rush of Battle</span> (MP) - A turn of free basic attacks for everyone is a mighty powerful thing to have on a Utility power, especially when they carry bonuses. Another very strong pick.</p><p></p><p>Sound the Retreat (D 384) - Despite having some of the worst-placed fluff in the Warlord power list (all this talk about guts and glory for 21 levels and now you have a power that's fluffed as "Run away!"? Come on, now.), it does offer out-of-turn repositioning. The unreliable trigger is a bit of a downer, though. And the uncontrollable nature really hurts this power.</p><p></p><p>Stirring Declaration (MP) - A decent defensive Stance power. Temps every round is really tasty, just not that impactful at level 22.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 23, Encounter</strong></span></p><p></p><p>This level gets mixed reviews from me: some powers are really good, others are really bad. As far as selections go, it's hard to go wrong with Hold That Thought, though Melee Warlords throw Stunning Display and Sudden Assault in the mix. If you get riders on either, that's your choice. If not, I'd lean toward Hold That Thought.</p><p></p><p><strong> Level 23 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: #ff0000">Blood Begets Blood</span> (MP) - The effect could conceivably be weaker than Hail of Steel, and you have to guess if your opponent dies to get it across. Garbage.</p><p></p><p><span style="color: #ff0000">Daring Display</span> (MP) - It deals decent damage, but the perks about end there. Marking and giving CA to all your enemies is prime incentive to get hammered, and the CA you give your allies in return is decidedly not worth it. The other powers that did this at lower levels sucked too.</p><p></p><p><span style="color: #800080">Defender's Retort</span> (MP 2) - As the power's name implies, you play Defender for one turn. Except Defenders are based around Catch-22s, and this just does off-turn damage. Lame.</p><p></p><p><span style="color: #0000ff">Great Dragon</span></p><p><span style="color: #800080">War Cry</span> (PHB) - Given the rarity of the weakened condition in general, you probably won't be able to milk this power beyond the initial application, which makes it Thunderous Fury for an Inspiring Warlord, with a weaker status effect and at a later level. Still a very good power, though. Garbage without being Inspiring though.</p><p></p><p>Pillar to Post (PHB) - This power requires setup, but it is a triple-hitter. Still, Hail of Steel is everything this power is and more.</p><p></p><p><span style="color: #800080">Pit Fiend's Fury</span> (D 369) - A decent-sized close burst that knocks prone. Unimpressive.</p><p></p><p><span style="color: #800080">Quickening Force</span> (MP) - Swing + mass save (with bonuses if you're a Resourceful Warlord). Unimpressive at this level.</p><p></p><p>Rabbits and Wolves (PHB) - A swing with two allies shifting their speed. Pretty vanilla, but it can see use. This would be high purple, but the name is pretty sweet.</p><p></p><p><span style="color: #800080">Ringing Clarity</span> (MP) - Ending the marked condition will rarely be a party's top concern to the point that they'll dedicate an Encounter power to it, and the autosaves aren't as tasty as it sounds, given that they're limited to two effects. Nah.</p><p></p><p><span style="color: #0000ff">Shutdown Smite</span> (MP) - Getting those pesky Solos and Elites to stop using their recharge powers is sweet, and Taclords make it <span style="color: #00ccff">awesome</span> by slapping on a save penalty as well.</p><p></p><p><span style="color: #00ccff">Stunning Display</span> (MP 2) - An Encounter stun that allows an ally to second wind? Beautiful, even if the Insightful rider is only decent.</p><p></p><p><span style="color: #00ccff">Sudden Assault</span> (PHB) - A free Standard Action can allow your allies to do some bonkers things pretty quickly, and it even comes with a hefty bonus to hit for Taclords. Nice.</p><p></p><p><span style="color: #ff0000">Wave of War</span> (MP 2) - Wait... isn't this Warlord's Rush from L17, but charge-friendly? Lame.</p><p></p><p>Wounding Focus (MP) - It hits Reflex (good), but everything else fails to impress at this level.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #800080">Halting Missile </span>(MP 2) - An reaction attack that weakens (if you're a Skirmisher), and heals 5 + modifier HP is really tame.</p><p></p><p><span style="font-size: 12px"><strong>Melee or Ranged:</strong></span></p><p></p><p><span style="color: #00ccff">Hold That Thought</span> (MP 2) - You get an out-of-turn attack that nets an ally a reroll. Very awesome.