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Righteous Wrath: The Avenger's Handbook
12 months ago  ::  Mar 13, 2009 - 7:13PM #1
kilpatds
Posts: 1,049
Date Joined: 11/23/03

Righteous Wrath: The Avenger's Handbook



This version is stale.  The maintained version is on the charop wiki




Well, there's this passage I've got memorized, sort'a fits the occassion.  Ezekial 25:17?

"The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men.  Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of darkness, for he is truly his brother's keeper and the finder of lost children. 

And I will strike down upon thee with great vengeance and furious anger those who attempt to poison and destroy my brothers!  And you will Know I am the lord, when I lay my vengeance upon thee."




I think Jules said it better than I can.



The Basics



I'm blatantly stealing the formatting from Lordduskblade's handbooks.

This is intended to be a practical optimization guide.  In general, I'm going to avoid blatantly broken combinations (or not rate them highly).  However some builds are very very strong... so I'm not promising your DM won't hate you if you show up with a Crit Fisherman, for example.

Please consider this a join effort, and express your opinions.  Let me know if you disagree with a rating... I may change my mind.

I'm considering this a Living Document.  I'll make changes as new things come out (Dragon, Books, etc), and in general will not bother to bump the guide when doing so, unless the new information alters basic builds.

This Handbook will use the following system for ratings:
Red: Garbage, Trap, or completely overshadowed by another option.
Purple: Situationally useful, but overall pretty meh.
Black: OK.  You could do worse than pick this.
Blue: Good stuff.  You probably want this.
Sky Blue: You want this. Period.

This Handbook covers the following sources:
AV - Adventurer's Vault
D XXX - Dragon Magazine, issue XXX
DP - Divine Power
EPG - Eberron Player's Guide
FRPG - Forgotten Realms Player's Guide
MM - Monster Manual
MOTP - Manual of the Planes
MP - Martial Power
PHB - Player's Handbook
PHB2 - Player's Handbook 2

References:
Best Avenger Weapon? by Undone:
Fishing for Crits by Anubis_Reynard
Half-Elf Avenger/Daggermaster by Fastbond.
Mathcraft! Roll twice, take the higher.  anomalousman and Molecule get math heavy.
Avenger Builds by Auspex7

Builds:
Angel of Wrath by Pandexander, a DPR focused SoC.
Shifter Moonstalker by ophite
Half-Orc Eternal Seeker by kilpatds
Revered Visage by Gyor.  Revered One+RRoT (old)
Master of Defense by lordduskblade
The Executioner by SongNSilence.  A Crit fisherman suitable for actual use.
Canonical Crit Fisherman by runreallyfast.  Don't ever use this in a real game.
Avenging Ghostporter by Locksmith.  Teleport tricks for high DPR.  Gets going at Paragon
Avenlock by The Exarch.  Lightsaber wielding SoC Martyr

Glossary:
brother - When talking about powers, refers to powers that have very similar side effects but are at different levels and do different amounts of damage.
DPR - Damage Per Round.  At-will average damage, including hit chances.
dump stat - An attribute that provides no real value, and can safely be left at 8 without hurting the majority of builds.
lightsaber - A weapon that does at-will Radient Damage.  The "Radiant Weapon" and "Brilliant Energy Weapon" are the two known examples.
kicker - The extra effects of an attack power other than the damage.
mastery - When used as a keyword, refers to the Weapon Mastery series of feats in the PHB that increase the critical range.
nova - A high damage turn that expends as many resources as possible to do as much damage as possible in as short a time as possible.  "Spike" is sometimes used similarly.
Orbizard - A wizard build that specializes in penalties to save-end conditions, resulting in enemies being permamently affected by them.  In this guide, refers to stacking save-ends penalties.
RRoT - Righteous Rage of Tempus.  A Channel Divinity feat from FRPG that once allowed you to turn your next hit into a critical hit.  Nerfed in July 09.

Baseline Mechanics:
Profile Of The Vengeful


Role: Striker
DPR - Your oath by itself guarantees decent DPR, without anything else required.   Your striker feature (rerolls) is just better than anyone else's striker feature...  It's true that without multi-attacks you're not going to match a twinked-out Tempest Fighter or Stormwarden.  But if you similarly twink out a Half-Elf, you'll do Just Fine.
Mobility - You have the mobility to get to the back row and start beating on the support.  Lots of attack powers with built in movement, the ability to walk through walls...
Nova - What you are not traditionally good at at mid to high levels, without multiclassing, is going Nova.  Divine Power has a few off-action attacks, which help.  Or you can multi-class heavily and stop being an Avenger and completely destroy things.

Secondary Roles:

  • Defender - You've got the defenses and the HP and surges.  If you're pursuit, your censure sort of acts like a Mark, you convince the bad guy to not run once you get it alone.  Look for powers that let you take your target off to the side, away from the rest of the scrum.
  • Controller - There are a number of nice controller powers, but many of them are ranged and so can't use your trademark class feature.  Skip those.  Look for the Melee Touch ones, and load up on save-ends penalties (Hybrid Swordmage?)
  • Leader - The Censure of Unity has a bit of "help your team beat on someone", but not a whole lot, and not at the leader level.


HP, Surges, and Proficiencies Show

Hit Points - 14 + Con score at 1st level; 6 at each level thereafter.  This is a little better than the expected value... and you can certainly use them.

Healing Surges - 7 + Con modifier.  See above.

Proficiencies - You start out with fine proficiencies as far as melee weapons are concerned.  Your armor proficiencies?  Well, they don't exist.  And you're discouraged from using heavy armor.  The good news is that either Int or Dex should be high.


Features Show

Oath - Rolling twice can't be underestimated.  If you have a 50/50 shot of hitting normally, this is worth +5.  If you only hit on a 20, it's still equivalent to a +1.  You also get twice the chances to crit, so with your oath you crit as often as people with Weapon mastery.  If you can increase your threat range, you crit a lot more often: 19-20 crits 19% of the time and 18-20 crits 28% of the time.

Armor of Faith - +3 to AC never hurt anyone.  And this stacks with light armor, should you become proficient in it.

Avenger's Censure Show

An important note about the Censure... This feature gives you a damage bonus of your oath target doesn't "behave".  The designer's assumption is likely that you'll only get this bonus damage once a fight or so, because after that the enemies will know better.  I say try and get it as often as you can anyway.

The Censure of Unity doesn't work this way.  It gets you a bonus if your party is clustered around the target.  This should be easy to achieve, so a Unitarian ought to get it's censure bonus most rounds.

Censure of Pursuit - You can chase down those who run: they'll only die Tired.  If they move away you get 2*Tier+Dex_Mod to damage.  But if they don't run you lose effectiveness.  Tailor made to take our Skirmishers and some artillery.  Your powers are usually about chasing after someone that moves away from you, but very few will actually cause anyone to move away from you.

Censure of Retribution - People trying to save your target merely cause it to die even faster.  A Lot Faster.  Number of times you get hit times your intelligence modifier faster.  Silly high static damage modifiers.  Easier to get to trigger naturally than the other path, but riskier, because temp HP isn't your game.  Tailor made to take out Leaders with minions in support.  Be careful though, it's not healthy wanting to get hit.

Censure of Unity - And some avengers are actually team players!  Your bonuses will never be that high, but you'll almost always get a censure bonus to damage, and at 2-3 times +1/+2/+3, it's nothing to sneeze at.


Channel Divinity - Good damage vs. undead, or give an ally a reroll.  Or, like everyone else, follow Tempus.

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12 months ago  ::  Mar 13, 2009 - 7:14PM #2
kilpatds
Posts: 1,049
Date Joined: 11/23/03
Races: Who Is Born Vengeful


Races - PHB Show

Dragonborn - Your stat buffs are pointless, unless you're going for an alternate build. Pass.

Dwarfs - Wis is crucial. Con isn't wasted... and with that second wind, you might just survive your targets friends. Best for the path of Retribution, due to the speed penalty. You might like Axes, certainly at low level.

Eladrin - No wis bonus, but you do get a Dex and an Int bonus. You do like the extra skill (Insight comes to mind).

Elves - The perfect stat bonuses for the path of Pursuit, the speed bonuses helps when your whole point is running around the field of battle, and no one is better at making sure an important kicker lands. A prime Avenger candidate.

Half-Elves - Your stat buffs are pointless, But the racial dilettante power opens up a lot of options. You're going to be a Crit Fisherman, so keep strength acceptably high and get multi-classing fighter or ranger as soon as possible. You probably like axes.

Halflings - Avenger's get no inherent mulitattack options, so they typically want the biggest weapons they can find. Being small really hurts that. +2 Dex doesn't help enough. But the racial Paragon Path is really sweet.

Humans - A nice choice. The bonus feat is great here, as Avenger's can easily be feat starved up until Epic. +1 to all defenses and the racial feats are all tasty. The bonus at-will is of limited utility as is the extra skill, but all in all, solid and bordering on SkyBlue..

Tieflings - Avenger's are not quite as hungry for hit bonuses due to the oath, so they can afford not having bonuses to their hit stat. Bonus damage against bloodied opponents is right in character, and you do get a bonus to Intelligence. Retribution might be in your racial flavor, but you are lacking in the durability to milk that path.


Races - PHB2 Show

Devas - Your stat bonuses lead perfectly to the path of Retribution, and your racial power helps you land the big blow, and your defenses bonus against bloodied creatures might keep you alive. You also have some racial feats that assume you'll drop: and as a Retribution Avenger, you likely will.

Gnomes - Don't bother pumping stealth: just take that racial power as "once an encounter, +5 to ac until the end of your next turn" and move on with life. You're not fast enough to chase. Small weapons and the speed penalty push down what would otherwise be a black race.

Goliaths - Two pointless stats, except for variant builds.

Half Orcs - One good secondary stat and extra speed on a charge should help you pursue. A racial power that makes you hit harder is prime striker fodder. Decent.

Longtooth Shifters - You don't have the perfect stats for the path of Retribution, but you have the perfect racial power. And you do have the perfect stats for a Crit Fisherman.

Razorclaw Shifters - A great race for the chase. Perfect stats and extra speed. I think elves are a little better though, as the always-on speed boost is better than half-the-battle ... but you've got a nice racial PP for pure avengers.


Races - EPG Show

Changeling (EPG) - Either secondary stat, a decent racial PP, and a heroic feat that translates to "minor action at-will gives Combat Advantage". But the racial power (which is a striker power) is based off a nominal dump stat. Ah well, you can't have everything.

Kalashtar (EPG) - A Wisdom bonus is all that saves it from Purple. Telepathy is great, as is the floating skill bonus, but you don't make use of Charisma, the racial power doesn't help any, and I think they forgot to print the racial feats in EPG.

Warforged (EPG/D364) - The survivability would allow you to survive Martyrdom, but the racial stats give no love. Head toward Crit-Fisherdom, and look at Axes if you go this path. Try and keep your Int modifier positive, as you're not going to be chasing anyone down.


Races - Other RPGA Legal Show

Bladling (MotP) - Get the perfect bonuses to chase, which makes them blue, but they lack support The racial power might get intelligent enemies to run, but since it's once an encounter, I doubt it. Over all, a solid choice but not on the short list.

Drow (FRCS) - The racial darkness power ought to get at least one round of Pursuit, and their feats generally assume they're strikers. Cha is wasted though.

Githzerai (D378) - The perfect stats to chase make it an automatic blue, the Racial PP is quite nice, and good Racial feats rounds out the list.

Gnoll (D367) - +Dex, +Speed, and striker racial abilities add up to a solid choice for a striker. If you don't pump strength, remember to take Melee Training so your racial charge powers will still work out well.

Minotaur (D369) - Your stats are in the wrong places, but you've got decent support. You're a Crit Fisherman, but you might want to consider the Beastblooded Minotaur path rather than Pitfighter.

Revenant (D376) - The race is perfectly thematic for an avenger, at least one that doesn't know any clerics, but there is going to be a strong system mastery issue. The stats slightly favor Pursuit, the Vitality feature slightly favors Retribution, but all of that will get overshadowed by the second race you choose. Half-Elf and be a crit fisherman with better stats? Drow for the Dark Cloud? Eladrin or Shader-kai for teleports? Elf for the reroll? The racial PP is also decent for those that pump Dex, even if the powers don't benefit from your oath.

Shadar-Kai (D372) - Bonuses to both off stats don't help but so much, because few powers reference a stat modifier outside of a Censure restriction. However, they have some great racial feats, and that makes all the difference. Not as highly rated if you won't make it to Epic.


Races - Monster Manual and Monster Manual 2 Show

Bugbear (MM) - One secondary stat and a good power can't make up for the lack of support, and the likelyhood of a nerfbat ruining the Large Fullblade. Go Crit Fisherman to put that strength to some use.

Bullywug (MM2) - Dex is nice, but that's really all you've got. The racial power is a trap: Monsters almost never spend surges.

Doppelganger (MM) - One secondary stat, but the power and the flavor is focused in the wrong direction. You wanted the Changeling (EPG) which has the same fluff/concept, but has a striker racial power and a bit of support.

Duergar (MM2) - Wisdom bonus should be worth Blue by itself, and the racial power is Good (save-ends ongoing poison as an encounter?) But the racial power is based off of an off-stat, and there's no support.

Githyanki (MM) - One good secondary stat, and some mobility to go with it. The initiative bonus will also be put to good use.

Goblin (MM) - Stealth bonuses, dex, and mobility make this interesting to Ninjas.

Hobgoblin (MM) - Wrong stats, wrong focus, wrong class. Pass.

Kenku (MM2) - Dex and Stealth bonuses are nice, and Ninjas should be interested. The +3 feature doesn't quite follow the rules, but your DM can figure it out. But the racial power is wasted, since Bluff isn't a class skill, and Charisma won't be pumped.

Kobold (MM) - Stealth bonuses, dex, and mobility make this interesting to Ninjas.

Orc (MM) - The powers are good. You can use the mobility and the survivability. But the stats are all wrong, and there's no support yet. Be a Half-Orc raised by Orcs instead.


