Baja's list of best heroic powers

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This is Baja's list of the best powers for heroic tier.
 (25) max


Ardent - Mindlink Strike - 2 augments - close burst 1 ~2w and one 1w 

Cleric - Moment of Glory - knock an enemy away and down and sustain resist 5 for all party members

Druid - Grasping Tide - at-will, burst 1 in 10 vs fort, d6+mod, restrict enemy movement or prone
Druid - Grasping Claws - because this

Fighter - Come and Get It - close burst 3, brings enemies to you for 1w damage
Fighter - Thicket of Blades - 3w damage close burst 1 following Come and Get It
Fighter - Rain of Steel - spend one minor to deal 1w to any enemy starting near you during the encounter
Fighter - Bedeviling Assault - 2w+mod, 1 free mba against that target per round for the encounter

Paladin - Astral Thunder - Close burst 3, 2d8 and attack penalties, as an encounter 
Paladin - Wrath of the Gods - Close burst 1 utility minor action, buffs damage by charisma mod for encounter


Ranger - Twin Strike - two attack at-will, ranged or melee
Ranger - Spitting Cobra Stance - 1w any enemy that moved toward you


Rogue - Knockout - knock enemy unconscious
Rogue - Gloaming Cut - at-will 1w + sneak attack while hiding continuously

Sorcerer - Adamantine Echo - AoE w/ongoing damage, +2-7 ac bonus w/support


Swordmage - Sword Burst - close burst at-will vs reflex


Wizard - Sleep - knock enemies unconscious
Wizard - Instant Friends - make your enemies cooperate
Wizard - Summon Succubus - debuff enemies, dominate enemies, fly
Wizard - Visions of Avarice - burst 5 in 10 trap your enemy in a zone sustain minor


Warlock - Hellsworn Blessing - give an ally 2d8 extra damage
Warlock - Decree of Khirad - almost dominate close blast 3, consolation damage

Warlord - No Gambit is Wasted - 2w+mod and an ally can retry a power
Warlord - Stand the Fallen - 3w+mod and allies healed  surge+mod  
Warlord - Lamb to the Slaughter - Pull enemy 5, enable three allies a free charge attack 



The list is updated regularly based on reasons for and against powers. 
I made the list for fun so keep this thread fun. 

Format for suggestions:
promotion or demotion
class - power - reason
person who originally suggested the power or acknowledge you did not look up who

The last part is to insure you know that I am not the sole contributor.

Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )

 

This is Baja's list of Some Great Powers for Heroic Tier:
(50) max 


Ardent - Forward-Thinking Cut - 2 augments - 1w and 2w via allies

Artificer - Magic Weapon - 1w and buff party attack and damage by con or wis modifier at-will
Artificer - Punishing Eye - int damage bonus to enemies in 3sq, nulifies concealment in 3sq


Avenger - Fury's Advance - minor action 1w, extra damage, push, and shift

Bard - Revitalizing Incantation - double heal an ally for a minor action
Bard - Misdirected Mark - 1w and mark enemy in 10 by ally in 5 of you
Bard - Song of Discord - dominate an enemy


Battlemind - Lightning Rush - 2 augments - triggered vs ac, 2w attack vs 1 target ac and you take the damage
Battlemind - Lodestone Lure 2 augments - melee 5, 1w, pull 4, knock prone, can't move away from you

Cleric - Iron to Glass - reduces enemy melee attacks by 4-10


Druid - Charm Beast - dominate a creature
Druid - magic stones - three attacks vs reflex, low damage

Fighter - Dual Strike - two attack at-will melee
Fighter - Daring Shot - Minor action burst 1 mark enemies gain con mod + targets hp 
Fighter - Crushing Surge - Battlerager fighters continually get 2(con mod) temp hp
Fighter - Rain of Blows - encounter 2(1w) to one target, and 1w to the same or another target 


Invoker - Silent Malediction - stun close blast 3
Invoker - Thunder of Judgment - damage, daze, push 3 enemies
Invoker - divine bolts - two attacks vs reflex as at-will