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p>Critical Misfire (D 384) - While profiting from an enemy miss is all well and good, there's no doubt other powers at this level offer more consistency and probably more punch than this one.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 25, Daily</strong></span></p><p></p><p>This level's clear front-runner is Relentless Assault and its bonkers, if conditional, extra attack generation ability. However, Intelligence-based Warlords have a perfectly viable alternative in Precision Stance.</p><p></p><p><strong> Level 25 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">Forceful Leader </span>(MP 2) - 5 HP for every charge is hardly appropriate for a Daily of this level, even if it lets you charge as well. This would be decent at level 5...</p><p></p><p><span style="color: #800080">Help Where It's Needed</span> (MP 2) - I'm having a hard time seeing how I'd want to pick this over Stand the Fallen (or its ilk), as the effect line requires bloodied. Though allowing an ally to save out of all effects is nice, its rather limited.</p><p></p><p><span style="color: #ff0000">Lingering Fear</span> (D 381) - Decent damage and accurate, but CA for one person? Seriously?</p><p></p><p>Primordial Onslaught (MP) - Constant sliding after every attack in an area after a close burst attack. It could be worse.</p><p></p><p><span style="color: #00ccff">Relentless Assault</span> (PHB) - Basic attacks as an Opportunity Action for your whole party after a crit, all encounter long. Combine with parties that make multiple attacks, increase their critical rates, or both for some hilarious results. You should get some mileage out of the power on default, and this can get <u><span style="color: #00ccff"><u><strong>ridiculous</strong></u></span> </u>if the dice gods favor you the encounter you set it loose. An avenger should be critting 20% of the time, and you do have Death from Two Sides right? Critting is awesome, now you just gave your party more incentive to do it more!</p><p></p><p><span style="color: #ff0000">Sleeping Dragon Lure</span> (MP) - Essentially, you spam MBA's until you get lucky and someone decides to hit you, at which point you tag them back. This would be a bad striker power, this just is trash in your lineup</p><p></p><p>Victorious Destiny (MP) - You can only use it when banged up, and while it does provide a bonus to hit for the encounter, that's a rather marginal tag considering the field. Apparently destiny isn't that victorious. I guess if you can start the battle bloodied (or pretending to be via items), this is better, but those are usually action intensive.</p><p></p><p>Vigilant Commander (MP 2) - The damage gets better for every Inspiring Word you've burned, and at the end you get a reload of all of them. <span style="color: #0000ff">Better </span>for folk like the Battle Captain and the Battlelord of Kord, who pack a buff with their Inspiring Word, but potentially useful for any Warlord. </p><p></p><p><span style="color: #800080">Warlord's Fury</span> (D 384) - This feels like a poor man's Staggering Spin: more sliding, but likely less damage. I wouldn't be falling over myself to take it.</p><p></p><p>Wave of Defeat (MP) - A Melee-only Hail of Steel with a touch of forced movement is not really worth being used only once per day.</p><p></p><p><span style="color: #ff0000">White Raven's Call</span> (PHB) - A swing, with mass saving throws. At this point, multiple Encounter powers do the same. You don't want this.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p>Herding Barrage (MP 2) - A potential bloodbath, but it does require a higher degree of setup than what is commonplace. Serviceable.</p><p></p><p><span style="color: #0000ff">Skirmisher's Command</span> (MP 2) - While it doesn't require a Ranged attack per se, it DOES slap on +10 damage to the whole party just because. When you think about it, +10 damage for everybody all encounter long is not bad at all. There is a downside in that its vulnerability, so this is <strong><span style="color: #ff0000">not good</span></strong> for those with a Morninglord, but it also stacks with all other damage bonuses.</p><p></p><p>Stir the Hornet's Nest (PHB) - Requires a Thrown weapon, but it has a high weapon damage multiplier, and slaps on a decent buff for Ranged attacks. It also has a nice effect on a miss. Everything else about the power is solid, but the fact that its only a single target, requires a specific weapon, and only buffs ranged attacks hurts this power.