What do you think the best powers from each class are?

DM-Rocco

Explorer
I am trying to sift through the vast number of powers to get ideas for Bard builds. What I am looking for, if you are up to the challenge, is what you think each classes best powers are.

Ideally the best way to tackle the subject is a systematic break down of each classes powers so, taking the cleric as an example, what do you think the best 1st level Encounter, At-Will and Daily powers are? What do you think the best 2nd level Utility power is? What do you think the best 3rd level Encounter power is? Etc.

Now Clerics can go a few ways, one being a more leadership role giving bonuses and healing surges to PCs, the other is attacking creatures in melee. Right now I am trying to find the best powers for Leadership roles, giving bonuses and such to the party so starting with Cleric, Warlord and other leadership classes would be the ideal start.

The second choice of classes would be to list powers that benefit from a High Charisma, preferably from Leadership or Defender classes.

If you are so inclined you can list what you think the best striker and controller powers are too from their respective classes. I want to build a few different bards so any and all information you offer as powers would be great.

Any official WOTC book only please.
 

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If you are looking for extensive, mathematically supported, and rigorously discussed answers to your questions, I suggest that starting here might be useful.
 

I don't mind checking other threads out, but this brings me to the profile page for wizards. Did you have a thread you wanted me to review or just that site in general?
 
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I don't mind checking other threads out, but this brings me to the profile page for wizards. Did you have a thread you wanted me to review or just that site in general?

His link goes to the The Complete Collection of Character Build Links thread. You may need to log in to see it.
 

His link goes to the The Complete Collection of Character Build Links thread. You may need to log in to see it.

Thanks Mistwell, i thought I was ging nuts. Yes, a short trip. turns out I didn't have a complete profile and I had to do that before viewing any threads. I'll take a look there first.
 

Exactly, charop has each power detailed, often multiple times by multiple users. I remember a thread floating around here awhile back where someone was trying something similar, but nowhere near as comprehensive as charops.

Also, most of the charop threads are *agressively* minmaxed. They may consider a power black or even red, just because it doesn't fit established charop guidelines. Your build might work for those powers, or they may synergize with others in your party.

Most of the time they are pretty spot on, though.

Jay
 

There was quite a rating thread for daily powers awhile back, of course this was just PHB1, things have blown wide open now with all the PHBs, X Power books, and DDI.

One set of powers that immediately jump to mind is the series of fighter daily power stances from the PHB1. Rain of Steel @ 5, Unyielding Avalanche @ 15, Reaper's Stance @ 25, and Force the Battle @ 29. Maybe things have changed (I have a hard time keeping up with all the powers, I let my players do that), but encounter length stances that do auto-damage to adjacent enemies? Pretty awesome, and really reinforces how nasty the fighter is when you go toe-to-toe with one.

EDIT: Here is the Grading Daily Powers thread -- http://www.enworld.org/forum/d-d-4th-edition-rules/235028-grading-daily-powers.html
 


The CharOp guides are the best places to do this sort of research, without a doubt.

On the subject of Clerics, however, I'll offer this:

best At-Will = Sacred Flame (range 5)
Radiant damage, puts Temp HP on an ally -or- grants an ally a saving throw.

best 1st level Daily = Moment of Glory
sustainable with a minor action, gives DR 5 to you and every ally in the blast 5 AoE. This makes you immune to things like minion damage and ongoing 5 damage. Five points of damage reduction per member of the party, every round, means you are preventing 30 points of damage that you won't have to heal later (in a 6 man party). Over the course of a 5-10 round fight, that is 150-300 points of damage you won't have to heal.

Everything else depends on how you want to build/develop your cleric, but these two are cornerstones of every cleric I build, multiclass, hybrid, or pure - they are simply that good.
 

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