Poachable Powers List: A list of good powers to poach from other classes

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This is a condensed list of the powers that I found to be notable for my hybrid handbook. Here they all are in one place.

The powers are rated by color. In general, I've tried to stick to powers that I consider at least good as Black. Note that most powers that are in this guide, even the Purple ones, are rated either Sky Blue or Dark Blue in their respective handbooks. There should be almost no powers in this guide that are bad choices in and of themselves, just that the cost might be too high to get them to work properly. Here are the colors:
Gold - I have a character and I should strongly consider going hybrid or MC of that class, simply because the power is that crazy good. There are currently no Gold powers listed and I don't expect that to change.
Sky Blue - I have a character and I should consider going hybrid or MC of that class, because a power is that amazing - these powers are often part of the reason that a particular hybrid is considered strong.
Dark Blue - I'm already an MC of class X, here's a good power to spend a feat on, because the power is that good
Black - I'm already a hybrid of class X, here's a good power to take. As each hybrid class needs to take 4 choices - an A, an E, a D, and a U, some choices here are here because you have to pick a power from the hybrid class. If such a power belonged to a class with better support, it likely wouldn't have made the list. On the other hand, some strong powers didn't make the list because there are so many great choices from the class.
Purple - There's either a weird corner-case build or option that makes this power a good one to take. If you're taking this, you know exactly what the purpose of the power is. Unlike typical guides, Purple is likely a relatively strong power all things considered, it just isn't as valuable on the whole.
Red - Not worth taking ever. If a power isn't listed, it isn't by default Red, it just means I didn't think it was as potentially as useful as the other choices. There are currently no Red powers listed and I don't expect that to change.

This is not intended to be a list of best powers. This is a list of powers that many characters ought to find easy to poach for their own use and will then find very useful, even if they don't belong to the base class.

I'm sure there are powers I've left out. Feel free to offer suggestions.

Ways to Poach
MC Novice Power/Acolyte Power/Adept Power
Psionic MC equivalents Psionic Conventionalist, Psionic Complement, Psionic Dabbler
Tiefling Secrets of Belial
Half-Elf Dilettante
Hybrid
Paragon Multiclassing(especially Half-Elves with Versatile Mastery)
MC Entry Feats: Arcane Initiate, Binding Initiate, Pact Initiate, Initiate of the Old Faith, Acolyte of Divine Secrets, Primal Sharpshooter, Disciplined Talent, Monastic Adept
Resourceful Magician(
Epic Destinies: Eternal Seeker, Soul of the World, Martial Archetype
Multiclass Mastery feat
Corellon's Boon of Arcane Might


Ways to Alter Base Attack Stat
Bracers of Mental Might
Combat Virtuoso(Bard) - use Cha for attack roll on MC powers.
Adept Dilettante - use Con, Wis, or Cha for attack roll/damage roll for Half-Elf Dilettante Power. Uses up MC slot for class of Dilettante power.
Daring Blade(Bard Paragon Path) - use Cha for all martial melee attacks

Strength

At-Wills
Barbarian: Howling Strike
Cleric: Righteous Brand(with Power of Skill)
Paladin: Ardent Strike
Ranger: Throw & Stab(move+spread damage+mba. Pales before Twin Strike though), Twin Strike
Runepriest: Word of Exchange, Word of Diminishment

Encounters
Barbarian: Thundering Howl (3), Storm of Blades (13), Hurricane of Blades (27)
Cleric: Mighty Hew (1), Words Are Not Enough (3), Union of Three Fates(ETV - could be a triple-tap on initial target) (13)
Fighter: Rain of Blows (3), Come and Get It (7), Trip Up (7), Warrior’s Urging (23), Cruel Reaper (27)
Paladin: Fortune’s Spurned Smite (3), Castigating Strike (13), Champion’s Call (23), Stunning Smite (27)
Ranger: Off-hand Strike (1), Disruptive Strike (3), Ruffling Sting (3), Off-hand Diversion (13), Nonchalant Collapse (23), Death Rend (27)
Runepriest: Rune of the Astral Phalanx (17), Word of Divine Battle (27)
Warden: Wildblood Frenzy (1), Guardian’s Pounce (7), Warden’s Lure (17)
Warlord: Hail of Steel (17), Sudden Assault (23), Hold that Thought (23)