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #0000ff">Precision Stance </span>(MP) - An immediate interrupt to reroll a miss is very worth having. It could be devastatingly powerful, and it even has range 5! If you have very few interrupts, or your DM doesn't apply many status effects that strip you of IAs, the is definately <strong><span style="color: #00ccff">top tier</span>.</strong></p><p></p><p>Warlord's Resurgence (MP) - Basically an upgraded version of Warlord's Recovery, it's still a good deal, since Encounter powers have all gotten better (getting an extra Hail of Steel sounds good to me).</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 27, Encounter</strong></span></p><p></p><p>Warlords in general are drawn to one choice in particular here, and that is A Plan Comes Together to ruin an enemy's turn before it even begins. Barring that, Melee has some options in Brutal Setup, Warlord's Doom, and Warlord's Indignation, and Ranged likely looks at Combined Arms Assault and Insightful Assault, though I strongly recommend you go for A Plan Comes Together.</p><p></p><p><strong> Level 27 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: #800080">Abrupt Skirmish</span> (MP) - Now this is a major gamble, but the results can be worthwhile, if given the proper time to set up. Too many hoops to jump through for my taste, and things can go horribly wrong with one bad roll on either side. The extent of this gamble hurts this power.</p><p></p><p><span style="color: #0000ff">Brutal Setup</span> (MP) - You get a shift, and you lay down a daze on two enemies, coupled with a buff. This is essentially Thunderous Fury on steroids, which is a good thing. If you play with a Headspin build, or its ilk, this power is <strong><span style="color: #00ccff">amazing</span>.</strong></p><p></p><p>Chimera Battlestrike (PHB) - A close burst that is accurate and offers a good sliding distance. Serviceable. But not really what you want to be doing.</p><p></p><p><span style="color: #800080">Devastating Charge</span> (PHB) - A charge with a marginal damage bonus for other chargers, and only for a turn. Yuck.</p><p></p><p>Eye of the Storm (MP) - Mass marking is a hefty duty to take on for the sake of free healing and surges. I'm not the biggest fan of the power. But that doesn't mean its awful</p><p></p><p>Incite Heroism (PHB) - While the THP granted by this power will likely absorb only 1 hit, the fact that everyone gets them makes it very solid.</p><p></p><p><span style="color: #800080">Resourceful Triumph</span> (MP 2) - Don't get excited by the stun: the trigger ensures that the monster did most of what he wanted to do before you tagged him, and the stun will wear off before its next turn anyway. Not what you're looking for.</p><p></p><p><span style="color: #800080">Uplifting Assault</span> (MP) - Refreshing an Inspiring Word is nice, especially for the ones who buff with it (better for them). Inspiring Warlords can also use Inspiring Word as a reaction for a turn. Not really what I'm looking for at level 27</p><p></p><p><span style="color: #0000ff">Warlord's Doom</span> (PHB) - Auto-failing a saving throw is a brutal effect to slap on (to compare, the post-errata Orbizard has to work his tail off for the same thing). <span style="color: #00ccff">Especially tasty </span>if you have someone fond of save-ends effects (especially stuns and the like) in the party.</p><p></p><p><span style="color: #0000ff">Warlord's Indignation</span> (MP) - Hail of Steel outside your turn that knocks prone? While your Ranged allies may grumble a bit at the -2 to hit, the fact stands that you granted everyone a free attack outside their turn, which is nice to have, and even better if your Melee allies like attacking a single foe <em>en masse</em>. The fact that this is an IR and you may not be in position to respond (very likely at this point) hurts this power.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #0000ff">Combined Arms Assault</span> (MP 2) - A decent hit from you with 2 charges or RBA's attached, with a touch of extra damage for Skirmishers. Very nice to have, <span style="color: #0000ff"><strong>especially</strong> </span>if you have people in the proper position.</p><p></p><p><span style="color: #0000ff">Raise the Bar</span> (MP 2) - So... Thunderous Fury, trading in the daze for range. A bit too late for this to be truly good, but it can see use.