Ability Scores: The Measure Of The Vengeance


Strength - Your strength comes from your self righteousness and your god, not your muscles. Except for those planning on being Rangers or Fighters, they have to do their pushups. (Recommended Starting Score: normally 8-12 before racial adjustments. 14-16 for Crit Fishermen.)

Constitution - Adds HP and healing surges, which you need more than many. A 13 gets you hide proficiency and mastery, so you may want to get there eventually. You'll have to skip Bludgeoning mastery anyway, so I can't think of any reason you'll bump this after character creation. (Recommended Starting Score: 10-13, before racial adjustments. 13 if you're a +Con race and want Axe Mastery.)

Dexterity - You'll want a good score either here or in Intelligence. Depending on your build, either boost it every time, or leave it at 10-12. Initiative is always good though, so if you have spare points, this isn't a horrible place to put them, although Con is better. (Recommended Starting Score: 10-12, or 14-16, before racial adjustments)

Intelligence - Either great, or dumped. If you like chasing things, there's no reason to hit the books. Otherwise, there's every reason. Keep reading your religious texts, to better understand why everyone must die. For Retributive, I'd suggest keeping this up to primary stat levels. (Recommended Starting Score: 10 or 16, before racial adjustments)

Wisdom - Your primary attack stat. Has to be high, no matter how variant you are unless you can find a way to drop ALL of your powers. I don't think many avengers ought to worry about starting with a pre-racial 18. The Oath rerolls should give you a high enough hit rate, and being able to branch out is more important. (Recommended Starting Score: 16, before racial adjustments)

Charisma - If you're involved, it's too late for talking. From the game perspective it boosts the same defense as Wisdom. Dump. (Recommended Starting Score: 8-10, before racial adjustments)

Skills: The Tools Of The Trade


Skills - Avenger Class List Show


You get religion, and then get to pick three more from the list below. Well, ok. You get religion and Perception, and get to pick two more from the list below.

Acrobatics - It's not too clear what this does beside let you fall on your feet, so even when it's on a key stat you might want to skip it. If your DM will work with you to do cool things, Chasers will want it.
Athletics - Useful, but a dump stat for most of you. Fishermen take it without thinking much.
Endurance - Useful, but based off a non-prime stat
Heal - The heal check DCs you really care about can be reached without training. Take this at low levels, then retrain at paragon. Or keep it, if your DM likes diseases.
Intimidate - Fun, and in character. But based off a dump stat. If you take this, look for Rattling powers, and other such things that require Intimidate be trained. They usually won't require checks, just that it's trained.
Perception - Important, and based off a key stat. You take this. This is a non-choice.
Religion - You get this for free, so it doesn't matter if you're dumb as a brick.
Stealth - A valuable skill, and might be based off a key stat. Take it if your into chasing your prey down.
Streetwise - Based off a dump stat.


Skills - Other Show

Arcana - If you've got some book smarts, it might be good to know more about the unrighteous.
Bluff - If you're MC rogue, and are not a Dagger Master, then this is Blue because of Raise the Stakes, which just requires it be trained.
Dungeoneering - If you've got some book smarts, it might be good to know more about the unrighteous.
Thievery - If you've nimble, this wouldn't be a bad skill to pick up.



Avenger's Style


Do you want to run after someone? Or Pin them down?

A key part of the Avenger's mechanics involve tricking your victim. Your class features give you bonuses if they don't behave, so you Want them to mis-behave. Keep this in mind. If you chase, you don't actually want to catch...

Censure of Pursuit (PHB2)
Pros: High mobility. Dex is a better stat than Int.
Cons: Too easy for the enemy to deny you your bonus damage ... if it just doesn't run.

Censure of Retribution (PHB2)
Pros: If you don't get your censure, it means you're getting attacked less. If you do, you can get silly high static damage bonuses.
Cons: You may die getting them.

Censure of Unity (DP)
Pros: You can easily get a small censure bonus.
Cons: You will almost never get a large censure bonus.

Weapon Groups?


Your have off stats for all flavors of mastery, so it doesn't matter but so much. As a general guideline, if you have some way of increasing your crit range, you'll want a High Crit weapon. High Crit weapons are balanced assuming weapon mastery, if you crit more often than that, they increase in value. Your oath allows you to crit that frequently without weapon mastery, and quite often if you have some way of increasing your threat range. So favor high crit weapons.

Axes - Crit Fishermen like these, because of high crit and a low enough Con requirement you can get Axe Mastery with minimal stretching, especially if you're a +Con race. Normal Avengers don't mind High Crit, but will never master it. The Execution Axe is about the biggest [W] you will get, but the full blade is better overall at high levels.

Crossbows - You're a melee striker. Put down the crossbow son, I don't care how good you are with it.

Flails - There are some nice flails to consider, The spiked chain (2d4+Gauntlets of Destruction), the 3-Headed flail (+3 prof, 1d10 on-hand), the Heavy Flail (2d6), and the Scourge (1d8 off-hand). You can consider taking the Spiked Chain Mastery feats. If you boost strength some, you can pick up Rain of Blows. You can afford the mastery feat. A solid choice.

Hammers - You hit a lot with high [W] powers. This does a lot of damage per die. They aren't High Crit, though, and you will never master it. If you want a giant weapon to max out the [W], go with the Fullblade or the Execution Axe.

Heavy Blades - High proficiency is the main draw. Big [W]s is another, and the possibility to snag HBO rounds out the list. Go two-handed (the Fullblade is High Crit), you get your AC bonus as long as you don't use a shield. The downside is this prevents you from getting Deadly Trickster with a good wisdom score. But at least you now have your big Manga Sword.

Light Blades - Low damage per [W], and you don't get multi-attacks. Pass unless your a Crit-Fisher that picked up Rain-of-Blows. And if you are, shouldn't you have taken a flail instead? The flip side of this is DaggerMasters. DaggerMasters can pick up a nice 18-20 crit range without having to waste the PP powers.

Maces - Strictly weaker than Hammers.

Picks - No support yet, but usually high-crit.

Polearms - The oath works against Adjacent enemies, so reach isn't great. Nor is the fighter tactic of keeping them permanently 2 squares away. But Polearm Gamble does sorta work with the Retributive.

Spears - Works for Rain of Blows, can be double wielded (but looks weird) and can also have reach. But aren't high crit, and aren't as high DPR as the other options.

Staffs - Bad damage, little support. A really weird weapon choice for a crit-fisher.

Archetypes


1. The Chaser

This build is pretty straight-forward; crank the Dexterity all the way up, toss in a little Constitution for survivability, go run after things and kill them. You might want to train with your fighter buddy some to pick up some stances to better encourage your prey to run, so some strength might not be wasted. Charge focused builds fall here as well.

Style: Censure of Pursuit
Races: Elves, Razorclaw Shifters
PPath: Pitfighter, Moonstalker
Array: Str 12, Con 12, Dex 16, Int 10, Wis 16, Cha 8

2. The Ninja

This starts like a Chaser, but keeps more of a stealth focus and multi-classes Rogue. Most go Dagger Master for the Crit range. Important note here, the ratings for the powers generally assume a big weapon and RRoT, and so value high [W] powers. You're using a d4. Watch out for that, and adjust the powers you take.

Style: Censure of Pursuit
Races: Elves, Razorclaw Shifters
PPath: Dagger Master, Zealous Assassin
Array: Str 8, Con 12, Dex 16, Int 10, Wis 16, Cha 12

Example Build Show
[code]====== Created Using Wizards of the Coast D&D Character Builder ======
Tomph, level 30
Half-Orc, Avenger, Thuranni Shadow Killer, Punisher of the Gods
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit
Background: Luskan

FINAL ABILITY SCORES
Str 18, Con 14, Dex 24, Int 12, Wis 24, Cha 10.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 16, Int 10, Wis 16, Cha 8.


AC: 48 Fort: 38 Reflex: 41 Will: 41
HP: 202 Surges: 9 Surge Value: 50

TRAINED SKILLS
Religion +21, Acrobatics +27, Perception +27, Stealth +43, Thievery +28

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +22, Endurance +19, Heal +22, History +16, Insight +22, Intimidate +17, Nature +22, Streetwise +15, Athletics +22

FEATS
Level 1: Melee Training (Wisdom)
Level 2: Mark of Shadow
Level 4: Spiked Chain Training
Level 6: Sneak of Shadows
Level 8: Weapon Expertise (Light Blade)
Level 10: Novice Power
Level 11: Surprising Charge
Level 12: Armor Proficiency (Leather)
Level 14: Improved Armor of Faith
Level 16: Invigorating Pursuit
Level 18: Skill Focus (Stealth)
Level 20: Nimble Blade
Level 21: Light Blade Mastery
Level 22: Epic Resurgence
Level 24: Robust Defenses
Level 26: Acolyte Power
Level 28: Weapon Focus (Light Blade)
Level 30: Divine Rage

POWERS
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Pursuit (retrained to Bond of Retribution at Level 20)
Avenger encounter 1: Avenging Echo
Avenger daily 1: Aspect of Might
Avenger utility 2: Distracting Flare
Avenger encounter 3: Sequestering Strike (retrained to Low Slash at Novice Power)
Avenger daily 5: Living Death Strike
Avenger utility 6: Soul Seeker
Avenger encounter 7: Inexorable Pursuit
Avenger daily 9: Temple of Shadow
Avenger utility 10: River of Life
Avenger encounter 13: Inexorable Pursuit (replaces Avenging Echo)
Avenger daily 15: Aspect of Fury (replaces Living Death Strike)
Avenger utility 16: Astral Cloak (retrained to Hide in Plain Sight at Acolyte Power)
Avenger encounter 17: Ready the Final Blow (replaces Inexorable Pursuit)
Avenger daily 19: Oath of the Inevitable Blade (replaces Aspect of Fury)
Avenger utility 22: Ghostly Vengeance
Avenger encounter 23: Bond of Justice (replaces Inexorable Pursuit)
Avenger daily 25: Executioner's Justice (replaces Temple of Shadow)
Avenger encounter 27: Inevitable End (retrained to Perfect Strike at Novice Power) (replaces Bond of Justice)
Avenger daily 29: Final Oath (replaces Oath of the Inevitable Blade)

ITEMS
Shadowflow Starleather Armor +6, Bloodclaw Spiked chain +6, Distance Dagger +5, Siberys Shard of Radiance (epic tier), Symbol of Victory +3, Iron Armbands of Power (epic tier), Boots of Teleportation (epic tier), Gauntlets of Destruction (paragon tier), Horned Helm (epic tier), Elven Cloak +6, Shadow Band (epic tier), War Ring (paragon tier), Belt of Titan Strength (epic tier), Solitaire (Violet) (epic tier), Potion of Clarity (level 5) (5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======[/code]


3. The Martry

You run into the middle of a pile of bad guys, and try and get them to hit you. Then you shift away from them but still next to your target, beat the stuffing out of your it. You really really want to be paired up with a good warlord, both to keep you on your feet, and to give you bonus attacks when your static damage bonus is through the roof.

Style: Censure of Retribution
Races: Devas, Longtooth Shifters, Dwarves
PPath: Dreadnought, Simbarch of Aglarond
Array: Str 10, Con 13, Dex 11, Int 16, Wis 16, Cha 8

Example Build Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Tavar, level 30
Deva, Avenger, Simbarch of Aglarond, Sage of Ages
Build: Isolating Avenger
Avenger's Censure: Censure of Retribution
Arcane Implement Proficiency: Arcane Implement Proficiency (heavy blade group)
Background: High Imaskar (High Imaskar Benefit)

FINAL ABILITY SCORES
Str 10, Con 15, Dex 12, Int 26, Wis 26, Cha 13.

STARTING ABILITY SCORES
Str 8, Con 13, Dex 10, Int 16, Wis 16, Cha 11.


AC: 47 Fort: 36 Reflex: 42 Will: 42
HP: 203 Surges: 11 Surge Value: 50

TRAINED SKILLS
Religion +41, Intimidate +22, Heal +29, Perception +29, Arcana +42, Nature +35

UNTRAINED SKILLS
Acrobatics +16, Bluff +16, Diplomacy +16, Dungeoneering +29, Endurance +17, History +35, Insight +23, Stealth +16, Streetwise +16, Thievery +16, Athletics +15

FEATS
Level 1: Power of Skill
Level 2: Weapon Proficiency (Fullblade)
Level 4: Focused Expertise (Fullblade)
Level 6: Divine Rage
Level 8: Arcane Initiate
Level 10: Arcane Implement Proficiency
Level 11: Improved Armor of Faith
Level 12: Battle Intuition
Level 14: Upright Revival
Level 16: Remembered Mother Tongue
Level 18: Auspicious Lineage
Level 20: Immortal Skill
Level 21: Ritual Caster
Level 22: Robust Defenses
Level 24: Skill Focus (Arcana)
Level 26: Skill Training (Nature)
Level 28: Epic Resurgence
Level 30: Fleet-Footed

POWERS
Arcane Initiate: Thunderwave
Avenger at-will 1: Overwhelming Strike
Avenger at-will 1: Bond of Retribution
Avenger encounter 1: Avenging Echo
Avenger daily 1: Aspect of Might
Avenger utility 2: Avenger's Resolve
Avenger encounter 3: Sparking Wounds
Avenger daily 5: Menacing Presence
Avenger utility 6: Step of Fate
Avenger encounter 7: Splinter the Formation
Avenger daily 9: Holy Ardor
Avenger utility 10: Channel Endurance
Avenger encounter 13: Weaving Blades (replaces Avenging Echo)
Avenger daily 15: Temple of Brilliance (replaces Holy Ardor)
Avenger utility 16: Temple of Seclusion
Avenger encounter 17: Vengeful Parry (replaces Sparking Wounds)
Avenger daily 19: Blade of Astral Hosts (replaces Menacing Presence)
Avenger utility 22: Shield of Providence
Avenger encounter 23: Phase Duel (replaces Weaving Blades)
Avenger daily 25: Mantle of the Astral Champion (replaces Aspect of Might)
Avenger encounter 27: Scatter to the Astral Winds (replaces Splinter the Formation)
Avenger daily 29: Mantle of the Astral Champion (replaces Mantle of the Astral Champion)

ITEMS
Reckless Fullblade +6, Ghostphase Starweave Armor +6, Opal Ring of Remembrance (epic tier), Ritualist's Ring (epic tier), Scarab of Invulnerability +6, Ioun Stone of Regeneration (epic tier), Gauntlets of blinding strikes (paragon tier), Iron Armbands of Power (epic tier), Symbol of Victory +2, Zephyr Boots (epic tier), Ironskin Belt (paragon tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

4. The Crit Fisherman (Critvenger)

Here you are choosing the Avenger base class for the Oath feature, and then trying to get multi-attack powers from other classes, with the goal of throwing so darn many dice each turn that you're bound to crit. Rangers gets quite a few multi-attack powers and like Wisdom, so that's probably your best choice, but Fighters get some multi-attacks and Reckless Attacker. You probably go Eternal Seeker as your ED to end up having literally no avenger attack powers.