Dailies
Barbarian: Rage of the Death Spirit (9), Rock Tree Rage (19), Torrent of Destruction (19)
Cleric: Weapon of Astral Flame (1), Divine Power (9), Righteous Might (25)
Fighter: Dust Storm Assault (15), Strike of the Watchful Guard (19), Devastation’s Wake (19)
Ranger: Blade Cascade (15), Cruel Cage of Steel (19)
Runepriest: Rune of the Undeniable Dawn (1), Rune of Warding Light (19), Rune of the Penultimate Step (25), Rune of Awakening (29), Rune of Pacifism (29)
Warden: Form of the Oak Sentinel (9), Form of the Crushing Mountain (15), Form of the Imperious Phoenix (29)
Warlord: Lamb to the Slaughter (1), Lead the Attack (1, Int), Victory Surge (19), Break the Tempo (19, Int)

Utilities
Sorcerer: Draconic Majesty (16), Platinum Scales (22)
Warden: Cleansing Earth (16)
Warlord: Draw Their Eyes (10)

 

 

 

Constitution

At-Wills:
Battlemind: Twisted Eye(1), Lodestone Lure(3), Lightning Rush(7), Forceful Reversal(7), Brutal Barrage(13), Intellect Snap(13), Brilliant Recovery(27), Mind of Mirrors(27)
Warlock: Eldritch BlastEldritch Strike

Encounters
Cleric: Valorous Charge(27)
Warlock: Banish to the Void(27)

Dailies

Artificer: Icebound Sigil(1), Lightning Sigil(15)

Battlemind: Iron Tomb(9), Mind Blade(15), Omniscient Strike(29)
Warlock: Vestige of Baatar(5), Feast of Souls(9), Vestige of the Onyx Queen(9), Word of the Sorcerer-King(25)

Utilities
Shaman: Protective Roots(2)

Dexterity

At-Wills

Monk: Blistering Flourish, Five Storms, Lion's Den
Rogue: Deft Strike(Daring Performer+Arena Champion or Ghostwalker Style+Permastealth), Disheartening Strike, Piercing Strike(Elf+Criterion of Balic Practice+Permastealth), Riposte Strike(Vigilante Justice Style or Defender Mark), Sly Flourish(Halfling+Deft Hurler Style)
Vampire: Vampire Slam - mainly about Adept Dilettante+Martial Vampire

Encounters
Assassin: Flurry of Talons (13, ETV), Shadow Fire (17, ETV), Shadow Knives (17)
Monk: Drunken Monkey (1), Dance of the Stinging Hornet (13, ETV), Furious Bull (13), Death’s Chilled Embrace (17, ETV), A Feather’s Weight (17, ETV), Fist of the Whirling Tempest (17), Heart-Sundering Strike (27, ETV, but almost who cares),
Rogue: Darting Strike (3), Low Slash (3), Startling Offensive (3), Snap Shot (7), Stunning Strike (13), Tumbling Strike (17), Path of the Blade (17)
Ranger: Disruptive Strike (3), Pounding Barrage (17), Triple Shot (17), Manticore’s Volley (23)

Dailies
Monk: Stunning Palm (1), Water Gives Way (5), Lightning Leap (9), Tsunami Throw (9)
Ranger: Five-Missile Dance (29)
Rogue: Press the Advantage (1), Compel the Craven (5), Knockout (9)

Utilities
Fighter: Kirre’s Roar (6)
Sorcerer: Dominant Winds (16)

Intelligence

At-Wills
Artificer: Magic Weapon(Con or Wis)
Psion: Dishearten(Cha)(1), Dimensional Scramble(1), Mind Thrust(Cha)(1), Kinetic Buffer(Wis)(7), Thunder Tether(Aug 1 in particular)(13), Forced Opportunity(Cha)(17), Sudden Control(23)
Swordmage: Booming Blade, Sword Burst
Warlord: Commander’s Strike
Wizard: Beguiling Strands, Freezing Burst, Hypnotism, Winged Horde