</p><p></p><p><span style="font-size: 12px"><strong>Melee or Ranged:</strong></span></p><p></p><p><span style="color: #0000ff">Insightful Assault</span> (MP 2) - You get up to 4 attacks with plenty of range against one foe. If you have a party of 4, this is a mild upgrade over Hail of Steel. Otherwise, it gives up some of the awesome for range. Still good, though.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p><span style="color: #00ccff">A Plan Comes Together </span>(D 384) - Whoa. The way this power lines up, you essentially end an opponent's turn before it begins, AND your allies lay a double attack on him. Extremely strong.</p><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 29, Daily</strong></span></p><p></p><p>Melee Warlords have another hard choice ahead of them in Defy Death and Stand Invincible. Ranged Warlords have a powerful option to exercise in Break it Up. All in all, a very solid capstone level for Warlords, with plenty of powers worth taking.</p><p></p><p><strong> Level 29 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">Asmodeus' Gambit</span> (D 369) - The effect lasts only a turn, and the power itself is very weak for the level. Avoid.</p><p></p><p><span style="color: #0000ff">Defy Death</span> (PHB) - A beautiful move to get an ally out of a dangerous situation, while laying some heavy out-of-turn damage on your opponent.</p><p></p><p><span style="color: #800080">Flawless Snare</span> (MP) - Since you have no real way of forcing your opponent to take the attack, this is essentially just a big attack that is charge-friendly. That doesn't really fly at this level.</p><p></p><p>Inexorable Surge (MP) - It's Reliable, it has a bonus to hit, it packs solid damage, and hands out a damage bonus for the whole encounter that is transferrable from target to target. Solid enough.</p><p></p><p><span style="color: #ff0000">Legendary Charge</span> (MP 2) - Inspiring Charge, minus the shift, with a bit more damage and 10 levels later. Not worth the investment.</p><p></p><p><span style="color: #ff0000">Loyal Squadron</span> (MP 2) - It's obviously better if you miss, and even then you have Encounter powers at more or less the same level. A serious candidate for the most underwhelming Warlord power in the entire list. Do NOT take this.</p><p></p><p><span style="color: #00ccff">Stand Invincible </span>(PHB) - You come in for heavy damage, and then you layer on some grade-A defensive buffing. Beautiful.</p><p></p><p><span style="color: #ff0000">Victory by Design</span> (D 384) - Astoundingly mediocre. It doesn't necessarily affect all allies, it offers little your Encounter powers can't already do better, and you deal basic attack damage with the entry hit. And you can't focus fire? LAME.</p><p></p><p><span style="color: #ff0000">Wake of Devastation</span> (MP) - A close burst with ongoing damage and CA. Not up to par with the options at this level.</p><p></p><p><span style="font-size: 12px"><strong>Ranged:</strong></span></p><p></p><p><span style="color: #00ccff">Break it Up</span> (MP 2) - So... how does a "free attack with shift attached forever" Stance sound to you? It even lets you get an RBA as a consolation prize. Nice.</p><p></p><p><span style="color: #800080">Partners in Battle</span> (MP 2) - A (save ends) daze with a backup clause should you miss, which can also daze (save ends). Single target daze (save ends) is awful at this level, as is intentionally missing. You have far more valuable standards.</p><p></p><p><span style="font-size: 12px"><strong>No Attack:</strong></span></p><p></p><p>Deific Rallying (MP) - Some THP and a free attack for the party. Underwhelming, since some of your Encounter powers do this better.</p><p></p><p><span style="color: #0000ff">Perfect Front</span> (MP) - It's rerolls for your whole party! While it does have a notable caveat in that it forces you to cluster together somewhat to get the benefit, it's still a very strong power, <span style="color: #00ccff"><strong>especially</strong></span> for a Tactical Warlord, who gets a little more range out of the effect. Especially powerful if you have someone like a Sigil Carver who aids clumping more.