There are actually two varients of this. One is a traditional Static+Multiattack Half-elf. Strength is your attack stat. Pump accuracy and damage per attack. The second is focused on crit damage, and focuses heavily on your crit range and doing special things on a crit. Accuracy can suffer slightly, as most of your DRP comes on rolling 18-20 on your attack roll.

Problem: No armor class. You have to abandon two of Dex, Int, or Wis, and you get no armor proficiency at all. That +3 won't go far. You'll have to put some points into Con to qualify for hide armor proficiency (and later specialization), but a starting 13 will do it. Two slightly different approaches are given below.

Style: Unity or Pursuit
Races: Half-Elf. Dilettante Mastery for the win. Longtooth Shifters. Half-Orcs don't have the DRP, but have good stats and can spike decently.
Weapon Types: Various. High [W] values, high crit.
PPath: Pitfighter, or other Striker-minor class
Array: Str 16, Con 14, Dex 13, Int 10, Wis 14, Cha 8

Style: Unity or Pursuit.
Races: Half-Elf. Dilettante Mastery(Twin Strike) for the win.
Weapon Types: Jagged, then Lightsabers or Daggers. High crit range, high crit also good.
PPath: Student of Caiphon, Daggermaster
Array: Str 14, Con 13, Dex 14, Int 10, Wis 16, Cha 8

Example Build Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Wil the Fisherman, level 30
Half-Elf, Avenger, Son of Mercy, Eternal Seeker
Build: Pursuing Avenger
Avenger's Censure: Censure of Unity
Seeking Destiny: Return from the Shadowfell
Background: Windrise Ports (Windrise Ports Benefit)

FINAL ABILITY SCORES
Str 22, Con 17, Dex 16, Int 12, Wis 24, Cha 12.

STARTING ABILITY SCORES
Str 14, Con 13, Dex 14, Int 10, Wis 16, Cha 8.


AC: 47 Fort: 40 Reflex: 38 Will: 41
HP: 205 Surges: 10 Surge Value: 51

TRAINED SKILLS
Religion +21, Stealth +29, Athletics +32, Perception +27, Nature +27, Heal +27

UNTRAINED SKILLS
Acrobatics +18, Arcana +16, Bluff +16, Diplomacy +18, Dungeoneering +22, Endurance +18, History +16, Insight +24, Intimidate +16, Streetwise +16, Thievery +18

FEATS
Level 1: Two-Blade Warrior
Level 2: Weapon Expertise (Axe)
Level 4: Armor Proficiency (Leather)
Level 6: Battle Awareness
Level 8: Improved Armor of Faith (retrained to Novice Power at Level 11)
Level 10: Oath Strike
Level 11: Versatile Master
Level 12: Improved Armor of Faith
Level 14: Two-Weapon Fighting
Level 16: Weapon Focus (Axe)
Level 18: Armor Proficiency (Hide)
Level 20: Paragon Defenses (retrained to Robust Defenses at Level 21)
Level 21: Armor Specialization (Hide)
Level 22: Avenging Surge
Level 24: Axe Mastery
Level 26: Epic Resurgence
Level 28: Two-Weapon Defense
Level 30: Weapon Proficiency (Waraxe)

POWERS
Avenger at-will 1: Bond of Pursuit
Avenger at-will 1: Overwhelming Strike
Dilettante: Twin Strike
Seeker's Lore: Vorpal Edge
Avenger encounter 1: Avenging Echo
Avenger daily 1: Aspect of Might
Avenger utility 2: Refocus Enmity
Avenger encounter 3: Sequestering Strike (retrained to Rain of Blows at Novice Power)
Avenger daily 5: Menacing Presence
Avenger utility 6: Step of Fate
Avenger encounter 7: Inexorable Pursuit
Avenger daily 9: Temple of Shadow
Avenger utility 10: Leading Step
Avenger encounter 13: Weaving Blades (retrained to Storm of Blades at Level 22) (replaces Avenging Echo)
Avenger daily 15: Temple of Brilliance (retrained to Quicksilver Stance at Adept Power) (replaces Temple of Shadow)
Avenger utility 16: Temple of Seclusion
Avenger encounter 17: Vengeful Parry (replaces Inexorable Pursuit)
Avenger daily 19: Temple of Brilliance (replaces Menacing Presence)
Avenger utility 22: Ghostly Vengeance
Avenger encounter 23: Cloak of Thorns (replaces Sequestering Strike)
Avenger daily 25: Stone Tempest Rage (replaces Aspect of Might)
Avenger encounter 27: Hurricane of Blades (replaces Storm of Blades)
Avenger daily 29: Follow-up Blow (replaces Temple of Brilliance)

ITEMS
Antipathy Gloves (heroic tier), Power Jewel (heroic tier), Adventurer's Kit, Elixir of Speed (paragon tier), Potion of Clarity (level 5) (2), Caustic Whetstone (heroic tier), Potion of Healing (heroic tier), Khyber Shard of Life Drinking (paragon tier), Sylvan Elderhide Armor +6, Cloak of Displacement +6, Iron Armbands of Power (epic tier), Belt of Titan Strength (epic tier), Distance Javelin +4, Symbol of Victory +2, Greaves of Maldeen (paragon tier), War Ring (paragon tier), Premonition Ring (paragon tier), Trickster's Mask (paragon tier), Solitaire (Violet) (epic tier), Reckless Waraxe +6, Bloodclaw Waraxe +6
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


5. The Master of Defense

The Anti-Martyr. Some of you really don't want to be hit. While this handbook in general advocates using your defenses to allow you to get away with taking insane risks, there's another approach: Use you defenses to convince your targets to get bored and wander off, which gives you those damage bonuses. This should effectively play like a defender: Take some Brute or BBEG off to the side for some private time. It won't be able to hit you, if it runs ("ignores your mark") you beat it up faster. And then once the rest of the encounter is down, the party will help you finish it off.

Style: Pursuit.
Races: Humans, Razorclaw Shifters
Weapon Types: Flails, Heavy Blades
Feats: Defensive ones. Don't neglect your NADs
PPath: Pitfighter, Son of Mercy, War Priest, Deadnought
Array: Str 14, Con 13, Dex 14, Int 10, Wis 16, Cha 8

Lord Duskblades example is the definitive version, but here's my version that has a real mark.
Example Build Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Summer Defender, level 30
Longtooth Shifter, Avenger, Warpriest, Eternal Seeker
Build: Pursuing Avenger
Avenger's Censure: Censure of Pursuit
Seeking Destiny: Trickster's Control
Background: Impiltur

FINAL ABILITY SCORES
Str 18, Con 14, Dex 22, Int 12, Wis 26, Cha 10.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 16, Int 10, Wis 16, Cha 8.


AC: 49 Fort: 36 Reflex: 39 Will: 40
HP: 214 Surges: 9 Surge Value: 53

TRAINED SKILLS
Religion +21, Acrobatics +25, Athletics +28, Perception +28

UNTRAINED SKILLS
Arcana +16, Bluff +15, Diplomacy +15, Dungeoneering +23, Endurance +18, Heal +23, History +16, Insight +23, Intimidate +17, Nature +23, Stealth +20, Streetwise +15, Thievery +20

FEATS
Level 1: Melee Training (Wisdom)
Level 2: Spiked Chain Training
Level 4: Nimble Blade
Level 6: Initiate of the Faith
Level 8: Weapon Expertise (Light Blade)
Level 10: Armor Proficiency (Leather)
Level 11: Improved Armor of Faith
Level 12: Mark of Warding
Level 14: Armor Proficiency (Hide)
Level 16: Two-Weapon Fighting
Level 18: Beasthide Shifting
Level 20: Two-Weapon Defense
Level 21: Sturdy Shifter
Level 22: Divine Rage
Level 24: Light Blade Mastery
Level 26: Two-Weapon Opening
Level 28: Gorebrute Charge
Level 30: Triumphant Attack

POWERS
Avenger at-will 1: Bond of Pursuit
Avenger at-will 1: Overwhelming Strike
Seeker's Lore: Bag of the Four Winds
Avenger encounter 1: Avenging Echo
Avenger daily 1: Aspect of Might
Avenger utility 2: Refocus Enmity
Avenger encounter 3: Halo of Fire
Avenger daily 5: Living Death Strike
Avenger utility 6: Soul Seeker
Avenger encounter 7: Inexorable Pursuit
Avenger daily 9: Enduring Strike
Avenger utility 10: Channel Endurance
Avenger encounter 13: Light of the Avenging Sun (replaces Avenging Echo)
Avenger daily 15: Aspect of Fury (replaces Living Death Strike)
Avenger utility 16: Bulwark of Defiance
Avenger encounter 17: Ready the Final Blow (replaces Halo of Fire)
Avenger daily 19: Temple of Respite (replaces Enduring Strike)
Avenger utility 22: Ghostly Vengeance
Avenger encounter 23: Collapsing Riposte (replaces Ready the Final Blow)
Avenger daily 25: Reaper's Stance (replaces Aspect of Fury)
Avenger encounter 27: Perfect Strike (replaces Light of the Avenging Sun)
Avenger daily 29: Follow-up Blow (replaces Temple of Respite)

ITEMS
Bloodvine Elderhide Armor +6, Bloodclaw Spiked chain +6, Khyber Shard of Life Drinking (paragon tier), Distance Dagger +6, Symbol of Victory +2, Iron Armbands of Power (epic tier), Zephyr Boots (epic tier), Gauntlets of Destruction (paragon tier), War Ring (paragon tier), Ring of Fury (paragon tier), Belt of Titan Strength (epic tier), Solitaire (Violet) (epic tier), Salve of Power (heroic tier) (2), Cloak of Distortion +6, Horned Helm (epic tier)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

6. The Controller Minor

There are a lot of controller effects, and some good feats that will allow you to stack up good save-ends penalties. The basic approach should still be to get into melee: many of your powers are Melee Touch, and there are other good save-ends melee weapon powers that will work well with an enemy who can't make saves.

I'd tend to suggest being a Hybrid Swordmage|Avenger, so that you can use your sword for the implement powers. Go with the Censure of Unity, because of Light of Truth (and pick up Salves of Power), and pick up the penalize-saves Epic feat as soon as you can.

Example Build Show

====== Created Using Wizards of the Coast D&D Character Builder ======
Danel, level 30
Deva, Avenger|Swordmage, Son of Mercy, Sage of Ages
Hybrid Avenger: Hybrid Avenger Fortitude
Swordmage Aegis (Hybrid): Aegis of Assault
Hybrid Talent: Armor of Faith
Quickened Spellcasting: Sword Burst
Background: Thay (Thay Benefit)

FINAL ABILITY SCORES
Str 14, Con 14, Dex 12, Int 26, Wis 26, Cha 10.

STARTING ABILITY SCORES
Str 12, Con 12, Dex 10, Int 16, Wis 16, Cha 8.


AC: 50 Fort: 35 Reflex: 40 Will: 41
HP: 214 Surges: 9 Surge Value: 53

TRAINED SKILLS
Arcana +42, Religion +41, Perception +29

UNTRAINED SKILLS
Acrobatics +15, Bluff +15, Diplomacy +15, Dungeoneering +29, Endurance +16, Heal +23, History +35, Insight +23, Intimidate +15, Nature +29, Stealth +15, Streetwise +15, Thievery +15, Athletics +16

FEATS
Level 1: Power of Skill
Level 2: Hybrid Talent
Level 4: Armor Proficiency (Leather)
Level 6: Weapon Proficiency (Fullblade)
Level 8: Battle Intuition
Level 10: White Lotus Riposte
Level 11: Armor Proficiency (Hide)
Level 12: Improved Armor of Faith
Level 14: Focused Expertise (Fullblade)
Level 16: Remembered Mother Tongue
Level 18: White Lotus Master Riposte
Level 20: Skill Focus (Arcana)
Level 21: Auspicious Lineage
Level 22: Immortal Skill
Level 24: Quickened Spellcasting
Level 26: Epic Resurgence
Level 28: Font of Radiance
Level 30: Robust Defenses

POWERS
Hybrid Avenger at-will 1: Overwhelming Strike
Hybrid Swordmage at-will 1: Sword Burst
Hybrid encounter 1: Avenging Echo
Hybrid daily 1: Frost Backlash (retrained to Aspect of Might at Level 15)
Hybrid utility 2: Avenger's Resolve
Hybrid encounter 3: Sloth Strike
Hybrid daily 5: Light of Truth
Hybrid utility 6: Fate-Spurned Foe
Hybrid encounter 7: Splinter the Formation
Hybrid daily 9: Holy Ardor
Hybrid utility 10: Dimensional Dodge
Hybrid encounter 13: Weaving Blades (replaces Avenging Echo)
Hybrid daily 15: Soul Lightning (replaces Holy Ardor)
Hybrid utility 16: Temple of Seclusion
Hybrid encounter 17: Dazzling Display (replaces Sloth Strike)
Hybrid daily 19: Planar Shock (replaces Aspect of Might)
Hybrid utility 22: Giant's Might
Hybrid encounter 23: Thunder Riposte (replaces Splinter the Formation)
Hybrid daily 25: Quicksilver Blade (replaces Soul Lightning)
Hybrid encounter 27: Scatter to the Astral Winds (replaces Weaving Blades)
Hybrid daily 29: Aspect of Terror (replaces Planar Shock)

ITEMS
Cunning Fullblade +6, Summoned Elderhide Armor +6, Khyber Shard of Life Drinking (paragon tier), Bracers of Mighty Striking (epic tier), Opal Ring of Remembrance (epic tier), Phrenic Crown (epic tier), Cloak of Distortion +5, Antipathy Gloves (heroic tier), Ring of Protection (paragon tier), Survivor's Belt (paragon tier), Greaves of Maldeen (paragon tier), Flying Hook (paragon tier), Sapphire Scabbard (paragon tier), Portable Hole (paragon tier), Solitaire (Cerulean) (epic tier), Salve of Power (heroic tier) (4)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


7. The Leader Minor
This will usually be based off the Censure of Unity. You use forced movement and a few other powers to make your teammates better strikers.