Encounters
Artificer: Shocking Feedback (3), Gale-Force Infusion (7), Prismatic Strike (23)
Swordmage: Dimensional Vortex (3), Dual Lightning Strike (3), Hypnotic Swordplay (13), Surprising Transposition (17), Thundering Vortex (17)
Wizard: Color Spray (3), Charm of the Defender (7), Twist of Space (7), Dark Gathering (13), Prismatic Burst (13), Charm of False Glory (17), Charm of Puppet Strings (27), Impenetrable Gloom (27), Steal Time (27)

Dailies
Artificer: Punishing Eye (1), Simulacrum (29)
Invoker: Pennant of Heaven’s Armies (16)
Psion: Living Missile (1), Mind Blast (9), Living Barrage (15), Far Realm’s Embrace (25), Thrall (25)
Wizard: Sleep (1), Face of Death (9), Visions of Ruin (9), Mirage Arcana (9), Summon Succubus (9), Symphony of the Dark Court (9), Slumber of the Winter Court (15), Phantom Reality (25), Prismatic Spray (25), Summon Abyssal Horde (25), Summon Marilith (25), False Reality (29), Flash Freeze (29), Visions of Wrath (29)

Utilities
Invoker: Word of Urgency (10)
Warlord: Reorient the Axis (6), Help or Hinder (16)
Wizard: Illusory Wall (10)


Wisdom

At-Wills
Cleric: Icon of Fear, Sonnlinor's Hammer, Fell Strike
Avenger: Overwhelming Strike(w/Power of Skill)
Druid: Firehawk, Magic Stones, Grasping Claws, Savage Rend
Invoker: Hand of Radiance, Divine Bolts(with Power of Skill and RBA granter)
Seeker: Tidal Spirit Shot, Grappling Spirits, Biting Swarm


Encounters
Avenger: Raging Tempest (1, ETV based on how die rolls of damage do you get), Fury’s Advance (3), Relentless Stride (3), Lifedrinking Covenant (13), Soulforge Hammering (17), Spark of Hatred (27)
Cleric: Cause Fear (1), Fey Beguiling (7), Deadly Lure (13), Healer’s Reproof (27)
Druid: Wind Wall (3), Charm Beast (7), Infiltrating Drone (17)
Invoker: Thunder of Judgment (1), Compel Action (27)
Seeker: Feyjump Shot (7), Bonds of Moonlight (13), Wisp Shot (23)
Shaman: Boar’s Toss  (17)


Dailies
Cleric: Tree of Creation (15), Fire Storm (19), Sacred Word (25)
Druid: Summon Giant Toad (1), Clinging Drones (5), Writhing Henge (25)
Invoker: Silent Malediction (1)
Seeker: Fey Sinkhole (15), Captivating Missile (19)
Shaman: Sunder Spirit (25)

Utilities
Artificer: Bag of Four Winds (22)
Avenger: Loyal Sanction (2)
Psion: Forceful Repositioning (22)
Ranger: Master of the Hunt (22)
Warlord: Help or Hinder  (16)

Charisma

At-Wills
Ardent: Demoralizing Strike(1), Focusing Strike(1), Intent-Laid Bare(1), Forward-Thinking Cut(7), Violent Upsurge(17)
Bard: Staggering Note
Paladin: Virtuous Strike
Vampire: Dark Beckoning
Sorcerer: Ensorcelled Blade
Warlock: Eldritch BlastEldritch Strike

Encounters
Bard: Blunder (1), Rhyme of the Blood-Seeking Blade (3), Chant of Bad Fortune (23), Pounding Rhythm (27)
Paladin: Valorous Smite (1), Fortune-Spurned Smite (3), Astral Thunder (7, Wis), Price of Cowardice (7), Castigating Strike (13), Hand of the Gods (17, Wis), Demand Respect (23)
Sorcerer: Lightning Cuts (3), Spark Form (7), Thunder Summons (17)
Warlock: Delban’s Deadly Attention (3), Otherwind Stride (3), Touch of Command (7), Strand of Fate(17), Web of Lies (23)