Psion - Dishearten - burst 1 in 10 penalize enemies to hit until end of turn deal d6-2d6
Psion - Lightning Rush - 2 augments - triggered vs ac, 2w attack vs 1 target ac and you take the damage

Ranger - Off-Hand Strike - 1w as a minor
Ranger - Ruffling Sting - 1w minor grants ca
Ranger - Disruptive Strike - immediate interrupt, 1w enemy attack penalty 3+wis
Ranger - Jaws of the Wolf - 2(2w+mod) vs ac, half miss
Ranger - Invigorating Stride - second wind as move action, shift wis mod
Ranger - Attacks on the Run - 2(3W+mod) move as standard if no AoOs


Rogue - Low Slash - minor action attack 1w push slow
Rogue - Piercing Strike - Raam's Maw Practice plus Criterion of Balic Practice and it's awesome
Rogue - Snap Shot - minor action 1w attack
Rogue - Riposte Strike - at-will  can beat twin strike, but depends on the dm

Scorcerer - Flame Spiral - level 3, 3 targets get (d10+char) vs reflex, d6 once per enemy for one turn
Sorcerer - Lightning Cuts - Encounter minor action 2w lightning vs ref
Sorcerer - Slaad's Gambit - trig you're hit, teleport before it, 2d10+mod daily

Swordmage - Ghost Step - a stance to shift an extra square when you shift
Swordmage - Dimensional Vortex - interrupt, teleport enemy to attack it's ally, aegis bonus damage
Swordmage - Transposing Lunge - (with shielding) 2w interrupt, teleport an enemy from out of range to you 


Warlord - Reorient the Axis - allies shift warlord int modifier, move action encounter power
Warlord - Vengeance is Mine - encounter power, you hit and an ally can hit as free action
Warlord - Powerful Warning - ally def boost, they can MBA

Wizard - Wall of Fire - 8 sq wall blocks line of sight and deals damage
Wizard - Color Spray - close blast 5 dazing
Wizard - Mirage Arcana - daze trap your enemy bust 2 in 10
Wizard - Twist of Space - burst 1 in 10 teleport enemies 3sq  slow (put them in a trap)
Wizard - Illusory Wall - block line of sight and movement of enemies 8 squares in 20
Wizard - Hypnotic Pattern - trap your enemies 
Wizard - arc lightning - two attacks vs reflex as at-will

Warlock - Touch of Command - immediate interrupt dominate an enemy 

Skill Power - Prescient Maneuver - they move, you move away as an interrupt
Skill Power - Inspiring Fortitude - Grant your allies THP everyday for a second wind out of combat
 

Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )

 

Notable debates:

Bedeviling Assault vs Thicket of Blades:
TOB does more damage overall, BA does more damage to a particular enemy in two rounds 

Bedeviling Assault vs Hellsworn Blessing:
Hellsworn Blessing gives the party more damage in three rounds.  

Flame Spiral vs Thicket of Blades:
TOB does more damage overall, Flame Spiral does damage and deters melee on the caster

Riposte Strike vs Twin Strike:
If the dm chooses to attack the riposter, it can produce higher damage.

Misdirected Mark:
It is defender/party/dm dependent, can be great for drawing enemies into AOE. 

Grasping Claws vs Lightning Rush:
Lightning Rush diverts the damage, Grasping Claws can be set to stop enemy attacks at-will.

Wrath of the Gods:
Originally it was overlooked. Every character has to pick utility powers. This is one of the best.

Rain of Blows:
Does less damage than flame spiral and ToB.

Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )

 

This list highlights 75 powers out of over 4000 heroic powers.

There are less than 10 contested powers.

I expect that players will use build guides to develop their characters. 

I will review powers for the list as long as the requests are in the specified format.

Not everyone will agree with my opinions.


Powers in my list do not exist in a vacuum. 

There is a log of contested powers. 

Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )

 

Should be on your current list:

Fighter - Rain of Blows
Ranger - Disruptive Strike
Swordmage -- Dimensional Vortex, Transposing Lunge (if Shielding)
Warlock - Eldritch Strike, Touch of Command 

I'm sure there are more, but thats what I came up with for now. 
Definitely agree on Disruptive Strike and Transposing Lunge.  Despite some people who love it, I am not a big fan of sleep -- unless you spec for save penalities it has a great chance to do nothing (other than slow).


I would also add Punishing Eye (Artificer level 1 daily) and might as well as Magic weapon as a great at will.

Daren   
Barb- Curtain of steel
Cleric- Moment of Glory
Rogue - Low Slash OR knockout
Avenger- Fury's Advance
Warden- Form of the Winter Herald
Wizard- Illusory Wall

Best Heroic Powers overall, or best for each class?
Druid - Charm Beast (7).  Domination is always awesome, and domination in heroic is just sexy.

Bargle wrote:
This is CharOp. We not only assume block-of-tofu monsters, but also block-of-tofu DMs.
 

Zelink wrote:
You're already refluffing, why not refluff to something that doesn't suck?
Druid - Charm Beast (7).  Domination is always awesome, and domination in heroic is just sexy.



I agree, so also consider Wizard 9 -- Summon Succubus.


Daren
Invoker - Silent Malediction (stun save ends at lvl 1), Thunder of Judgment (3 target push+daze at lvl 1) are among the best in the game.

Sorcerer - Flame Spiral at level 3 is a big omission.

Shaman - Spirit Infusion is the best enabling at-will in the game.  With feat support, it grants temp hps and bonus to attack, so it's like Magic Weapon and Commander's Strike all rolled into one at-will.

Warlord - Vengeance is Mine.  'Nuff said.

Cleric - Moment of Glory is nuts at level 1 and throughout early heroic. 
Mirage Arcana, Face of Death? 
Low Slash?
Knockout?
 
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
I'd third Disruptive Strike.  Probably the overall best heroic encounter power IMO.  I haven't once failed to see it used when a Ranger has it available in an encounter, and it's rarely not useful when it hits (though it helps that our group house rules it slightly to work on all the attacks of a burst or blast).
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
I know the CharOp guides only list it as dark blue, but the most dependably encounter-killing power in the group I DM for is the tiefling wizard's Fire Shroud. That might just be a result of my terrible luck with saving throws, though...
"There's an old saying that all it takes for evil to triumph is that good people do nothing. I've always had a problem with that. If you do nothing to oppose evil, then how are you 'good'? To turn aside and allow evil to flourish is to collaborate with it. You ask for mercy. You claim you have done nothing. That 'nothing' is why you deserve no mercy." - Lorian Karthfaerr, drow paladin of Avandra Robin Laws says I'm a Storyteller:
Show
You're more inclined toward the role playing side of the equation and less interested in numbers or experience points. You're quick to compromise if you can help move the story forward, and get bored when the game slows down for a long planning session. You want to play out a story that moves like it's orchestrated by a skilled novelist or film director. Storyteller 92% Tactician 83% Method Actor 75% Butt-Kicker 67% Power Gamer 67% Specialist 58% Casual Gamer 8%
Psion - Dishearten
Battlemind - Lightning Rush
Paladin - Wrath of the Gods
Warlord - Reorient the Axis
Artificer - Shocking Feedback
Bard: Staggering Note, Timeless Trek in Mithrendain, Mantle of Unity
Staggering note is not that great a power.
10/10 Would Flame Again: An Elite Paladin|Warlock The Elemental Man (or Woman): A Genasi Handbook The Warlord, Or How to Wield a Barbarian One-Handed The Bookish Barbarian Fardiz: RAI is fairly clear, but RAZ is different That's right. Rules According to Zelink!
Staggering note is not that great a power.


yeah, if that's there, then Direct the Strike is cause it works at range. 

Snap Shot?  all the minor action attacks?

Cry Havoc!  And let slip the hogs of war!