Multiclassing: The Day Job

Artificer (EPG) - The feat gives decent benefits for the Martyr, some of the powers fit well, and there's at least one good PP.

Cleric (PHB) - Laser Cleric powers are nice, but you want to always be up in someone's grill. More healing is always good, Warpriest is a surprisingly good PP, and Radiant Servant offers cleric-based lightsaber crit fun.

Fighter (PHB) - Crit Fishermen want to steal Rain of Blows and be Pit Fighters. Chasers want to steal Rain of Steel. Shifters want trip up. Please remember to get in via Battle Awareness (MP)

Ranger (PHB) - A great source of multi-attack and off-action attack powers, particularly for Fishermen.

Rogue (PHB) - Synergistic powers for some. Great crit ranges for others, but it forces you to use a small weapon. I'll point out "Raise the Stakes" has no weapon requirements, but does require some extra training.

Swordmage (FRCS) - Has some very nice utility powers, and Controllers want to Hybrid it to be able to use a subtle fullblade as your only implement. The attack powers don't help you out much though, and the PPs all seem to rely on the mark mechanic, which you don't get through multiclassing.

Warlock (PHB) - Offers 18+ crits for Lightsaber wielding Fishermen. (Student of Caiphon). But the PP is the only aspect of the class you'll use.

Wizard (PHB) - Give you something to do with your Int. Thunderwave rocks if you're a half-elf, and Bloodmage is usually good.

Barbarian (PH2B) - The another source of multi-attack powers for the Crit Fishermen. But they only show up at very high level, so pick something else initially. (Fighter, Ranger)

Invoker (PHB2) - Nice control powers if you want to really be a controller. A few good close-bursts for more local-area control, which is a better fit.

Paladin (PHB) - This is just to pick up some nice feats. You don't have the right attack stat (either of them), so you're looking for things that trigger off of the secondary stat, which is usually Wisdom. I'll assume you're from Windrise Ports.

Warden (PHB2) - No multiattacks, so the Str path doesn't work well. Otherwise the stats don't fit.

Druid (PHB2) - The disguise aspect is great, but few powers help when you can't have the Primal Aspect

Shaman (PHB2) - Didn't see anything that fit.

Monk (DR375/PHB3) - The stats work for a pursuit avenger, particularly the Centered Breath Monk. The powers are actual striker powers, and there are some multiattacks in there (Three Winds Kick), and the PPs look decent. However we don't know what the MC feat is going to look like yet and many of the powers require you to use some pretty crappy weapons (Including Three Winds Kick)
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12 months ago  ::  Mar 13, 2009 - 7:15PM #3
kilpatds
Posts: 1,049
Date Joined: 11/23/03
Powers - Heroic Tier: Novice


Level 1, At-Will Show

If you're Int based, take Bond of Censure and either Bond of Retribution (Radiant) or Overwhelming Strike. If you're Dex based, take Overwhelming strike, and ... um. Bond of Pursuit? Are you sure you don't have a positive Int modifier? Humans likely take Radiant Vengeance as their third at will.

Bond of Censure (DP) - It's a ranged power that uses your implement, but then gives you a reroll anyway. And it has a large pull for an at-will power, (Int based). Note you'll quickly have a pull that exceeds the power's range, and so not be able to use it all. The Horror. It's also modified by a lot of domain feats.

Bond of Pursuit (PHB2) - Free shifts if the victim runs. I don't like it for hitting your target because it might not move if it's knows it's giving you free movement, and many targets won't run anyway. But the movement takes place after his turn ends, so Artillery that wants to shoot you may still move. And then you can shift around them. Note when you get the free movement: using it on an OA via HBO won't work the way you think it will. (SarxMarksman).

Bond of Retribution (PHB2) - If you get attacked the victim takes even more damage, but only once per turn. I think it's usually a trap, but sometimes might amplify the damage to the target. Use with caution, and watch what the DM does when you use it. Important note: It's got the Radiant keyword, which may be important for Radiant Servants and Students of Caiphon. If you have HBO, this is probably the power you want to use with it.

Focused Fury (DH2) - If you hit, push another enemy 1. It's a useful feature that you hope you never use... because if you can use it, you didn't get your oath rerolls.

Leading Strike (DP) - Give an ally bonus damage equal to your intelligence modifier. The main problem is your allies are unlikely to be as accurate as you are, so it would have been nicer if you had that bonus damage. But still, that's the only at-will power with extra damage, so that raises it up a notch. Modified by a few domains.

Overwhelming Strike (PHB2) - Move the target around, and move you around. Good for tactical maneuvering, especially pulling enemies out of corners. Unfortunately, does the move after the attack, so you can't use it to get Oath for the current attack. (Note: the maneuvering is optional: PHB2, p219). The Skill domain allows you to use this as a Basic Melee attack, which is a really good feature. Modified by a LOT of domains.

Radiant Vengeance (PHB2) - Ranged 10 and Temp HP! Yay! Uses the holy symbol you rarely use. Boo... Use as a ranged intro on those turns you can't get in fast enough. Modified by a LOT of domains.


Level 1, Encounter Show


In campaigns that use the pre-errata version of RRoT, you'll take either of the 2[W]s powers. Because a Critical hit from a Half-Orcs with a High Crit weapon is still very powerful at this level. Everyone else (Chasers, Ninjas, Martyrs, Fishermen, MoDs) takes Avenging Echo, except the controllers who take Day's First Light.

It will be 13th level until you get another encounter power that does more than 2[W]...

Angelic Alacrity (PHB2) - Shift, then hit for 2[W]. Might allow you to get to that one right square to get your oath... especially if you chase and have a high dex.

Avenging Echo (PHB2) - If you hit and someone stops next to you, or attacks you, they take radiant damage. More useful for the Runner than the Martyr it's theoretically for. Runners want to discourage people from staying next to them, and giving anyone damage for doing that works. Probably the best power, but that's not saying a lot. Protip: If you know you're going to be charged next turn, ready an action to use it when you get attacked.

Compeling Blade (DP) - The potential large pull would be great ... if the trigger weren't so conditional. Hit your target with this first, then shift away one so they have to chase you... then pull them WAY off to the side and beat on them at your leisure.

Day's First Light (DP) - It's an implement attack, but it's range Melee touch, so you should get your oath rerolls anyway. And some control ("Stay, or the light hurts")

Pass at Arms (DP) - Wolf Pact tactics, the encounter power.

Relentless Attack (DP) - Would be blue if the push were farther, but 2 squares isn't enough to really do it for me in an encounter power. But it is another way to take your target out to the woodshed.

Shared Madness (PHB2) - Your implement power. Ranged 10, psychic damage. Hit one, damage two.

Shielded by Faith (DP) - Bonus to AC against those creatures who are keeping you from getting your oath attack. For Martyr's, It's A Trap

Speed and Stillness (DP) - 1[W] is not worth a very conditional 5 temp HP. You wanted Angelic Alacrity.

Whirlwind Charge (PHB2) - Can use on a charge, in which case you get a nice bonus vs. OAs you provoke en route.


Level 1, Daily Show

Aspect of Might is still the best power here.

Argent Mantle (DP) - A small IFF close burst... but I don't like powers that prevent you from using the reroll. And if your damage die is so cursed you still want this, just crush it and buy a replacement.

Aspect of Might (PHB2) - 3[W] is nice, as is +2 speed and damage for the encounter. That counts as Blue here.

Celestial Fist (DP) - For the controllers. Ranged Implement power, so yada yada yada. But should keep a melee brute away for multiple turns.

Oath of the Final Duel (PHB2) - The teleport doesn't have range, but does require line of effect. Only does 2[W], but that's hardly the point.

Renewing Strike (PHB2) - Another implement attack. A healing surge is the kicker? For a daily?

Strength of Many (DP) - A classic Big Attack. The Effect comes before the damage roll, so it affects itself, and you should be able to milk it for +6 per attack. Add in an action point and you're talking about 18 extra points of damage, more if you use a burst power (bleh). But even more if your Warlord likes Commander's Strike.

Temple of Light (PHB2) - Give yourself an extra 1d6 radiant damage against your target, or anyone too close to it. More excuses to ask for extra attacks. Best used against brutes or elites that will live long enough for it to be worth a daily. If you're just interested in damage, Aspect of Might's +2/hit for the rest of the encounter will probably end up doing more than 3.5/hit until the target dies.

Thunder and Echo (DP) - Poor damage, if you're using a real weapon. But the kicker will allow you to clear some space, which makes up for a bit. Would make a better high level encounter power than a low level daily.

Wings of Light (DP) - A 3[W] flying charge. You don't even get to stay in mid-air for the strike. Take something that will change the battle, not something that will change the round.


Level 2, Utility Show

Lots of good powers here... but around 10th level or so, everyone retrains to Refocus Enmity. Elder_Basilisk suggests that you look down here when selecting your 6th and 10th level utility powers, and I can't argue that point.

Avenger's Resolve (DP) - Resist 5 for a turn, as an immediate Interrupt. Martyr's like. Retrain once Resist 5 is no longer relevant.

Blessing of Vengeance (PHB2) - A surge of temp HP as a free action isn't bad, but it's a daily. You wanted Avenger's Resolve.

Distacting Flare (PHB2) - Do a good rogue impression, minus the sneak attack.

Enduring Spirit (DP) - For the masters of Defense who got hit anyway. Not horrible, but most of the time Avenger's Resolve will be better at this level...

Loyal Sanction (DP) - More leader-minor. This one's for the party's ranger. Primary stat to his damage for one round every encounter. Your ranger will love you.

Refocus Enmity (PHB2) - For when you realize you're picking on the wrong person. At low levels, one of the others might work better... but I expect you'll retrain to this eventually... or take it with a higher level utility slot.

Righteous Pursuit (DP) - This will usually be used to move up to your new target after you've killed an old one, as with everything else Chaser related, monsters don't run as often as the designers of these powers think they do. But still, it's out of turn encounter movement.

Resonant Escape (PHB2) - First you get hit, so you might get a nice bonus, then you teleport a short distance... like to the other side of your victim so you can continue to keep your oath. Just for the Martyrs.

Silver Shadow (DP) - Masters of Defense might actually keep this, (and use a higher level Utility slot for Refocus Enmity). Daily, which isn't so hot, but concealment (which helps you avoid getting hit) until the temp HP wear off... and the temp hp amount actually scales at a reasonable rate. Eventually though, it gets replaced by a ring, and you retrain it.


Level 3, Encounter Show

Chasers probably take Sequestering Strike. Ninjas take Deadly Strike. Martyrs take ... Deadly Strike? Sparking Wounds? Bound by Fate? Not a great set of choices. Fishermen probably take Bound by Fate, because Twin Strike doesn't include any movement. Unitarians take Fury's Advance.

Bound by Fate (DP2) - The immobilize is the important part, double if you've got some damage field up (Avenging Echo?) or have a good spike-damage dealer in your line. Occassionally, the split damage clause might actually come into effect, but don't expect that.

Deadly Strike (DP) - Your first "walk through walls" power. It's a short phase though, so usually it will just allow you to walk through enemies.

Deflecting Thunder (PHB2) - Poor damage, and a highly conditional a free redirect of the next attack against you. Bound by Fate's better.

Enmity's Reach (PHB2) - Close burst Implement attack, that pulls and slows. Not bad, but not really in theme.

Fury's Advance (DP) - If you're a leader type, you punt someone a nice long distance right into the middle of your party (but that means you left the line). If you're not a Unitarian its a much shorter push, so no where near as good.

Halo of Fire (PHB2) - You can hurt someone that stays next to your target, but it hits at the end of the enemies turn so it doesn't work well with forced movement. If you're in the middle of a line you'll increase your odds of getting your oath, and if the targets are immobilized it can do decent multi-target damage.

Intervening Blades (DP) - For when a chaser has based the enemies controller. At least that's the only time the "can be used as an opportunity attack" clause will kick in.

Sequestering Strike (PHB2) - You and your target take a nice long range teleport, off to a quiet corner for some serious conversation.

Sparking Wounds (DP) - A lot like Halo of Fire, except that it does a tiny bit more single target damage if your target is alone (but less single-target damage if it isn't, and signficantly less control damage) and has more keywords.


Level 5, Daily Show

The Barbarian Rage Strike power indicates that 4[W] would be a good pure-damage power at this level. Most of these are 2[W], but some go to 3 and Living Death Strike goes to 4.

Controllers take Light of Truth. Most of the rest of you take Menacing Presence.

Bond of Foresight (PHB2) - Save-ends, so it won't last long. But with luck you'll get at least 2 free attacks while it does. This would be better if you could figure out a way to get your high static modifiers for those free attacks.

Dance of Flame (DD) - Ongoing 5 fire damage as the daily kicker. Yay. There's also some stuff about it spreading on failed saves, but there won't be enough failed saves for that to matter unless you're a controller. And if you are, you took Light of Truth, not this.

Dawn Fire Sigil (PHB2) - +1 to hit the target for the rest of the encounter is pretty weak, and the no-concealment clause is pretty situational.

Executioner's Cloak (PHB2) - You don't really care about CA, but Ninjas do like the 2+ rounds of the target not knowing where you are and hopefully attacking someone else. With a little teamwork, you should get your censure bonus for at least 2 rounds. (one on a miss).

Light of Truth (DP) - a penalty to saves equal to the number of allies surrounding it? Lets get some OrbIzard on early! (Oh yeah, also does some damage. If it matters). Remember that since it's still a melee attack, you get your Oath rerolls. Controllers will never let this power go, and will buy Salves of Power to use it more often.