Dailies
Bard: Arrow of Warning (1), Song of Discord (5), Timeless Trek in Mithrendain (5), Strike Up the Dance (15), Whispers of the Dream King (15), Frenzied Rhythm (25), Arrow of Destiny (29), Horrifying Truth (29), Spellbind (29)
Vampire: Domineering Gaze (9)
Paladin: Majestic Halo (1), True Nemesis (15), Righteous Inferno(19)
Sorcerer: Slaad’s Gambit (5), Thunder Leap (5), Lightning Daggers (15), Entropic Whirlwind (29)
Warlock: Crown of Stars (1), Decree of Khirad(1), Deathly Conduit (5), Delusions of Loyalty (19), Passionate Betrayal (19), Curse of the Twin Princes (25), Word of the Sorcerer-King (25), Curse of the Dark Delirium (29)

Utilities
Ardent: Evade Attack (6)
Battlemind: Hands of the Titan (10)
Paladin: Call of Challenge (2), Wrath of the Gods (6), Shared Valor (22)
Psion: Intellect Fortress (2)
Sorcerer: Shield of Flames  (2)


Stat-Independent
In general, most of these powers are very good, stat or no stat. In some cases, they get significantly better with a good stat and those will have their stat listed in ()

At-Wills
Ardent:  Ire Strike(Cha), Exhilarating Strike(27, Wis)
Ranger: Rapid Shot(Massive ETV and probably not worth the headache in most cases)
Shaman: Spirit Infusion(Int)
Warlord: Direct the Strike

Encounters
Bard: Lesser Flash of Distraction (1), Lesser Dimensional Step (1), Echoing Weapon (3, ETV), Dimensional Step (13), Prescient Warning(7), Greater Echoing Weapon (17, ETV), True Prescient Warning (23)
Cleric: Sever the Source (17)
Runepriest: Word of Healing Assault (17), Rune of Rising Fury (23)
Shaman: Spirit of the Ram (23)
Sorcerer: Flame Spiral (3, Cha)
Warlord: Powerful Warning (1), Vengeance is Mine (1, MBA), Death from Two Sides (13, MBA), A Plan Comes Together (27)
Wizard: Mass Charm (17)

 

Dailies
Ardent: Fate Exchange (5), Coordinated Effort(15), Violent Spark (29)
Cleric: Moment of Glory (1, helps if you have Wis, but...), Inspire Fervor (5), Augment of War (5), Weapon of the Gods (5), Servitude in Death (5, ETV, use on Solos), Beacon of Doom (19)
Fighter: Rain of Steel (5), Unyielding Avalanche (15), Goad of Blood (25)
Paladin: Discipline the Unruly (25, Cha)
Sorcerer: Cloak of Winter Storm (25, Cha)
Swordmage: Quicksilver Blade (25)
Warden: Form of Winter’s Herald (1, Str), Boiling Cloud (5, Con/Wis)
Warlord: War Master’s Assault (15, Cha), Relentless Assault (25, Str), Break it Up (29, RBA)
Wizard: Wrath of Battle (19)

Utilities
Ardent: From the Brink (10), Disbelieve Danger (16), Borrowed Time (22)
Artificer: Slick Concoction (10)
Assassin: Ghost of the Rooftops (6)
Bard: Moment of Escape (2), Revitalizating Incantation (6), Illusory Erasure (10), Mantle of Unity (10), Aura of Reverence (22), Climactic Chord (22), Invisible Troupe (22), Note of Aggression (22)
Battlemind: Instant Move (16)
Cleric: Word of Vigor (10), Cloak of Courage (16)
Druid: Verdant Bounty (2), Bear’s Strength (2), Camouflage Cloak (6), Eagle’s Splendor (6), Serpent’s Cunning (6), Clear the Chaff (10), Feywild Sojourn (10), Elusive Wind (16)
Fighter: Battle Fury’s Stance (2), Glowering Threat (2), Clearheaded (10), Fighter’s Grit (10), Undeniable Challenge (22), Martial Supremacy (22)
Invoker: Divine Call (2), Demand Justice (6), Shield of Justice (16)
Monk: Cat and Mouse (2), Quicksilver Motion (6)
Paladin: Virtue (2)
Psion: Mind Shroud (2), Mind over Flesh (10)
Ranger: Invigorating Stride (2, Wis)
Rogue: Tumble (2), Acrobat’s Escape (10), Counter-Step (10), Hide in Plain Sight (16), Anticipate Attack (16), Leaping Dodge (16), Shadow Master (16), Invisible Stalker (22)
Runepriest: Shield of Sacrifice (2), Rune of Meritorious Alacrity (6), Protective Scroll (10), Rune of Astral Winds (10), Rune of Reinvigoration (16), Rune of the Hero’s Resolve (22)
Seeker: Feywild Jaunt (10), Land Passage (22)
Shaman: Light of the Crimson Sun(6, Int), Twilight's Veil(10), Medicines of Many Forms (22)
Sorcerer: Dragonflame Mantle (2), Sudden Scales (6), Chaotic Defense (6, Cha), Maiden’s Waking (10), Elemental Rift (22)
Swordmage: Borrowed Confidence (16)
Warden: Treacherous Ice (6)
Warlock: Mirror Darkly(6), Fey Switch (6), Ethereal Sidestep (10), Infuriating Elusiveness (16)
Warlord: Dragon’s Tenacity (6), Rousing Words (6), Tactical Orders (10), Rush of Battle (22)
Wizard: Herbal Healing(2), Shield (2)