Swordmage: Dimensional Vortex

Situational -

Warlord: Pin Cushion (Setting up ranged nova round)
               Paint the Bull's Eye (in five or six person party focus firing)

Invoker: Silent Malediction (Level 1 close blast Stun)
Is this list supposed to be for everyone?  Or just for the class?   Since I would include tenebrous blessing for clerics as one of the best heroic tier at wills for the class, but its not going to be that great for most hybrids and almost no one would want to pick up through dilletante because almost no one else is going to be wis/con with a melee implement.  Maybe some halfelf cha/con paladin would want it with adept dilletante or something. 

And some heroic powers become better or worse over time.  Something like astral flair becomes a lot better once you can get dizzing mace at level 11.  And something like fell strike becomes less valuable the more proning options you get, but is really good at level 1-5.

Other Cleric ones (they have a lot of powers so there are a lot I would put, but these are all good for hybrids and pure): Brand of the Sun, Sacred Flame, Icon of Fear, Mighty Hew Moment of Glory, Death Surge, Iron to glass, inspire fervor, Strength of Spirit, Fey Beguiling, Divine Favor, Bastion of health, Spirit of health, Stream of life, Word of Vigor, battle Surge

Shaman: Spirit Infusion, Spirit of the healing flood, Condensation, Protective Roots, Light of the crimson sun, Ancient Warlords Inspiration, Spirit Summons, Call forth the spirit world.
Staggering note is not that great a power.


Forced movement, attack enabling and thunder damage at a good range...and it targets will...how isn't that great? I think it's the best at-will bard power.

Eldritch Strike ftw.
Its interesting to see the wide variety of powers listed.  That's probably the best part/most use for the thread.  We're not actually going to achieve any consensus, especially since everything is relative and depends on your role and what you are trying to accomplish (i.e. most damage, best conditions, most healing, best granting of attacks, etc.).

Daren
Its interesting to see the wide variety of powers listed.  That's probably the best part/most use for the thread.  We're not actually going to achieve any consensus, especially since everything is relative and depends on your role and what you are trying to accomplish (i.e. most damage, best conditions, most healing, best granting of attacks, etc.).

Daren



I beg to differ. You can definitely draw a consensus, you just need to do a very serious analysis of the presented options and gauge them against each other carefully.

But we're not gonna get this here, so eh. This is like our version of an offtopic thread for a topical board. :P
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
Feyjump Shot - Teleport two enemies to toss them off cliffs or into pits and such, or swap them and daze them both.

And what about non-attack powers like Ghost on the Rooftops (make a long jump or climb up to your speed without having to make a skill check)?
Rune of the Astral Winds is good in Heroic, and it's crazy in Paragon. Still good at 10th, though.

Form of Winter's Herald is everything a defender daily should be.

Divine Bolts isn't much on its own, but it becomes great if you invest in it.

Rhyme of the Blood-Seeking Blade is like Disrupting Shot, only offensive instead of defensive.
Dont forget sworbust (swordmages)

or

Howling strike (barbarians)


Sapphire - Swormage Dragon Guardian - Dont touch my allies build. Swordmage / Sigil Carver / Draconic incarnation The Holy Slayer - A Striker - Defender Fighter | Cleric / Barbarian - Paragon of Victory WEREBEAR BATTLEMIND: You wont go where you want. - A Battlemind (Druid) / Unbound Nomad / Topaz Crusader
If we include situational. I love Chaos Bolt. Gone multiple encounters were I've taken out all minions (6+) in round one. 
No mentions of Lightning Rush?  It's a class feature disguised as a power

"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus
Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima

Svendj did mention it on the second page.
Staggering note is not that great a power.


Forced movement, attack enabling and thunder damage at a good range...and it targets will...how isn't that great? I think it's the best at-will bard power.



Requires two attack rolls in order to do useful damage.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Staggering note is not that great a power.


Forced movement, attack enabling and thunder damage at a good range...and it targets will...how isn't that great? I think it's the best at-will bard power.



Requires two attack rolls in order to do useful damage.