Living Death Strike (D372) - I'm a little unclear how "additional" damage in an effect is supposed to work exactly, but your DM will likely say it simply does 4[W] on a hit (and since you usually hit... it does 4[W].) That's the biggest [W] in sight, but after the RRoT nerf, pure damage powers are overrated.

Menacing Presence (DP) - For the encounter, anyone you stand next to is 2 easier to hit. And it does damage.

Nine Souls of Wrath (DP) - For the encounter, anyone that stops next to you holds up a big sign saying "Apply multiattacks here".

Oath of Consuming Light (PHB2) - Your Implement power. More bonus striker damage until the target saves .. but not enough more damage to add up. Save-ends powers last on average 1.5 rounds, less for Elites/Solos. If there were divine Multi-attack powers, this would be better... but since Warlord granted attacks won't count, it's only 9 extra damage or so over the duration of the effect, and that assumes you hit with it ... and you're not as accurate with ranged powers. Controllers: Take Light of Truth. Really.

Oath of Righteous Fury (DP) - Free big shift when you drop someone. Not bad... but not as good as some other options.


Level 6, Utility Show

I think most take a second level 2 utility power, except Controllers. Controllers take "Fate Spurned Foe" (FRPG)

Aspect of Agility (PHB2) - Decent mobility, but hard to justify.

Aspect of Majesty (DP) - this may be the lowest level reach enhancing stance in the game (and it should stack with other reach enhancing non-stance effects). But you need to be adjacent to get your oath re-rolls. Great power... for someone else.

Fortifying Chant (DP) - A stance for Masters of Defense. Shame it's only +1 most rounds... it's be great if it were even +2.

Harsh Lesson (DP) - I love the flavor of this, but mechanically it's garbage. If you had multiattacks, it might set up a nova, but you don't. So you're just giving away hit points for no good reason. If you want to do that, go find a Darklock and ask him/her to join your party instead.

Oath of Enduring Wrath (PHB2) - Bonuses to saves are always good.

Oath of the Relentless Hunter (PHB2) - Put a GPS button on someone (target, teammate). Worthless in RPGA. Might be great in a home game. I dunno. Mauve.

Soul Seeker (D372) - give yourself a flank buddy, and some surgeless healing for the encounter as if you were a warlock. The surgeless healing is probably the best part of this, but the near guaranteed +2 to hit isn't shabby.

Step of Fate (DP) - "Shifty" for an encounter per day, although you do have to chase your OoE target with it. Still great.

Wrath of the Divine (PHB2) - Martyr's that get surrounded a lot may get crit on occasion. Once a day, pass that pain on to your oath target. But as it's an Immediate Reaction, you have to survive the crit first.


Level 7, Encounter Show

You take Inexorable Pursuit, or Splinter the Formation. For the Unitarians, it's a mighty unfortunate thing that Splinter the Formation requires the Censure of Retribution, because it's the perfect power for you. Try fast-talking your DM into changing it?

Avenging Winds (PHB2) - An Implement power. Can be very fun tactically, if you can convince the target to run, but you've only got one round to convince it to move and monsters know the effects they are under.

Blade Step (PHB2) - Teleport 10 on a hit? Nice... But it's not Inexorable Pursuit.

Celestia Endures (DP) - Poor Poor damage, and the kicker looks really conditional. So don't use the power until you've already fulfilled the condition, and then it's not conditional. And it makes up for some of the lousy damage by giving you more damage on your next attack. But it's not Splinter the Formation.

Chains of Censure (DP) - Hit one guy, immobilize either your target or another enemy too close. This should help you get your oath in future turns, and does a bit of extra damage too. But it's not Inexorable Pursuit.

Dismiss the Unworthy (DP) - Another "Punt enemy large distance" for the leader type. Except without the nice bonus damage the last one had, and with a "not off a cliff" restriction. Bummer.

Excoriating Call (DP) - Two powers in one (either a push or a damaging pull if it's your oath target). But it's not a huge distance, and both powers are still implement ranged powers where you don't get your oath.

Inexorable Pursuit (PHB2) - Shift lots, THROUGH WALLS OR ENEMIES, before the attack? The choice of the Chaser

Inexorable Summons (DP) - Teleport your target next to you ... if you can hit it. (Ranged power). But the damage aura (that might be big enough for someone to care) is unconditional.

Light and Darkness (D372) - One of those stylistic exercises that simply doesn't work. The kicker damage is too weak, and the main attack doesn't do enough damage to give you any feeling the kicker will kick in.

Splinter the Formation (PHB2) - Hit one guy, teleport everyone else near him 5, 6 squares? And you're not even a warlord. The choice of the Retributive. Check with your DM before teleporting them up.


Level 9, Daily Show

The Barbarian Rage Strike power indicates that 5[W] would be a good pure-damage power at this level. These all do 2-3[W]. This is a good level for the Martyr and Fishermen to look for MC powers.

Aspect of Speed (PHB2) - Good mobility, poor damage, no ongoing effect.

Blade of Guilt (DP) - Save ends, so it won't last long. And the damage is weak too. There have got to be better options than this.

Enduring Strike (PHB2) - Free Saves can come in handy. The highest damage PHB2 power here.

Fated Doom (D372) - If it happens to kill something, you get regain a healing surge. Since the odds of any given blow killing a non-minion are rather small, I'm rating this as a strict 3[W]. Which is to say, not interesting. You don't get to immediately spend your new found surge, you just get it back.

Glyph of Agony (DP) - Weak weak damage, even including the save-ends effect. Ranged power. Pass.

Holy Ardor (DP) - This is what the controller should take. If you can apply save-end penalties, you can get really nice damage for a few turns while the target is taking even more damage. If you can't apply save-ends penalties, don't take this power.

Oath of Pursuit (PHB2) - Follow your target as an Opportunity Action, not an interrupt. Good for Chasers.

Temple of Shadow (PHB2) - Dark shadows allow you to hide, Right next to your target. It will hopefully move cause it can't see you, and you stay hidden anyway. Repeat as desired. (atk, hide, chg, repeat). The choice of the Ninja or chasers who trained Stealth.

Winds of Woe (DP) - Still does poor damage for a 9th level pure damage daily, but it might clear out some space around you. I'd suggest Divine Rage instead, personally.

Zealot's Call (DP) - I'm giving this black despite the ranged qualifier, because it turns all your melee attacks into Overwhelming Strike... and should make overwhelming strike pretty funny


Level 10, Utility Show

Chasers and Defenders take Leading Step. Martyrs take Avenger's Resolve (lvl 2), and then look to retrain it at high levels. Others may take another look at the Level 2 choices.

Avenger's Readiness (PHB2) - Not a you-go-first, and not game-changing movement. Not worth a daily.

Channel Endurance (PHB2) - This isn't bad, but Avenger's Resolve is usually better. Take that one instead, unless you want multiple uses of the trick or need protection on your own turn (baiting OAs).

Ever Onward (DP) - +2 speed for an encounter is nice... Let's ignore the nominal purpose of this power though... that's not something that should be a 10th level daily utility power.

Eye of Justice (PHB2) - See Invisible, for 2 turns. How frequently are enemies invisible anyway?

Leading Step (DP) - Out to the Woodshed with you, as an encounter out of turn action. Since the chasers will be wanting to replace Sequestering Strike soon, perfectly timed.

River of Life (PHB2) - Its a good power you won't take, cause you're either a longtooth shifter, or worship Mellora. Better regeneration, but it doesn't scale and it's a daily. If you do take it now, retrain it later once regeneration 5 no longer matters.

Shielding Symbol (DP) - Gives those 20-Wisdom avengers a chance to avoid a hit each battle. Remember though, if you're fighting monsters much higher level than you are, their hit rolls are typically higher than yours.

Wings of Vengeance (DP) - Good fly speed for two turns, and it's an encounter power. Just realize that you don't actually get to move in with the action you use to turn it on, unlike most 4e movement powers.
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12 months ago  ::  Mar 13, 2009 - 7:15PM #4
kilpatds
Posts: 1,049
Date Joined: 11/23/03
Powers - ParagonTier


Level 13, Encounter Show

Avenger's Demand (DP) - The pull is an effect, so when you make your attack you'll still get your rerolls, and then it pushes and knocks prone as a kicker. Not shabby.

Cloud of Souls (PHB2) - Keeps enemies away from your target, but not away from you. Better for the Martyr, as it turns into a beautiful (half secondary stat) setup power. Shame you don't yet have anything great to follow it with.

Crimson Stride (DP) - Sequestering Strike's older brother... except with a special for every censure except pursuit. Weird. Still good for everyone.

Dervish Strike (DP) - The visual is cool, and mechancially you get some extra control, and you give the target a free head start in case it wants to run (or you want to spend an action point to charge it)

Light of the Avenging Sun (PHB2) - Radiant damage, and your target can't hit you for a turn. That might convince it to run...

Sequestering Word (PHB2) - You and your target go 5 away to talk, and then anyone who doesn't move away from you takes damage... but it's your implement power. Otherwise it would be an automatic choice for Chasers. Instead take Crimson Stride.

Wages of Sin (DP) - Implement attack that does "extra" damage still less than what you'd do if you just ran up and hit it.

Weaving Blades (DP) - Even more accurate than normal, and one turn of "push everyone who would deny you your oath".

Whirling Blades (PHB2) - A nice boring 3[W] if your target is feeling lonely. For a class that started with 2[W] encounter powers and ends up with 6[W] ones, it's a shame that 3[W] is considered a pure damage power at this level. Dervish strike also does 3[W], and does more than just damage.


Level 15, Daily Show

The Barbarian Rage Strike power indicates that 6[W] would be a good pure-damage power at this level. All of these do 2-3[W]. However that's irrelevant, because everyone is going to take Temple of Brilliance... which does basically no damage.

Aspect of Fury (PHB2) - Start with a possible 3[W] attack, and then start a 5 point damage aura that also hits anyone who attacks you, even with reach. Chasers want. Anyone who wants a lot of DPR wants.

Bond of the Sacred Duel (PHB2) - The initial attack is weak, but the rider isn't too bad. Think of it as nearly doubling your retribution bonus. The downside is that it might mean you stop getting a retribution bonus, but that's not a horrible fate.

Forceful Call (DP) - Controllers use this to create a nice bunch (Weapon vs. NAD on the attack hits pretty well, even without oath) for the Sorcerer/Wizard to AoE. Everyone else avoids it. And even controllers should look for something better... Did you see Temple of Brilliance yet?

Ghostly Chains (DP) - You use slow/immobilize on melee threats, so you get more rounds to pick at them in perfect safety from range. This asks you to have allies adjacent to the target. Wha?

Inescapable Justice (DP) - Free movement back to your target until it dies. Eh. Again, most monsters don't actually run without substantial incentive.

Soul Lightning (DP) - This is a nice subtle control power. It's a ranged implement power, so yada yada. But if you can keep the target from saving, it will normally be left alone, if you hit or you miss. Which makes it easier to gang up on.

Oath of Divine Lightning (PHB2) - The chaser who penalizes saves can do decent things with this... but there are better control options at this level. Chasers should look at Aspect of Fury instead. Controllers should look at Soul Lighting or Temple of Brilliance.

Sigil of Carceri (PHB2) - Your implement power. Locks down one artillery piece.

Temple of Brilliance (DP) - An implement power everyone takes. Even if you miss, eh. Sustain Minor moveable zone of blindness. No save, no attack roll. Just "Hey, any monster that ends their turn in that bright area is blind." Hold me.

Tether of Light (DP) - Sequestering strike for every hit for an encounter. Please have an intelligence modifier.

Zealous Onslaught (DP) - Just an attack with a save ends. It does have an after effect (free MBA)... but there are some really nice choices here.


Level 16, Utility Show

Astral Cloak (PHB2) - A turn of invisibility. More things for the Ninja.

Battle Blessing (DP) - Because it's an interrupt, you can use it after you know what your ally rolled. Which translates to "Trigger: Ally crits on an opportunity attack". But that's still really conditional.

Bulwark of Defiance (PHB2) - Your wrath pushes you to ignore a save-end effect for a turn. Not bad as an encounter power.

Pillar of Chernoggar (DP) - Stance that slows everyone next to you. That's some control. Pair with a storm sorcerer for maximum fun, even if you stop getting your oath.

Strength in Unity (DP) - Once an encounter, ignore one attack. At least if you have an intelligence modifier and stay near your party.

Summons to Duty (DP) - Slide an ally into a flanking position as a minor. Good for the leader minors, but a little high level for the effect.

Temple of Seclusion (DP) - One encounter a day, get your oath every round without having to worry about it.

Vengeful Revenant (PHB2) - Especially for the Deva. Pop back up like the energizer-bunny powered terminator you are. Daily, but how often do you drop?

Winds of the Astral Sea (PHB2) - For a 16th level encounter power, that's an awfully short teleport.


Level 17, Encounter Show

Accept No Defeat (DP) - Basically, it's a 3[W] pure damage power with a really weird miss clause. Take something more interresting.

Astral Fury (PHB2) - Your implement power. The good news is it targets two people. This is to clear the space around your target, but you'll have to keep your implement up to date, and you don't get to roll twice. Pass.

Ready the Final Blow (PHB2) - A setup power for the Chasers. You stick your victim in place, and get a "Dear God" bonus to hit him with your next attack roll. We're still waiting for something to hit it with...

Lethal Intercession (DP) - At this level, I'd usually expect the one turn penalty to attack rolls to be based off a stat, not just be a fixed -2. But it's not. But it can be used as an opportunity attack, which should remind you what it's for (controllers).

Punishing Blow (DP) - This is the first power I've seem basically designed for the CritFishers. Hit your OoE target, then pop Come And Get It or a different martial AoE power. If you're not a CritFisher, skip it. Vengeful Parry looks interesting.

Spectral Charge (PHB2) - Charge, and take half damage from any attacks you soak up on the way in, and for the next turn. Obsoleted by Wrathful Charge.