 

 

 

 

 

 

 

Just in case post
Whar Thicket of Blades whar!?

Cry Havoc!  And let slip the hogs of war!

Whar Thicket of Blades whar!?



This isn't a list of best powers. It is a list of powers that people would potentially want to poach.
I submit that Healing Word is better than Twin Strike. 

On a more serious note, what your take on Fortune-Spurned Smite (Paladin, E3, Cha or Str)?  It gets bad publicity in the paladin handbook for being a necrotic power, but chances are the element type is going to be overwritten by frostcheese or a lightsaber anyway.
I submit that Healing Word is better than Twin Strike. 

On a more serious note, what your take on Fortune-Spurned Smite (Paladin, E3, Cha or Str)?  It gets bad publicity in the paladin handbook for being a necrotic power, but chances are the element type is going to be overwritten by frostcheese or a lightsaber anyway.



I like that power. One of the earliest provoke lots of OAs powers, it comes with a hit attached, and the Defender using it ought to get his own OA in.
Would Dual Weapon Attack fit in?  The only way to get it is PMCing, but it's well beloved by Mia.
I would strongly dispute Hypnotism being all that poachable, the only class that would look for such a power already has Betrayal.

Protective Roots is a good poachable Con Utility.
"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.
Might want to give Combat Virtuoso a mention for Bards, and Adept Dilettante for Half Elves.

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?
I would strongly dispute Hypnotism being all that poachable, the only class that would look for such a power already has Betrayal.



Arcane Initiate on an Int-based character?
I only went through the at-wills so far. Here are my additions:

Intent Laid Bare (CHA, great MBA)
Howling Strike (STR, for chargers or anyone that wants damage without wielding two weapons)
Brand of the Sun/Sacred Flame (WIS, grant a save, very useful for some builds)
Sonnlinor's Hammer (WIS, only WIS-based MBA without burning a feat)
Blistering Flourish (DEX, because extra elemental damage is always great, especially when it opens up FWB)
Beast Switch (INT, basically the best lvl 1 at-will defender power)
Biting Swarm/Grappling Spirits (WIS, RBA with a strong effect, which is nice because...)
Rapid Shot (stat-independent, lets you be ridiculous)

In general, I think most MBAs and RBAs are inherently poachable unless they are dominated by another MBA/RBA off the same stat.

EDIT: For utilities in particular, it'd be really awesome if they were broken into categories based on role/function. Possibly as their own post or two. I know you said you'd clean things up later, but I wanted to throw that out anyway. 
Eldritch Strike is missing from the Charisma section
Fox's Cunning on a defender seems nice.
But who'd want Hypno over BS, Phantom Bolt, or Freezing Burst? Hypno really isn't that great a power except as an Orb using Enchanter, and even then you're typically using Beguiling to set up bursts or crit procs.
"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.

Constitution

At-Wills:
Eldritch Strike
Lightning Lure, Lightning Rush, Forceful Reversal, Brutal Barrage, Intellect Snap, Brilliant Recovery, Mind of Mirrors



ITYM Lodestone Lure
Cloak of courage for stat-independent utilities.
Back to Basics - A Guide to Basic Attacks You might be playing DnD wrong if... "Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." Albert Einstein
But who'd want Hypno over BS, Phantom Bolt, or Freezing Burst? Hypno really isn't that great a power except as an Orb using Enchanter, and even then you're typically using Beguiling to set up bursts or crit procs.