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nibelung, post: 6709496, member: 74499"] [b]Originally posted by zelink551:[/b] Epic Tier Powers: Eternal 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, or whether it requires no attack roll from you. [Size=4][b]Level 22, Utility[/b][/size] This is your last Utility level, and for the most part it does not disappoint. Warlords in general are drawn to Rush of Battle's cocktail of free attacks. If you decide that isn't your cup of tea, however, you'll find plenty of awesome stuff at this level. [b]Level 22 Utility List[/b] [sblock] Avenge Me (MP) - Only marginally stronger than other powers on this list, and you have to go down to use it. [COLOR=#0000ff]Bloodthirsty Offensive[/COLOR] (MP) - With some nova-licious benefits, as well as a healthy buff against Bloodied foes, this is a bona fide option for Bravelords. [COLOR=#800080]Courageous Insight[/COLOR] (MP 2) - This is strangely worded, and the timing is strange. Decent enough. [COLOR=#800080]Defensive Ground[/COLOR] (MP 2) - A decent defensive ability, but the temps are tame at this level, its a standard action to count, and the zone is small. [COLOR=#0000ff]Harrying Warhound [/COLOR](D 375) - While mass CA is nothing you haven't seen before, a buff for yourself for focus firing makes this a premium power. Warlords desperately need attack buffs. Heart of the Titan (PHB) - While it may burn up your Standard Action and it may be a Daily, the buff it provides makes an ally effectively invulnerable for at least a couple of turns, and that's all most parties really need to win. Can see use. Heroic Surge (PHB) - Mass healing outside your turn as a Daily. Serviceable. Hidden Opportunity (MP 2) - Being Daily is rather steep, but manufacturing a critical hit is not a bad deal. [COLOR=#ff0000]Own the Battlefield[/COLOR] (PHB) - Nowhere near as good as it once was, considering Reorient the Axis can accomplish most of what it does, do it every encounter, and is available 16 levels earlier. The fact that its a standard action AND a daily means this is really subpar. [COLOR=#0000ff]Pull Out[/COLOR] the [COLOR=#800080]Stops[/COLOR] (MP 2) - A spiffy power to use if you've hoarded action points. Greatly dependent on whether your encounters actually allow you to hoard them or if you have enough encounters for that to happen. So its so party and DM dependent I can't help but give it 3 ratings. Quickening Order (MP) - A solid entry-point buff, but the errata has made this power a shell of its former self, and thus not nearly as potent [COLOR=#00ccff]Rush of Battle[/COLOR] (MP) - A turn of free basic attacks for everyone is a mighty powerful thing to have on a Utility power, especially when they carry bonuses. Another very strong pick. Sound the Retreat (D 384) - Despite having some of the worst-placed fluff in the Warlord power list (all this talk about guts and glory for 21 levels and now you have a power that's fluffed as "Run away!"? Come on, now.), it does offer out-of-turn repositioning. The unreliable trigger is a bit of a downer, though. And the uncontrollable nature really hurts this power. Stirring Declaration (MP) - A decent defensive Stance power. Temps every round is really tasty, just not that impactful at level 22. [/sblock] [Size=4][b]Level 23, Encounter[/b][/size] This level gets mixed reviews from me: some powers are really good, others are really bad. As far as selections go, it's hard to go wrong with Hold That Thought, though Melee Warlords throw Stunning Display and Sudden Assault in the mix. If you get riders on either, that's your choice. If not, I'd lean toward Hold That Thought. [b] Level 23 Encounter List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#ff0000]Blood Begets Blood[/COLOR] (MP) - The effect could conceivably be weaker than Hail of Steel, and you have to guess if your opponent dies to get it across. Garbage. [COLOR=#ff0000]Daring Display[/COLOR] (MP) - It deals decent damage, but the perks about end there. Marking and giving CA to all your enemies is prime incentive to get hammered, and the CA you give your allies in return is decidedly not worth it. The other powers that did this at lower levels sucked too. [COLOR=#800080]Defender's Retort[/COLOR] (MP 2) - As the power's name implies, you play Defender for one turn. Except Defenders are based around Catch-22s, and this just does off-turn damage. Lame. [COLOR=#0000ff]Great Dragon[/COLOR] [COLOR=#800080]War Cry[/COLOR] (PHB) - Given the rarity of the weakened condition in general, you probably won't be able to milk this power beyond the initial application, which makes it Thunderous Fury for an Inspiring Warlord, with a weaker status effect and at a later level. Still a very good power, though. Garbage without being Inspiring though. Pillar to Post (PHB) - This power requires setup, but it is a triple-hitter. Still, Hail of Steel is everything this power is and more. [COLOR=#800080]Pit Fiend's Fury[/COLOR] (D 369) - A decent-sized close burst that knocks