Correction: One gimme roll and an attack roll. Important difference.
Mountain Cleave Rule: You can have any sort of fun, including broken, silly fun, so long as I get to have that fun too (e. g., if you can warp reality with your spells, I can cleave mountains with my blade).
I think this would be interesting as a poll or just 1 choice per category.  Something like (with my snap choices):

Best At Will Attack -- Twin Strike

Best Encounter Attack -- Disruptive Strike

Best Daily Attack -- Summon Succubus

Best Encounter Utility -- Mantle of Unity

Best Daily Utility -- Wrath of the Gods

Daren
Staggering note is not that great a power.


Forced movement, attack enabling and thunder damage at a good range...and it targets will...how isn't that great? I think it's the best at-will bard power.



Requires two attack rolls in order to do useful damage.



Correction: One gimme roll and an attack roll. Important difference.


Dependent upon target, yes.  However, Direct The Strike requires no attack roll.

Staggering note's a damn nice power, but I wouldn't put it high on the list of the best.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.

In a class that's not frequently played (ardent), but oh gosh Mindlink Strike.


Grant an MBA as an OA. If it hits, you and the grantee can shift a square. If you give it augment 2, you follow that up with a close burst 1 against everyone you can see, and each hit on the close burst lets you grant another MBA as an OA.

Rogue - Low Slash, Snap Shot, Rein of Blood
Wizard - Illusory Wall, Summon Succubus, Wall of Fire, Color Spray, Visions of Avarice, Mirage Arcana, Sleep, Twist of Space (best thing about wizards is that we could all have a vastly different list)
Psion - Dishearten
Battlemind - Lightning Rush
Paladin - Price of Cowardice
Ranger - Twin Strike, Biting Volley, Attacks on the Run
Artificer - Punishing Eye, Magic Weapon
Warlord - Powerful Warning, Reorient the Axis
Sorceror - Flame Spiral
the following were suggested

Fighter - Rain of Blows

Ranger - Disruptive Strike
Swordmage -- Dimensional Vortex, Transposing Lunge (if Shielding)
Warlock - Eldritch Strike, Touch of Command 
Barb- Curtain of steel
Cleric- Moment of Glory
Rogue - Low Slash OR knockout
Avenger- Fury's Advance
Warden- Form of the Winter Herald
Wizard- Illusory Wall
Druid - Charm Beast
Wizard 9 -- Summon Succubus
Invoker - Silent Malediction (stun save ends at lvl 1), Thunder of Judgment (3 target push+daze at lvl 1) are among the best in the game.
Sorcerer - Flame Spiral at level 3 is a big omission.
Shaman - Spirit Infusion is the best enabling at-will in the game.  With feat support, it grants temp hps and bonus to attack, so it's like Magic Weapon and Commander's Strike all rolled into one at-will.
Warlord - Vengeance is Mine.  'Nuff said.
Cleric - Moment of Glory is nuts at level 1 and throughout early heroic. 
 tiefling wizard's Fire Shroud
Psion - Dishearten
Battlemind - Lightning Rush
Paladin - Wrath of the Gods
Warlord - Reorient the Axis
Artificer - Shocking Feedback
Bard: Staggering Note
Timeless Trek in Mithrendain
Mantle of Unity
Swordmage: Dimensional Vortex
Warlord: Pin Cushion (Setting up ranged nova round)
               Paint the Bull's Eye (in five or six person party focus firing)
Invoker: Silent Malediction (Level 1 close blast Stun)
Eldritch Strike ftw

Feyjump Shot - Teleport two enemies to toss them off cliffs or into pits and such, or swap them and daze them both.
Rune of the Astral Winds 
Form of Winter's Herald
Divine Bolts
Rhyme of the Blood-Seeking Blade is like Disrupting Shot, only offensive instead of defensive.
sworbust (swordmages)
Howling strike (barbarians)
Chaos Bolt
Lightning Rush
Best Daily Utility -- Wrath of the Gods
Rogue - Low Slash, Snap Shot
Wizard - Illusory Wall, Summon Succubus, Wall of Fire, Color Spray, Visions of Avarice, Mirage Arcana, Sleep, Twist of Space (best thing about wizards is that we could all have a vastly different list)
Psion - Dishearten
Battlemind - Lightning Rush
Paladin - Price of Cowardice
Ranger - Twin Strike, Biting Volley, Attacks on the Run
Artificer - Punishing Eye, Magic Weapon
Warlord - Powerful Warning, Reorient the Axis
Sorceror - Flame Spiral