Or to trigger certain marks. Punch itself and get swung at by the Defender. Especially after the monster's turn has already happened(it obeyed the mark) and the Defender isn't likely to use up their immediate until their turn comes up.

With MM3 values and a Strikefender, it can be a solid double-tap - and non-Strikers often are missing the 'okay, basic combat is done, need to clean up quickly' power.
The monk at will Fallen Needle is also a minor action shift.
Thanks a lot for making this!

Strength

At-wills: 
Dual Strike: at-will dual-attacking (albeit against 2 targets) and multimarking, which is awesome for dualwielding defenders. 
Cleave: with one feat this becomes a dual attack, one of which is an RBA (awesome for classes like Rangers, Seekers and Sorcerers).
Footwork Lure: basically a reverse Eldritch Strike, which is awesome for flail users.
Howling Strike: for chargers?

Encounters:
Storm of Blows: triple-attack, albeit against 3 targets.
Vicious Uppercut: there are some classes with an empty hand who really like a doubletap that also stuns.
Curtain of Steel: an off-turn 3W-attack is pretty cool. 

Constitution: 

Encounters:
I'd put Valorous Charge in the Stat-Independent section. The defense bonus is just icing on already delicious cake.

Intelligence

Encounters:
Surprising Transposition: an upgraded version of Dimensional Vortex, what's not to like?

Dailies: 
Living Missile/Barrage: really awesome powers that can take out multiple targets for a couple of rounds.

Utilities
Dimensional Shortcut: really long range teleport for your entire party, for only 1 move action. Beats Arcane Gate IMO.

Wisdom:

Utilities:
Transport Self: who doesn't love Fey Step? 

Charisma:

At-wills:
Mindlink Strike: unaugmented it's a lazy leader power, and the augment 2 can generate a lot of attacks. 
Exhilarating Strike: the augment 6 is basically Valorous Charge. You can't join in the fun, but your allies (should) get a good damage bonus and potentially a saving throw in return. Unaugmented it's still a lazy leader power. 
Dual Strike and Cleave are basically obsoleted by T&S and Twin Strike. Not to mention Dual Strike only marks if you're a Fighter, in which case you aren't Poaching it.
"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.

Storm of Blows: triple-attack, albeit against 3 targets.


Can't imagine that anyone wants to poach this.

Trip Up is probably worth mentioning. 

I like Wrath of the Gods for Tiefling Bards, Ardents, and some hybrids.

I also think utilities like Dimensional Scramble, Root Gate, and similar mass teleportation tools are worth a look.
I also think utilities like Dimensional Scramble, Root Gate, and similar mass teleportation tools are worth a look.



I think a daily has a much higher bar than an encounter one - I think there should be three expectations:
When you use the daily, it will redefine the combat.
There will be a combat each day where you expect that you'll use the daily.
You won't feel compelled to save it for the boss fight that never happens.
Spur the Cycle should be added, as well. Even more if one has Primal Resurgence (even tho you most likely wont have to poach it in this case).
I also think utilities like Dimensional Scramble, Root Gate, and similar mass teleportation tools are worth a look.

I think a daily has a much higher bar than an encounter one - I think there should be three expectations:
When you use the daily, it will redefine the combat.
There will be a combat each day where you expect that you'll use the daily.
You won't feel compelled to save it for the boss fight that never happens.

I couldn't agree more. Mass teleportation redefines encounters, and you use it when you need it. Whether it's useful few times a day, or once an adventure, or never, is DM dependent, so there is some iffyness there.
Surprising Transposition: an upgraded version of Dimensional Vortex, what's not to like?



It's not an upgrade. ST targets Fortitude rather than DV's Will, and DV gives you more options of where to send the victim.

More utility powers.

WIS:
Bag of the Four Winds. This is like Forceful Repositioning that's already listed, but strictly better because it's a minor instead of a move.
Help Or Hinder (also INT). Mostly good for letting you basically force an enemy to fail a saving throw. But being able to use it to force an ally to succeed in one is also very good. Many controllers would want this.

CHA:
Hands of the Titan: Not only is it two turns of +stat damage, but it also adds just about every useful element. Lots of striker builds that could potentially love this.
Shield of Flames: Particularly desirable for a defender looking to round out the catch-22, but there are some good striking uses too.