Vengeful Parry (DP) - The first class off-action attack power. (Immediate Interrupt). Oh yeah, it might also keep you from getting hit, especially if you have the Censure of Unity. But you had me at Immediate Interrupt.

Warding Blade (PHB2) - First you clear the space around your target, and then you punish any enemies that come back (or if you have reach, attack you from outside). And if you're Martyr, you Will hit with those opportunity attacks.

Wrathful Charge (DP) - Charge through walls. And if you're retributive, you get silly bonuses even if your missed. (Um, once for each time you're missed on the way in, and twice for each time you're hit. Wow, that could do a lot of damage)


Level 19, Daily Show

The Barbarian Rage Strike power indicates that 7[W] would be a good pure-damage power at this level. The best here is 5.

Aspect of Awe (PHB2) - Your Implement power. One guy is pulled at least 5, and maybe a lot more. If it hits, you can kite someone a goodly ways, but that's still pretty lame for a level 19 daily.

Blade of Astral Hosts (DP) - Your first real multi-attack (if only your OoE target is in the initial sweep, Burst 1 attacks with Melee weapons count as Melee attacks for OoE, and you teleport in place), but it's a daily pure damage power. Is still probably the highest damage power you have without multiclassing.

Bonded by Blood (DP) - This level's "Chase after your target until it dies" power.

Flame Unquenchable (DP) - 3[W] and applies a penalty to your targets saves against ongoing damage. Good. The penalty is rediciously conditional. Bad.

Oath of the Invevitable Blade (PHB2) - Finally, a 5[W]. The miss effect is weak, but you used it after one of your setup powers, right? So how can you miss? (Shoulda been 7[W] and Reliable)

Stroke of Doom (DP) - Its a weapon vs. NAD attack to pull the target, so it's faily accurate even at range. But the followup is just a 5[W] attack. Yawn.

Temple of Respite (PHB2) - A nice defender/controller power. Your defenses to up, you are surrounded by difficult terrain. But not that much damage, and you're not usually a defender. Also, needs more dakka. Remember it doesn't move with you, so make sure you use it at a chokepoint.

Vengeful Recovery (PHB2) - If you hit, the kicker is free healing. If you miss you still heal, you just have to spend a surge. And it dazes too, always. But since you're not an Orbizard, save-ends conditions other than stunned are overrated. Also, needs more dakka.


Powers - Epic Tier


Level 22, Utility Show

Ghostly Vengeance (PHB2) - Until the end of the encounter, WALK THROUGH WALLS. And something else not unimportant, but you had me at walk through walls.

Indomitable Resolve (PHB2) - Once per day, don't die, as an immediate interrupt. Not bad, but not the best choice at this level.

Refuge of Piety (DP) - Once an encounter, save against everything and get some free shifting too. The only problem is that it's an move action, so you can't use it if Stunned, and may not want to if dazed.

Oath of the Final Strike (PHB2) - Once per day, put off dying for a round, and be completely immune to damage for that round. Nice, but I'd rather walk through walls.

Skeeker's Step (DP) - Hopefully there will be enough squares next to your OoE target that you can teleport to one where your other attacker can't hit you. Does use your stance slot, which has become increasingly valuable.

Shield of Providence (DP) - Take half damage from attacks, turned out ontside of your turn, and charge up your next attack. Good for the Martyr.

Twin Step (PHB2) - I prefer my utilities to be something other than dailies, and it provides really good mobility. But I still can't justify this over any of the above.


Level 23, Encounter Show

Most of these do around 4[W]

Avenger's Shield (PHB2) - Ranged Implement power: hit em with that, then move in without fear of them attacking you.

Bond of Justice (PHB2) - 4[W], and if you run away from your oath target, teleport+TH bonus+damage. Effective, if difficult to RP.

Chains of Fate (DP) - More "target shares damage you take" Martyr powers. If you're looking for a "survive being surrounded", you want phase duel. This will be a bit more offensive... but really I think you want Phase Duel.

Excoriating Challenge (DP) - Ranged implement AoE power. Pushes or pulls. Add standard reservation about ranged implement powers.

Fearsome Fury (DP) - One round completely neuter something your party has surrounded. Completely. And does decent damage.

Phase Duel (PHB2) - You take your target elsewhere to do battle for a turn. Your target has line of effect/sight to nothing but you, and since you're a martyr, you've guaranteed it won't hit you either. No one can hit you, your target can hit no one. Yeah, that's actually good.

Threatening Strike (DP) - Slide a brute/lurker/skirmisher somewhere where it can't attack without moving, and this power just became a multiattack power. With a built in extra damage bonus. Weapon attack vs. Fort, which isn't usually a problem.

Vengeful Apparition (DP) - Punt your target a silly distance, with very high accuracy. Also, more flying through walls. This time chasers have a silly high fly speed.

Victory Hymm (DP) - Remember to wait until you've dropped one Oath of Enmity target before using this, to avoid the "won't happen" conditionality of the kicker.


Level 25, Daily Show

The Barbarian benchmark is 8[W].

Amber Prisons (DP) - Touch attack, so accurate despite the Implement use. At this level, immobilized is marginal for a save-ends daily effect, but the potential to immobilize a squad of monsters is respectable.

Aspect of Death (PHB2) - In theory this power convinces the subject to run away from you... but in practice 10 damage (save-ends) isn't enough damage to force compliance. But 6[W] is respectable. For 10 damage, it should just been until the end of the encounter.

Bond of Destiny (PHB2) - Ranged implement power. Gives you the ability to run after people. The key ability here is no line of sight requirement. Translation: Infinite Range.

Drawn by Fate (DP) - Standard, this. Move, run far away. Minor, teleport the target back next to you (wherever you are) far far away from it's support. Free, during the target's turn: curse when it makes it's saving throw and you can't keep it locked down anymore.

Executioner's Justice (PHB2) - Dazed, to stunned, to have some psychic damage while you're stunned. Hm, how much Orb-izard magic can we get going on here?

Mantle of the Atral Champion (DP) - Fly through walls for the encounter. And is also an attack.

Sigil of Damnation (PHB2) - Make your encounter powers do half damage on a miss. Um, the point of the avenger is to not miss. There is a combo here with Hurricane of Blades and a setup power: Hey look mom, Huge Nova even with a 14 in my attack stat! But that seems a serious edge case.

Thunderhead Smite (DP) - Pretend it says "Requirement: no enemy can be adjacent to you", and is colored green. Doesn't do that much (Close burst 3 push power that does no damage)... but is colored green.


Level 27, Encounter Show


Anvil of Faith (DP) - Push 5 at the most, and do 3[W]. Why? Well, if you're a Hammer of Judgement with push-focused items, this can be a second silly-large punt. And there's some value in pushing monsters 17,18 squares. (9,10 without an action point). So I guess you can use this as a differently flavored Sequestering Strike.

Astral Charge (PHB2) - Nearly no damage, but stunned for a turn. As an encounter power. But 1[W]? Seriously? If you take the Rogue power "Perfect Strike" you have a decent chance to stun as an encounter power and do 5[W].

Brilliant Halo (DP) - If used when you have a high chance to hit (it's a ranged implement power), the effect can give you a LOT of healing. But you have to hit, and it's a ranged implement power.

Death Stroke (PHB2) - A simple big encounter blow. 6[W] if you follow the directions, and the directions are not that hard to follow, but it's just damage.

Hand of Silver (DP) - Melee touch, so you can hit even if it is an implement power. Does poor damage but restraints, which isn't awful. But it also isn't great.

Inevitable End (PHB2) - The choice this level of the Chaser. Decent sized blow, which will hit, that you can use a second time if it doesn't kill him (and he runs or is pushed). The double use makes it better than Death Stroke. Remember to run off after you hit the target, so that you'll get the power back.

Scatter to the Astral Winds (PHB2) - The choice of the Martyr. Teleport everyone not your target across the board, beat up your target. Watch the warlord wish he could do that. Or if your DM likes some cheese, just teleport them 12 squares up...

Spark of Hatred (DP) - You have to hit, but it dominates for a turn. Unless things are positioned perfectly, don't bother forcing it to attack your OoE target like the power says. Just have it run past your party and provoke OAs. (It says "can attack only your OoE target", not "can only attack your OoE target"). Also: It's a minor action, so remember to hit your oath target hard.


Level 29, Daily Show

The Barbarian benchmark is 9[W], and a power actually hits it. A lot of the Divine Power powers have great fluff, but horrible mechanics.

Aspect of Terror (PHB2) - "Leave Me Alone!" Your Implement power this level. Decent damage for an AoE, even a 29th level one. Pushes. Prevents them from attacking you for a couple of rounds. Good controller power. If you can Orb-izard this any (Phrenic Crown?), it become devastating for a chaser, so pop this first, then choose someone you hit to oath and drag off to the side.

Cataclysmic Duel (DP) - Note that your kicker for the rest of the encounter is much better than the kicker you just gave the target... but your party will still not like you much unless you never get hit. Still a nice power for the Masters of Defense.

Divine and Condemn (DP) - A daily power worse than Scatter to the Astral Winds, which is an encounter power. Yay.

Eye of the Hurricane (DP) - Pull people next to you so that you don't get your oath, and then have a pure damage power that does 6[W]. Um. Yeah. Oh, you deafened them until they save... if you care. (Hint: you don't).

Fiery Vengeance (PHB2) - A second implement power. This one does greate AoE damage, heals, and gives your enemies another reason to avoid you for the rest of the encounter. A plausible Chaser power.

Final Oath (PHB2) - 9[W]. And a guarantee that the target will never run again. Hopefully that's because it just died. But really, 9[W] isn't enough damage to make anyone notice at this level, as impressive as it looks.

Impaling Summons (DP) - Pull target 10 (no hit roll required), then get a 6[W] attack off. I think there are other ways you could have accomplished that with encounter powers.

March of Doom (DP) - Teleport everyone near you around the target, then hit the target and knock it prone, just in case there was someone who wasn't flanking it already. Should be a nice round... but again. I think dailies should alter the battle, not just the one round.

Merciless Nemesis (DP) - You know that "go duel with someone off in the corner" thing you like to do? Well, this power just made it trivial.

Temple of Resolution (PHB2) - If this is really going to work to keep you alone with your target, the incentives need to be higher. At this level, 25hp doesn't really do it. Also, More Dakka.


Multi-Class powers of note


Artificer Show

Arcane Springboard (EPG) (e2d) - Great mobility and flavor, but you've got some nice utility powers at this level too.

Use Magic Item (EPG) (e2d) - Lets you get an extra daily item use before the next mile stone. If it let you reuse a magic item, that would be awesome... but it doesn't.

Corrosive Sigil (EPG) (d5) - At will ongoing damage for an encounter. Nasty.

Dancing Weapon (EPG) (d5) - Minor action attacks for an encounter. Nastier. If your DM allows you to get your oath (PHB2: "you make an attack through the creature") this is DeepSkyBlue, even if you do have to keep a backup weapon for it to use, and a minor to move it around the board.

Vorpal Edge (EPG) (u16d) -18+ is a really nice crit range, even if it is just for one encounter per day. Worth less if you already have a 19+ crit range.

Hellfire Sigil (EPG) (d19) - This ought to buy you a couple round of oath, but save-ends typically drop working quickly, and your Con score isn't all that (a common problem with the otherwise great "Sigil" powers)

Bag of the Four Winds (EPG) (u22e) - Rearrange the battle field, as an encounter.

Chaos Weapon (EPG) (e23) - If your party fights in a tight group, this ought to be a good lead in for a Nova round. But you'll never take this power, cause you'll take Prismatic Strike instead.

Prismatic Strike (EPG) (e23) - Three attacks, with nasty effects on one roll. You're a Martyr, or else you wouldn't be looking in this section, so please make sure you use this power on the rounds you have the silly high static modifiers.

Simulacrum (EPG) (d29) - Getting a second use of all your encounter powers, plus one free use of a daily is awe inspiring. I'd rate this DeepSkyBlue if I weren't concerned about the attack bonus... normally summonings use your attack bonus, but the spell calls out that the simulacrum has a non magical copy of your sword. If it's down 6 on it's to hit ... that makes it much less useful.


Barbarian Show

For Fishermen


Storm of Blades (PHB2) (e13) - Odds are this maxes out at two attacks. But still... two attacks is pretty good for you.

Thunderfury Rage (PHB2) (d15) - Free MBA each round, assuming you're attacked... which should be easy enough to ensure.

Stone Tempest Rage (PHB2) (d25) - Crit 18+ for an encounter. (And the initial damage isn't shabby either)

Hurricane of Blades (PHB2) (e27) - Look below to the ranger section for Follow Up Blow. Are we clear now why Eternal Seeker is your Destiny of choice? (assuming Punisher of the Gods isn't allowed)


Cleric Show

Cure Light Wounds (PHB) (d2) - Surgeless Healing is always good. Standard action is bad, so this is mostly for out-of-combat use.

Sanctuary (PHB) (e2) - More help moderating your defenses, but it's a standard action.

Weapon of the Gods (PHB) (5) - If you're a Radiant Student who wants to use weapons other than Lightsabers, here's how. Low enough level to recharge with Salves of Power. And oh yeah, also includes an AC debuf.

Spiritual Weapon (PHB) (5) - If you have a friend keeping the BBEG locked down, this gives you multiattack. If you don't, you'll rapidly have to decide between moving the conjured sword or yourself. Choose yourself, Implement Attacks vs. AC don't work well, and ranged attacks can't use your Oath.

Cure Serious Wounds (PHB) (d6) - Surgeless Healing is always good. Standard action is bad, but surgeless is good.

Divine Power (DP) (du6) - Good buff, but it's a standard action. Blech.

Mass Cure Wounds (PHB) (d10) - Surgeless Healing is always good. Repeat.

Divine Armor (PHB) (d16) - Good for chasers who want their target to get bored, but a standard action.

Knight of Glory (PHB) (19) - Fundamentally a higher level Spiritual Weapon.


Ranger Show

For Anyone


Bending Branch (eu2) (D377) - Turned forced movement into an off-action attack. Better with a bard in the party.

For Chasers


Tiger's Reflex (PHB) (d25) - A stance which grants a melee basic if an enemy attacks you. Puts your target in a lovely cascading lose-lose situation ... until they get back to their buddies and you only get one interrupt per turn. Very nice Eternal Seeker bait.