I sifted through them.
Aceepting:

Swordmage -- Dimensional Vortex - interrupt, teleport enemy to attack it's ally, aegis bonus damage 
Cleric- Moment of Glory - knock an enemy away and down and sustain resist 5 for all party members
Rogue - Low Slash - minor action attack 1w push slow
Rogue - Knockout - knock your enemy unconscious
Avenger- Fury's Advance - minor action 1w, extra damage, push, and shift
Wizard- Illusory Wall - block line of sight and movement of enemies 8 squares in 20
Druid - Charm Beast - dominate a creature
Wizard 9 - Summon Succubus - debuff enemies, dominate enemies, fly
Invoker - Silent Malediction - stun close blast 3
Invoker - Thunder of Judgment - daze and push 3 enemies
Bard - Misdirected Mark - 1w and your ally marks the enemy at-will
Runepriest - Rune of the Astral Winds - move your enemy as a move action
Bard - Rhyme of the Blood-Seeking Blade - target’s penalty to all defenses equals 3 + Wis modifier
Swordmage - Sword Burst - close burst at-will vs reflex
Rogue - Snap Shot - minor action 1w attack
Wizard -Wall of Fire - 8 sq wall blocks line of sight and deals damage
Wizard - Color Spray - close blast 5 dazing
Wizard - Visions of Avarice -  burst 5 in 10 trap your enemy in a zone sustain minor
Wizard - Mirage Arcana - daze trap your enemy bust 2 in 10
Wizard - Twist of Space - burst 1 in 10 teleport enemies 3sq  slow (put them in a trap) 
Ranger - Attacks on the Run - move speed, make 2 attacks 3w each for one standard action
Arificer - Magic Weapon - 1w and buff party attack and damage by con or wis modifier at-will



Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )

 

Not accepting Flame Spiral is a serious mistake, in a vacuum it's better than nearly any of the encounter attacks listed from a Striker standpoint, and with marginal effort given toward personal combos or party optimization it's on par with some of the better daily powers.
"Invokers are probably better round after round but Wizard dailies are devastating. Actually, devastating is too light a word. Wizard daily powers are soul crushing, encounter ending, havoc causing pieces of awesome." -AirPower25 Sear the Flesh, Purify the Soul; Harden the Heart, and Improve the Mind; Born of Blood, but Forged by Fire; The MECH warrior reaches perfection.
Thunder of Judgement, Twin Strike, and Come and Get It make it look not so good.

Breakdown of flame spiral:
target 1   d10+char
target 2   d10+char
target 3   d10+char
d6 if something comes by you or starts by you till your turn
vs reflex

If I throw powers up based on damage they gotta do better than that as an encounter standard action.

Rain of Blood didn't go up either.

Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )

 

Twin Strike and Come and Get It make it look not so good.

Breakdown of flame spiral:
target 1   d10+char
target 2   d10+char
target 3   d10+char
d6 if something comes by you or starts by you till your turn
vs reflex

If I throw powers up based on damage they gotta do better than that as an encounter standard action.

Rain of Blood didn't go up either.  




Um... That is so much damage. Remember that the Sorcerer striker feature manifests itself in massive static modifiers, which makes Flame Spiral, with it's continuing auto-damage is insane. Without party assistance, it is a double attack against multiple targets(with the second attack an auto-hit) with striker features on both attacks. With party assistance, it hits again and again and again, as each party member subjects the target to forced movement around the Sorcerer.
I guess since you get it at level 3, I will allow it. 

Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.

( I can't believe what they did to the forums. The sterile lack or color is rather depressing. )