Stat-independent:
Martial Supremacy: For anyone that primarily uses basic attacks, this is gold. There are plenty of builds that can be described that way.
Giant's Might: +2 to attack, +5 to damage, and +1 reach together make an awesome benefit. I also give it points for actually having flavor that is hard to replicate and that people are often interested in.
Offering of Blood: A reactive reroll is really really good (elven accuracy?). Plus you can use it on skills, giving it nice out-of-combat utility.
Word of Vigor: Healing to everyone in a burst 1, yourself included? I know healing isn't the highest priority, but this can fix a lot of problems.
Fighter's Grit: A good power all-around, but I consider it particularly poachable for classes that have powers which self-inflict these statuses (invoker especially).
Rune of Meritorious Alacrity: There are similar powers, but this is the best, and I think they are underrated. Using your 3 criteria for good dailies: does winning initiative instead of losing it redefine the combat? Absolutely. Will there be a combat each day where you would've lost initiative, but now you win it? Probably. Will you feel compelled to save it and then it goes wasted? No, because you only use it in response to bad init rolls.
Dragon's Tenacity: On a controller especially, getting +2 to attack rolls for 2 turns for just a minor is great. I'm ignoring the fact that it could help allies too (you probably want it earlier in combat); it's still good for landing those big encounter-changing control powers.
Savage Growl: A good power because it's only a free action. It's essentially free nova damage, and by a significant amount (possibly even giving a damage roll to powers without one, but ETV there).
Savage Growl is overrated and unlikely to be worth a feat.
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!
Not worth a feat (unless you're getting a damage roll), but there are many ways to poach powers.

Speaking of which, these EDs should be added to that list:
Eternal Seeker
Soul of the World
Martial Archetype
Thanks for making this list. It's bound to be very helpful for anyone unhappy with some of their powers. I've been playing a warlord eternal seeker for a while and even though I knew many of the better str/cha options, there were a few nice options that were new to me and I might just add a few of them in.

Don't forget the psionic power swap feats.

PHB3 pg 194
Psionic Conventionalist: Give up an at will and lose 2/4/6 pp to get an encounter of the same level from your mc class
Psionic Complement: Give up an at will to get an at will of the same level from your mc class, new power is usable once per encounter
Psionic Dabbler: Give up an encounter, gain 2/4/6 pp and an at will of the same level from your mc class, power is usable once per encounter

I think a daily has a much higher bar than an encounter one - I think there should be three expectations:
When you use the daily, it will redefine the combat.
There will be a combat each day where you expect that you'll use the daily.
You won't feel compelled to save it for the boss fight that never happens.


I feel Dimensional Shortcut meets these criteria. Teleporting the entire party 20 squares to any square in a burst 3 solves so many problems.

EDIT:
- You've got Disruptive Strike listed as a utility power. It's also missing from the Dexterity list. 
- Ire Strike needs (Cha), Exhilarating Strike needs (Wis)
- I'm not sure I'd list Living Barrage under Statless (Int), since the tertiary attack doesn't have a damaging and proning miss effect like Living Missile does. 
- I like the Ardent's Evade Attack to give allies the freedom to provoke OAs. And is Fey Switch good enough to make the list? I've seen that power being put to good use an awful lot of times (both in and out of combat). 
=Giant's Might: +2 to attack, +5 to damage, and +1 reach together make an awesome benefit. I also give it points for actually having flavor that is hard to replicate and that people are often interested in.

Offering of Blood: A reactive reroll is really really good (elven accuracy?). Plus you can use it on skills, giving it nice out-of-combat utility.



Added a lot of these powers, except for those two:
Giant's Might is a daily with power bonuses in Epic.
Offering of Blood - that's a lot of damage for a reroll. If you need to hit that badly, you probably won't want to be taking the damage. If you don't need to hit that badly, you probably don't need to use the reroll.

Added some of the other powers mentioned in posts as well. At some point soon, I'm probably going to do very minor color coding to point out the powers which are really good and others which just are poachable. 
Corellon's Boon of Arcane Might, even with the downgrade from at-will to encounter and encounter to daily can be relatively resource light way to poach certain powers. 

Reality is just a continuous stream of failed pereption checks, the dragons are real!

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