For Fishermen

Long term, ending up with both Armor Splinter and Lashing Leaves isn't the worst fate in the world. Both have kickers than can be brutal, especially if you managed to pick up a higher count multi-attack (Blade Cascade? Hurricane of Blades?) somewhere along the line.

Off-Hand Strike (MP) (e1) - Boring old off-action attack (off hand weapon).

Plant to the Hilt (D377) (e1) - Multiattack + Slide. Better than just multiattack.

Two Fang Strike (PHB) (e1) - Boring old multiattack. Prefer Plant to the Hilt

Jaws of the Wolf (PHB) (d1) - Boring old multiattack.

Confusion of Blades (D377) (e3) - Multiattack, but it rewards something you don't want to ever happen.

Ruffling Sting (MP) (e3) - Boring old off-action attack (off hand weapon).

Claws of the Griffon (PHB) (e7) - Boring old multiattack.

Lashing Leaves (D377) (e7) - Multi-attack, plus one turn long HUGE vulnerability. Keep this for a while (Reserve Maneuver?)

Armor Splinter (PHB) (e13) - A multi-attack that's tied to a spectacular AC debuf, which is a great setup for Blade Cascade.

Storm in the Trees (D377) (e13) - Boring old multiattack with mobility. You have better options.

Off-Hand Diversion (MP) (e13) - Boring old minor action attack (off hand weapon).

Blade Cascade (PHB) (d15) - Keep attacking until you miss (or 5 attacks)? Your sticht is that You Don't Miss.

Canopy of Blades (D377) (e17) - Boring old multiattack with AC Buff. Good for Masters of Defense that are also playing around with Crit Fishing.

Master of the Hunt (PHB) (ud22) - Even more reason to have your teammates give you attacks, even more reason to bring out multiattacks. Takes your stance slot, which will be taken by Follow-up Blow later. Borders on Sky Blue.

Verdant Silence (D377) (ue22) - Encounter Power is what makes it worthwhile. Spend a surge to end anything a save can end... except Stun. Because it's a Free Action, not a No-Action.

Crashing Blades (D377) (e23) - Multi attack, with a possible Daze.

Cloak of Thorns (PHB) (e23) - Multi attack, but the "attack me and I get melee basic as interrupt" is the real draw.

Nonchalant Collapse (MP) (e23) - Boring old Weapon vs. Fort off-action attack (off hand weapon).

Seeking Roots (D377) (e27) - Multi attack, with more [W]s. If you have a silly high Crit Range (17+ or 18+), it's better because of the good odds you'll get even more [W]s to maximize.

Follow-up Blow (PHB) (d29) - Encounter long multi-attack. If your DM reads it to give an extra attack with each hit, not each power, Jaw Droppingly Broken.


Rogue Show

For Ninjas and Chasers


Low Slash (MP) (3) - A minor action attack that's Weapon vs. Reflex. This works like multi-attack, in that you get more chances each round to apply your silly high damage bonuses when they are silly high.

Nasty Backswing (PHB) (3) - A free action attack. This would be great except for that little trigger line: first you have to miss. Which you don't do. So take Low Slash instead.

Clever Riposte (PHB) (5) - Requires a light blade, but gives the target a large incentive to leave you alone. And since only 5th level, can be recharged with Slaves of Power

Raise the Stakes (PHB) (16) - Crit on 17+? Are you serious? Requires Bluff and only lasts two turns though, which is rather short for a daily. Combo with a multi-attack power for a nova turn. Skip if you've a Dagger Master though, as it's not enough of a change.

Dragon Tail Strike (PHB) (17) - Really for the chasers. Gives the target a LARGE incentive to leave you alone. Just make sure there's no one else he can attack without moving, and you'll either get a second attack this round, or bonuses next.

Perfect Strike (PHB) (27) - You have a class power that does 6[W], so doing 5[W] here isn't all that. But you've got a very decent chance to stun. Which is.

Skirmishing Shot (MP) (3) - A minor action attack. But the difference between 1[W] and 3[W] isn't high, and shifting 1 isn't all that either, and it gives you a penalty to hit for some reason.

Assassin's Point (PHB) (29) - 7[W] of a light blade isn't all that, and post the RRoT nerf the crit line becomes very conditional. (It isn't rolling extra damage on a crit, so RRoT doesn't trigger it)


Fighter Show

For any build


Rain of Steel (PHB) (d5) - This will cause someone to run. And if not, will kill them much faster. Also rechargable with Salves of Power.

Quicksilver Stance (MP) (d15) - Maybe they'll run. Maybe they won't. Either way, they'll die faster.

For Fishermen


Rain of Blows (PHB) (e3) - Everyone's favorite level 17 encounter power accidentally given out at level 3. If you can, bring a spear, flail, or light blade. But if not, it's still two attacks with a big weapon, and that's still really good.

Chains of Sorrow (PHB) (e13) - If you use a flail, and have managed to keep a decent dex, this is a debuff almost as potent as Armor Splinter. If you're looking at powers from Eternal Seeker, Armor Splinter is better.

Harrying Assault (MP) (e17) - Multiattack and movement, without the TWF requirement.

Weaponmaster's Lure (MP) (e23) - Multiattack, mobility, forced movement.

Reaper's Stance (PHB) (d25) - If you've collected a large number of fighter powers (PMC much?) and kept a high Dex, this rocketh thy socksith. If not, it's a better Rain of Steel. Which still ain't bad.

Cruel Reaper (PHB) (d25) - Remember to keep your oath target inside both sweeps. That makes it multi-attack with a big weapon, which automatically gets a blue. And then the extra attacks that could crit just add a touch of sweetness.

Force the Battle (PHB) (d29) - Only does insane things to Fighter powers, and only grants Fighter at will powers. Since Dual Strike no longer is a Twin Strike clone, not as handy as you'd hope.


Invoker Show

For any build


Written in Fire (DP) (e7) - If enemies don't get at least 6 squares away from one spot, they take 10+Wis_mod damage. That might get them running...


Paladin Show

For any build


Bless Weapon (DP) (du2) - By itself, may or may not add the radiant keyword (which Warlocks care about more than paladins). But you see that "Crit on 18+ against creatures vulnerable to radiant damage" bit there? Ring any bells, like, oh, say, Power of the Sun?

Divine Vengeance (DP) (d15) - Stance that hurts enemies that attack you or adjacent allies. Good for chasers who've taken the monster out to the woodshed.


Spellscars Show

The major problem with spell scars is thier assumption that all weapon attacks should by physical, and all implement attacks should be mental. Most of you would rather make mental (Wisdom) based physical attacks (to get the censure). So the net effect is only Fishermen and Chasers have any interest in spellscar attack powers, because only they have physical attack-level stats.

For any build

Burring Blade (FRCS) (d5) - A stance that applies 5 ongoing with two keywords, might cause someone to run, but probably not. It isn't a damage roll, so it won't scale at all.

Tears of Fire and Blood (FRCS) (ue10) - Take damage to get +4 to an attack you just made. So should help you miss less once/encounter. But the damage it does scales quicker than the damage you do, so you'll want to get rid of it eventually.

Body, No Body (FRCS) (ue16) - Phasing for a turn is all it's really good for. Insubstantial is usally something you want until your NEXT turn. (Downgraded one step because you have to take a feat to get something you have a class power for)

Gravity of Moment (FRCS) (d19) - Ranged attack, but not a huge difference in net effect between missing and hitting. Either way, you get to slide the target around the battlefield like crazy for the rest of the battle. Best used on a Melee critter you'd rather not attack yet: just remember to keep a minor free to sustain it every turn.

Donning the Mudflesh (FRCS) (ue16) - Insubstantial until bloodied. Some martyrs (those with regeneration that works when you're not bloodied) will really like this, and masters of defence also like this. Takes your stance slot.

Shifting Wave (FRCS) (e27) - Re-arrange the battlefield as an encounter. Not as good for the martyr as Scatter to the Astral Winds (you have to hit the enemies you wish to move) but not horrible.

Metamorphosis of Spellflame (FRCS) (d29) - Implement attack with a range of Melee Weapon. So yeah... Targets the lower NACD of Will or Fort, so it pretty accurate, especially for you. But it can be wasted (has no miss effect) and it's just save-ends damage. If you can get some orb-izard in there, it's a LOT of save ends damage, which is why it made the list.

For Chasers or Fishermen

Reach of the Doomed (FRCS) (e7) - Gives reach, which you'll never use, because if you hit with the first attack, you get a second that also has a damage roll... aka. Multiattack. So you really want to hit with the first.

Venomous Bloodfang (FRCS) (e7) - A small hit, but get some minor healing.

Iron Tooth of Bloodlust (FRCS) (e7) - Venomous Bloodfang's 2[W] older brother.

Echoes of Valor (FRCS) (d29) - Minor action attack does 5d10+stat until you miss. So multiattack for 5-6 rounds, likely, with a rather big stick. That doesn't suck...


Warlock Show

I'm going to assume anyone looking in here is a Crit Fisherman who's taking Student of Caiphon.

For Fishermen

Transcendent Dance (AP) (du10) - Small bonus to speed and saves for an encounter.

Hero's Defense (AP) (eu16) - The pull of this power for most is substituting their Sky-High AC for their weak NACD. But ... crit fishermen tend to not have good ACs. At Epic, it's possible your Will defense will be the highest, and you'll use this feat to half the damage from a brute, and force the brute to actually roll to hit you. Strict DMs will require you to declare it before they roll, so you can't know if the +4 is enough.

Painful Transference (AP) (eu16) - Once an encounter, end one effect (no action), but do 2 points of damage to all teammates within 5 (assuming a starting 13 cha, for the MC feat(s)). Hopefully they'll forgive you.

Wakeman's Invocation (AP) (du22) - One encounter a day, don't get hit by any melee attackers without reach. Well, they could gang up on you and run you out of immediate interrupts... But you might also talk your DM into allowing you to teleport them into the air.
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12 months ago  ::  Mar 13, 2009 - 7:16PM #5
kilpatds
Posts: 1,049
Date Joined: 11/23/03
Paragon Paths


Avenger PP's Show

Ardent Champion (DP) - The extra crit feature is another striker bonus feature, but it only adds 3-4% to your crit rate. If you can find other ways to crit like crazy (Artificier's Vorpal Weapon spell, for example. Jagged weapons for the rest of you), then this is a way to get Even More crits. And that makes the level 16 feature (free BMA on crit) really good. The powers are also quite good. It's not broken powerful, but it is good.

Dervish of Dawn (DP) - Gives a bit of resilience for a Martyr, but isn't as good as some of the fighter options you could have taken instead.

Dream Imperator (DP) - A little leaderish, a little controllerish. But not much there in the final analysis.

Favored Soul (DP) - Honest Flight as a PP feature. Not "as a move action", not "until the end of your turn", but honest flight. A worthwhile class feature. Good for Chasers just because it gives you a better way to follow. Not so hot for Martyrs, as the bonuses to defenses are likely not what you want. The powers are pretty good (especially the Daily and Utility, although the Utility doesn't hit full effectiveness until level 16). The rest of the features are barely worth mentioning though. I also note there are no secondary stat boons or requirements, so this is a decent PP for the 20 Wis Avenger, if any go that route.

Hammer of Judgement (PHB2) - Using the encounter power on an action point will just do a silly amount of pushing (Close Burst 3, push 3+2*Int_mod) giving you a second option to Divine Rage. There really ought to be some dangerous terrain somewhere within 15-21 squares, and there's a Combo with Thunderwave Staff that makes for a big AoE. Resolve of Steel is great for the Martyrs. But on the whole I'm not that impressed. Mostly because you can't get a decent crit range out of a hammer.

Oathsworn (PHB2) - The key draw is Sworn Crusade, which gives your entire party the same oath mechanic for a turn. This, combined with some Nova capacity in the rest of your party, will result in very dead BBEGs. +1 AC vs. your oath target is always good (some of you want his friends to hit you. None of you want your target to). Be careful with the healing, you can run out of surges too fast.

Relentless Slayer (DP) - All in all, a rather bad PP with a great level 20 daily power. (A better quicksilver stance wasn't good enough, they had to add 4[W] on to the front of it?) If you can figure out a way to take a better PP, but poach that power, do so. The 12 level utility power might work if you shift as part of your hit (Overwhelming Strike), but otherwise is non-functional.

Serene Initiate (DP) - Another DPR focused PP... Damage on a Miss is like your dual roll: it has an unexpectedly large effect on your DPR. The damage on miss allows power attack to work. Scimitar Dance may be tempting, but in general the oath will keep your hit rate up, so just grab a fullblade/Executioner's Axe like everyone else.. The level 20 daily is garbage though, as it violated the one rule of daily powers: it can do completely wasted.

Unveiled Visage (PHB2) - Chasers don't need the mobility: teleporting is better than flying only as a move action. Flying for an encounter is good though, and refreshing your channel divinity is great. But other than Unveiled Action tricks, I don't see any synergies, just extra capabilities.

Watchful Shepherd (DP) - A leader minor PP, this is how the leader minor Avenger gets some healing to give out. Note that all the implement powers are Melee Touch, so you can still use your oath. Doesn't help you to kill things faster though.

Weapon of Fortune (DP) - Too many ways to hurt yourself, not enough ways to stack the deck. Signs of Favor certainly ought to work out in your favor, but that's the only one that seems to be a decent risk.

Zealous Assassin (PHB2) - This is the only PHB2 Striker-minor avenger PP, but the striker damage feature is weak sauce (1d6, doesn't scale. Only with combat advantage and only when the enemy is bloodied. Really?). The class also offers a large number of ways to get combat advantage, which again helps the pure avenger less than others. But reasonably damaging powers are nice. Good for some Ninjas, but not anywhere near as good as Dagger Master or Thuranni Shadow Killer.



Divine PPs Show

Exorcist of the Silver Flame (Divine,EPG) - You do have a lot of Radiant Powers to go with the 16th level feature, but that's about all this has going for it. This is for Laser Clerics, not you.