prone. Unimpressive. [COLOR=#800080]Quickening Force[/COLOR] (MP) - Swing + mass save (with bonuses if you're a Resourceful Warlord). Unimpressive at this level. Rabbits and Wolves (PHB) - A swing with two allies shifting their speed. Pretty vanilla, but it can see use. This would be high purple, but the name is pretty sweet. [COLOR=#800080]Ringing Clarity[/COLOR] (MP) - Ending the marked condition will rarely be a party's top concern to the point that they'll dedicate an Encounter power to it, and the autosaves aren't as tasty as it sounds, given that they're limited to two effects. Nah. [COLOR=#0000ff]Shutdown Smite[/COLOR] (MP) - Getting those pesky Solos and Elites to stop using their recharge powers is sweet, and Taclords make it [COLOR=#00ccff]awesome[/COLOR] by slapping on a save penalty as well. [COLOR=#00ccff]Stunning Display[/COLOR] (MP 2) - An Encounter stun that allows an ally to second wind? Beautiful, even if the Insightful rider is only decent. [COLOR=#00ccff]Sudden Assault[/COLOR] (PHB) - A free Standard Action can allow your allies to do some bonkers things pretty quickly, and it even comes with a hefty bonus to hit for Taclords. Nice. [COLOR=#ff0000]Wave of War[/COLOR] (MP 2) - Wait... isn't this Warlord's Rush from L17, but charge-friendly? Lame. Wounding Focus (MP) - It hits Reflex (good), but everything else fails to impress at this level. [Size=3][b]Ranged:[/b][/size] [COLOR=#800080]Halting Missile [/COLOR](MP 2) - An reaction attack that weakens (if you're a Skirmisher), and heals 5 + modifier HP is really tame. [Size=3][b]Melee or Ranged:[/b][/size] [COLOR=#00ccff]Hold That Thought[/COLOR] (MP 2) - You get an out-of-turn attack that nets an ally a reroll. Very awesome. [Size=3][b]No Attack:[/b][/size] Critical Misfire (D 384) - While profiting from an enemy miss is all well and good, there's no doubt other powers at this level offer more consistency and probably more punch than this one. [/sblock] [Size=4][b]Level 25, Daily[/b][/size] This level's clear front-runner is Relentless Assault and its bonkers, if conditional, extra attack generation ability. However, Intelligence-based Warlords have a perfectly viable alternative in Precision Stance. [b] Level 25 Daily List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#800080]Forceful Leader [/COLOR](MP 2) - 5 HP for every charge is hardly appropriate for a Daily of this level, even if it lets you charge as well. This would be decent at level 5... [COLOR=#800080]Help Where It's Needed[/COLOR] (MP 2) - I'm having a hard time seeing how I'd want to pick this over Stand the Fallen (or its ilk), as the effect line requires bloodied. Though allowing an ally to save out of all effects is nice, its rather limited. [COLOR=#ff0000]Lingering Fear[/COLOR] (D 381) - Decent damage and accurate, but CA for one person? Seriously? Primordial Onslaught (MP) - Constant sliding after every attack in an area after a close burst attack. It could be worse. [COLOR=#00ccff]Relentless Assault[/COLOR] (PHB) - Basic attacks as an Opportunity Action for your whole party after a crit, all encounter long. Combine with parties that make multiple attacks, increase their critical rates, or both for some hilarious results. You should get some mileage out of the power on default, and this can get [u][COLOR=#00ccff][u][b]ridiculous[/b][/u][/COLOR] [/u]if the dice gods favor you the encounter you set it loose. An avenger should be critting 20% of the time, and you do have Death from Two Sides right? Critting is awesome, now you just gave your party more incentive to do it more! [COLOR=#ff0000]Sleeping Dragon Lure[/COLOR] (MP) - Essentially, you spam MBA's until you get lucky and someone decides to hit you, at which point you tag them back. This would be a bad striker power, this just is trash in your lineup Victorious Destiny (MP) - You can only use it when banged up, and while it does provide a bonus to hit for the encounter, that's a rather marginal tag considering the field. Apparently destiny isn't that victorious. I guess if you can start the battle bloodied (or pretending to be via items), this is better, but those are usually action intensive. Vigilant Commander (MP 2) - The damage gets better for every Inspiring Word you've burned, and at the end you get a reload of all of them. [COLOR=#0000ff]Better [/COLOR]for folk like the Battle Captain and the Battlelord of Kord, who pack a buff with their Inspiring Word, but potentially useful for any Warlord. [COLOR=#800080]Warlord's Fury[/COLOR] (D 384) - This feels like a poor man's Staggering Spin: more sliding, but likely less damage. I wouldn't be falling over myself to take it. Wave of Defeat (MP) - A Melee-only Hail of Steel with a touch of forced movement is not really worth being used only once per day. [COLOR=#ff0000]White Raven's Call[/COLOR] (PHB) - A swing, with mass saving throws. At this point, multiple Encounter powers do the same. You don't want this. [Size=3][b]Ranged:[/b][/size] Herding Barrage (MP 2) - A potential bloodbath, but it does require a higher degree of setup than what is commonplace. Serviceable. [COLOR=#0000ff]Skirmisher's Command[/COLOR] (MP 2) - While it doesn't require a Ranged attack per se, it DOES slap on +10 damage to the whole party just because. When you think about it, +10 damage for everybody all encounter long is not bad at all. There is a downside in that its vulnerability, so this is [b][COLOR=#ff0000]not good[/COLOR][/b] for those with a Morninglord, but it also stacks with all other damage bonuses. Stir the Hornet's Nest (PHB) - Requires a Thrown weapon, but it has a high weapon damage multiplier, and slaps on a decent buff for Ranged attacks. It also has a nice effect on a miss. Everything else about the power is solid, but the fact that its only a single target, requires a specific weapon, and only buffs ranged attacks hurts this power. [Size=3][b]No Attack:[/b][/size] [COLOR=#0000ff]Precision Stance [/COLOR](MP) - An immediate interrupt to reroll a miss is very worth having. It could be devastatingly powerful, and it even has range 5! If you have very few interrupts, or your DM doesn't apply many status effects that strip you of IAs, the is definately [b][COLOR=#00ccff]top tier[/COLOR].[/b] Warlord's Resurgence (MP) - Basically an upgraded version of Warlord's Recovery, it's still a good deal, since Encounter powers have all gotten better (getting an extra Hail of Steel sounds good to me). [/sblock] [Size=4][b]Level 27, Encounter[/b][/size] Warlords in general are drawn to one choice in particular here, and that is A Plan Comes Together to ruin an enemy's turn before it even begins. Barring that, Melee has some options in Brutal Setup, Warlord's Doom, and Warlord's Indignation, and Ranged likely looks at Combined Arms Assault and Insightful Assault, though I strongly recommend you go for A Plan Comes Together. [b] Level 27 Encounter List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#800080]Abrupt Skirmish[/COLOR] (MP) - Now this is a major gamble, but the results can be worthwhile, if given the proper time to set up. Too many hoops to jump through for my taste, and things can go horribly wrong with one bad roll on either side. The extent of this gamble hurts this power. [COLOR=#0000ff]Brutal Setup[/COLOR] (MP) - You get a shift, and you lay down a daze on two enemies, coupled with a buff. This is essentially Thunderous Fury on steroids, which is a good thing. If you play with a Headspin build, or its ilk, this power is [b][COLOR=#00ccff]amazing[/COLOR].[/b] Chimera Battlestrike (PHB) - A close burst that is accurate and offers a good sliding distance. Serviceable. But not really what you want to be doing. [COLOR=#800080]Devastating Charge[/COLOR] (PHB) - A charge with a marginal damage bonus for other chargers, and only for a turn. Yuck. Eye of the Storm (MP) - Mass marking is a hefty duty to take on for the sake of free healing and surges. I'm not the biggest fan of the power. But that doesn't mean its awful Incite Heroism (PHB) - While the THP granted by this power will likely absorb only 1 hit, the fact that everyone gets them makes it very solid. [COLOR=#800080]Resourceful Triumph[/COLOR] (MP 2) - Don't get excited by the stun: the trigger ensures that the monster did most of what he wanted to do before you tagged him, and the stun will wear off before its next turn anyway. Not what you're looking for. [COLOR=#800080]Uplifting Assault[/COLOR] (MP) - Refreshing an Inspiring Word is nice, especially for the ones who buff with it (better for them). Inspiring Warlords can also use Inspiring Word as a reaction for a turn. Not really what I'm looking for at level 27 [COLOR=#0000ff]Warlord's Doom[/COLOR] (PHB) - Auto-failing a saving throw is a brutal effect to slap on (to compare, the post-errata Orbizard has to work his tail off for the same thing). [COLOR=#00ccff]Especially tasty [/COLOR]if you have someone fond of save-ends effects (especially stuns and the like) in the party. [COLOR=#0000ff]Warlord's Indignation[/COLOR] (MP) - Hail of Steel outside your turn that knocks prone? While your Ranged allies may grumble a bit at the -2 to hit, the fact stands that you granted everyone a free attack outside their turn, which is nice to have, and even better if your Melee allies like attacking a single foe [i]en masse[/i]. The fact that this is an IR and you may not be in position to respond (very likely at this point) hurts this power. [Size=3][b]Ranged:[/b][/size] [COLOR=#0000ff]Combined Arms Assault[/COLOR] (MP 2) - A decent hit from you with 2 charges or RBA's attached, with a touch of extra damage for Skirmishers. Very nice to have, [COLOR=#0000ff][b]especially[/b] [/COLOR]if you have people in the proper position. [COLOR=#0000ff]Raise the Bar[/COLOR] (MP 2) - So... Thunderous Fury, trading in the daze for range. A bit too late for this to be truly good, but it can see use. [Size=3][b]Melee or Ranged:[/b][/size] [COLOR=#0000ff]Insightful Assault[/COLOR] (MP 2) - You get up to 4 attacks with plenty of range against one foe. If you have a party of 4, this is a mild upgrade over Hail of Steel. Otherwise, it gives up some of the awesome for range. Still good, though. [Size=3][b]No Attack:[/b][/size] [COLOR=#00ccff]A Plan Comes Together [/COLOR](D 384) - Whoa. The way this power lines up, you essentially end an opponent's turn before it begins, AND your allies lay a double attack on him. Extremely strong. [/sblock] [Size=4][b]Level 29, Daily[/b][/size] Melee Warlords have another hard choice ahead of them in Defy Death and Stand Invincible. Ranged Warlords have a powerful option to exercise in Break it Up. All in all, a very solid capstone level for Warlords, with plenty of powers worth taking. [b] Level 29 Daily List[/b] [sblock] [Size=3][b]Melee:[/b][/size] [COLOR=#800080]Asmodeus' Gambit[/COLOR] (D 369) - The effect lasts only a turn, and the power itself is very weak for the level. Avoid. [COLOR=#0000ff]Defy Death[/COLOR] (PHB) - A beautiful move to get an ally out of a dangerous situation, while laying some heavy out-of-turn damage on your opponent. [COLOR=#800080]Flawless Snare[/COLOR] (MP) - Since you have no real way of forcing your opponent to take the attack, this is essentially just a big attack that is charge-friendly. That doesn't really fly at this level. Inexorable Surge (MP) - It's Reliable, it has a bonus to hit, it packs solid damage, and hands out a damage bonus for the whole encounter that is transferrable from target to target. Solid enough. [COLOR=#ff0000]Legendary Charge[/COLOR] (MP 2) - Inspiring Charge, minus the shift, with a bit more damage and 10 levels later. Not worth the investment. [COLOR=#ff0000]Loyal Squadron[/COLOR] (MP 2) - It's obviously better if you miss, and even then you have Encounter powers at more or less the same level. A serious candidate for the most underwhelming Warlord power in the entire list. Do NOT take this. [COLOR=#00ccff]Stand Invincible [/COLOR](PHB) - You come in for heavy damage, and then you layer on some grade-A defensive buffing. Beautiful. [COLOR=#ff0000]Victory by Design[/COLOR] (D 384) - Astoundingly mediocre. It doesn't necessarily affect all allies, it offers little your Encounter powers can't already do better, and you deal basic attack damage with the entry hit. And you can't focus fire? LAME. [COLOR=#ff0000]Wake of Devastation[/COLOR] (MP) - A close burst with ongoing damage and CA. Not up to par with the options at this level. [Size=3][b]Ranged:[/b][/size] [COLOR=#00ccff]Break it Up[/COLOR] (MP 2) - So... how does a "free attack with shift attached forever" Stance sound to you? It even lets you get an RBA as a consolation prize. Nice. [COLOR=#800080]Partners in Battle[/COLOR] (MP 2) - A (save ends) daze with a backup clause should you miss, which can also daze (save ends). Single target daze (save ends) is awful at this level, as is intentionally missing. You have far more valuable standards. [Size=3][b]No Attack:[/b][/size] Deific Rallying (MP) - Some THP and a free attack for the party. Underwhelming, since some of your Encounter powers do this better. [COLOR=#0000ff]Perfect Front[/COLOR] (MP) - It's rerolls for your whole party! While it does have a notable caveat in that it forces you to cluster together somewhat to get the benefit, it's still a very strong power, [COLOR=#00ccff][b]especially[/b][/COLOR] for a Tactical Warlord, who gets a little more range out of the effect. Especially powerful if you have someone like a Sigil Carver who aids clumping more. [/sblock] [/QUOTE]
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The Warlord, Or How to Wield A Barbarian One-Handed (by zelink551)
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