Racial PP's Show

Abiding Reaper (D372) (Shadar-Kai) - The best effect is Blood Calling: Combat Advantage for the last half (er, third) of each creatures life. That's not enough to make it interesting.

Adroit Explorer (PHB2) (Human) - One for the Crit-Fishermen. It's a shame Half-Elves can't qualify (or can they? The CB says they can), but this PP has that "get your Eternal Seeker on early". Two Rain-of-Blows? Three in one encounter?

Avenging Haunt (D376) (Revenant) - Phasing on an action point seems great to me, and staying conscious until negative bloodied is great, even if you are dazed for the time. Because the powers require physical stats, Martyr's will have to avoid it.

Ancestral Incarnate (PHB2) (Deva) - The reuse a power ability is still great. The daily power is a silly amount of healing if there are minions on the board, and another feature that's enough to make you take up Ritual Casting.

Bloodfury Savage (PHB2) (Half-Orc) - All the features are good, the powers are all good. And you don't even have to bump strength to use them.

Chameleon (EPG) (Changeling) - The best use of this is to grab Rain of Blows without having to have a high Dexterity or Strength... but now you've got to have a high Charisma. I'm going to assume you've MCd to Sorc or Bard to make use of that Charisma. If you're doing this, make sure one team mate is a fighter (for Rain of Blows) and another is a Bravelord for the Kord PP's daily.

Doomspeaker (D372) (Shadar-Kai) - A trashtalker PP is awesome, but this one assumes you're a charisma rogue.

Firstborn of Moradin (PHB2) (Dwarf) - The survivability is good, and the powers are good, but you have to pump strength to use them.

Halfling Scoundrel (PHB2) (Halfling) - That daily power is Amazing for an avenger (remember to jack your AC more than usual), and none of the rest of it is bad. Definitely a PP Halfling Avengers have to consider, if any exist.

Moon Stalker (PHB2) (Shifter) - Amazing mobility. You also get a lot of bonus damage against prone, so use a Staggering or Tyrant's weapon, or wear Assault Boots.

Rrathmal (D378) (Githzerai) - The u12 really helps you isolate someone off to the side, the d20 is godly for a party with good tactics (everyone's first attack of the round hits, assuming people know to chain effects? Wow.). The features are decent... The only bad part is the e11, which has too high an opportunity cost for too low a payout. (Just At-Will is too low a payout for a wasted standard action). But since you no longer need to take Danger Sense, you can take Reserve Maneuver instead.

Shiere Knight (PHB2) (Halfling) - Don't see any obvious synergy outside the encounter power.

Storvakal (D378) (Githzerai) - For Invokers, I think. The e11 rocks, but the rest is blech.

Stoneblessed (PHB2) (Goliath) - Mountain Crush goes great with Bloodiron, and you're obviously a Crit Fisherman going Barbarian anyway. I only think I'd try this for games that start at high level, and I'd treat Str+Con as my only two stats.

Turathi Highborn (PHB2) (Tiefling) - The Frenzy would be awesome, but you would then have to care about Charisma. And you don't have the space for that.

Twilight Guardian (PHB2) (Elf) - Weak. The Daily is a nicer control power than Entangle, but you're supposed to be a striker.



Multiclass PP's Show

Anointed Champion (Cleric,DP) - +1 to AC or NACDs, an encounter utility that adds some minor leader, and a daily that's a good party buff make for a strong base. If you have a positive charisma modifier the AP bonus is also really good... but you don't. So it's wasted, pulling down an otherwise good PP.

Bloodmage (Wizard,PHB) - Very nice spells, and the potential for some extra striker level damage from your class features.

Dagger Master (Rogue,PHB) - PP powers aren't wasted, and an 18-20 Crit range. The downside is you use a really small weapon. Make sure crits trigger other attacks (Two Hand Opening, Rending), cause maximizing a d4 is pretty worthless. This is also a good PP for the Crit Fisherman, but in that case you won't have quite the same Dex so you'll rarely hit with your PP powers. There are a few "multiattack" rogue powers that Chasers should look at.

Draeven Marauder (Fighter,D365) - Strength based, so you can't hit with the powers. But shifty features, and weapon mastery with the spear (Urgosh). Rain of blows works with a spear ... maybe you will be able to hit with the powers.

Dreadnought (Fighter,MP) - A great PP for a Retributive Avenger. You'll have to gimp your Int somewhat if you want to use the really good PP powers, and unlike your pursuit brethren you won't get free Weapon Mastery out of it. But if you get hit a lot, you'll get hit with effects a lot. Free Save for 10hp is simply spectacular. And free DR to allow you to get hit is also spectacular. You're more likely to want to go Demigod than most avengers though, as you'll want to get some of your stat points back. It's also a really good PP for the Master of Defense who's playing Defender, for exactly the same reasons.

Flame of Hope (Invoker,PHB2) - Some of the Martyr powers have a leadership component. This PP can help emphasize that leadership angle. It's for the Invoker, so you'll have to pick up a weird implement... but the Inspiring Attack Action is pure gold, and none of the rest of the features are wasted.

Ghostwalker (Monk,DR375/PHB3) - All in all, not a bad PRC. The features are generally nice for a master of Defense, in that you get concealment easily, you get some nice mobility. The encounter attack power already feels like a pursuit power. But the kicker that just makes it great is the daily attack power. Stunned, save ends. Ok, that will wear off. Dazed until it hits you with a melee attack. You're a Master of Defense, right? How's that ever gonna happen?

Kensai (Fighter,PHB) - Accuracy and damage are always good, but the focus on strength pushes this to Crit Fishermen who probably prefer Pitfighter for way more damage.

Pitfighter (Fighter,PHB) - Great Nova potential for the Crit Fisher. A primary stat to damage. A moderately balanced 3-16s build can get weapon mastery, and due to Oath of Enmity still hit enough to do very well.

Radiant Servant (Cleric,PHB) - The key draw here is Crit 19-20 with Radiant powers, which include two of your at-wills. You may not need a lightsaber. Well, not for your at-wills, you'll still want one for your other powers and any powers poached from other classes. The AP-bonus is pretty good. The Utility power is free healing out of combat. The attack powers are both implement powers, so you might have to actually keep your implement up to spec.

Shadow Assassin (Rogue,PHB) - The draw here is Riposte Damage to convince foes to run, and Dex synergy. But you should have gone Daggermaster. The other features and powers aren't beyond "hey, look. Damage", and don't do enough of that.

Simbarch of Aglarond (Wizard,FRCS) - The Striker draw is the 11th level power, which is a really good striker class feature disguised as a power. You'll want to find ways to recharge that. And the rest of the PP is for Martyrs and helps your survivability.

Son of Mercy (Defender,D370) - You need to take the "Oath Strike" feat, but you then get +Wisdom to damage against your oath target, and you slow your oath target each time you hit them. Powers are strength based, which seems unfortunate until you remember that large modifiers to static damage favor multi-attack powers. Pitfighter has better powers, but the bonus damage doesn't kick in until 16, but for Son of Mercy it starts at 12... decisions decisions.

Stone Keeper (Dwarf,Cleric,DP) - For crit fisher dwarves. The AP bonus will go really well with Hurricane of Blades when you're an Eternal Seeker, but since you're still a Avenger/Cleric you don't have anything good to use it on yet. But the Utility is decent, and the crit feature is pretty good and pretty funny. (Was that Stonekeeper or Kneecapper?)

Student of Caiphon (Warlock,D366) - Cha based, so you'll never use the 11th level attack power, and you can't really use the 16th level feature. But you can use the two utility powers, and most importantly you crit on 18-20 with radiant powers, of which you have a wide variety. (or, you have a lightsaber) The downside is that there's few warlock powers you want to take (Utilities, and a couple auras). Remember to take Reserve Maneuver to replace your 11th level attack power.

Warpriest (Cleric,PHB) - The PP that isn't that good for the strength cleric it appears to be aimed for is actually pretty good for you. A real mark, A feature and a power that trigger off of natural dice rolls, and a Wis based weapon power that's a close-burst 1 (if you roll enough, you'll crit even without any enhancers). And then add in the same Nova-on-AP feature the Pit Fighter has. You'll likely want to go Eternal Seeker as your Epic Destiny though, to find the multi-attack powers that turn the Nova insane.

Wizard of the Spiral Tower (Wizard,PHB) - The draw is "The One Sword", which in your hands will be an extra-at will power that dazes. (Weapon attack vs. NACDs). But the class features are wasted. You don't specialize in an implement, so you don't get to use your longsword as one. Getting a Wizard MC power back won't be worth an action point, and your Charisma modifier isn't worth talking about. But did I mention the near at-will daze power?



Dragonmarked PPs Show


The Eberron Player's Guide deliberately does NOT require characters with a given dragon mark are of the "correct" race. But your DM might, especially if you are trying to join a dragonmarked house to train in the paragon path. So I've noted the "expected" race.

Deneith Protector (EPG,Human) - Get your Defender on. For the Martyr Master of Defense, but not your strongest choice.

Kudarak Ghorad'din (EPG,Dwarf) - Good powers for a chaser, even if it's not more damage. You'll want to have acquired Thievery though (backgrounds?) The daily power though is weak, as it's not melee, and it doesn't use an implement... but it does dispel zones even on miss.

Medani Trueseer (EPG,Half-Elf) - Ignore the picture of the guy with the double sword: all the attacks are ranged, and so don't get your oath bonus. It is good flavor, but the crunch is lacking.

Orien Swiftblade (EPG,Human) - Good mobility. You can use Int as your attack stat, which Martyrs like. But nothing to focus damage.

Phiarlan Phantasmist (EPG,Elf) - Ninjas like the Invisibility, but the attacks are Int or Cha based, neither of which a Ninja has. You wanted the Other house of Shadow paragon path.

Sivis Truenamer (EPG,Gnome) - Has the same "refresh Divine Rage" as Unveiled Visage, but with clearer language so that even I think it works. Your healing surge value shoots way up and you spread healing around, so it can help a Leader Minor. In the end, the path's focus on ranged powers dooms it to purple.

Thuranni Shadow Killer (EPG,Elf) - Invisibility ninjas like, stealth to your whole party, and a sweet striker damage feature for a nice good base. Then the e11 hits it out of the park, with a true multi-attack that also applies viscous effects. And then the u12 and d20 aren't bad either.



Epic Destinies


ED's Show

Avatar of Death (DP) - The stat buffs are tailor made for the Martyr, and the PP is good all around. But the daily is somewhat lackluster (save-ends wear off too soon, without cheese) unless you have a ranger in the party... and there are encounter equivalents to apply radiant damage you can get elsewhere.

Avatar of Freedom (DP) - The main problem is the Freedom domain is rather lackluster, so it's a wasted feat. The stats match up for Ninjas and Chasers, and the daily power is awesome minor leading... but this is a leader minor Destiny, not a striker one. (Ok, the level 30 feature is nice. But level 30 features frequently are.)

Avatar of Hope (DP) - The main problem is the Freedom domain is rather lackluster, so it's a wasted feat. The stats don't quite match up. Save for the paladin.

Avatar of Justice (DP) - The stats work for Martyrs, controllers, and Unitarians, but the features are not anywhere near what they should be, and the utility power should be an encounter, not a daily.

Avatar of Life (DP) - Martyrs would like the Utility power, but not as much as they'd like Demigod's Utility power, and Demigod's got better stat bumps.

Avatar of Storm (DP) - This is for Sorcerers, for some reason. But they'll love it.

Avatar of War (DP) - Crit Fisherman like this because of the boost to War's Channel Divinity power. But they like Eternal Seeker more.

Champion of Prophecy (EPG) - The stat buffs aren't quite as nice as Demigod, but for everyone but Martyrs, it'll do. You don't have any daily powers to kill for ... so go take Demigod instead. Better in LFR because of the long adventuring days, but LFR isn't going to have Epic play for a while yet.

Demigod (PHB/FRCS/DP) - As with everyone else, it's all good. Downgrading because of the extreme desire to take multi-attack powers from other classes, and because I'm trying to ignore level 30 features. The Chosen Epic Destiny is basically the same, except that they replaced the broken regeneration utility power with god-specific different utility power, some less broken some more (Erathis + Relentless Assault = Infinite Damage). Generally has the same rating.

Deadly Trickster (PHB) - The rerolls are less important for you than for others but are still good. The "don't expend power on 18+" feature is pure gold. Don't expend your power, 28% of the time.

Eternal Seeker (PHB) - Infinite flexibility in power selection isn't bad. Pick up all the multi-attack powers you can find, end up with 0-2 Avenger attack powers. Just don't die, because you don't get an immortality feature until level 30, and you might want to poach Deadly Tricksters power instead.

Exalted Angel (DP) - An epic destiny that can't even give straight flight. If you need to fly, buy some boots. If you need to be an angel, be a Favored Soul (Paragon Path) instead. MoDs might like for the extra defense, but that doesn't hit till 30.

Glorious Spirit (PHB2) - You have to be Primal to get in, there's no "Once a Day when you die" feature, and the best part is, as usual, a broken level 30 feature. But it gives s splash of striker bonus damage, which is always at least decent, and gives good mobility (1/enc LoS teleport, at-will fly 6 as IR). For the level 30 feature: Remember you choose the die and are not required to use the higher one, and remember that you should have a large number of fight-long buff powers disguised as daily attacks.

Punisher of the Gods (D 372) - Very thematic and Very Powerful. With pre-errata RRoT, will break your game.

Radiant One (D 366) - Secondary stat to damage, frequently. Action advantage, and a utility power that means you still get your "got hit" bonuses but only take 45% of the damage.

Raven Consort (D372) - +2 Con isn't too relevant. Death's Companions is ... Utterly awesome and broken. But assuming your DM nerfs that, on the whole there are better options. Unless you optimize the heck out of your death save and can stay conscious while in negatives.. Then this is as good as it gets.

Sage of Ages (AP) - The extra die each round further increases your chances to hit/crit, and the 26th utility power gives a lot of good survival stuff if you can make a rediciously high Arcana check. Less blatantly broken than PotG or Epic Seeker, yet just about as good for Int based Arcana types.

Saint (DP) - It's a good Epic Destiny, but you don't have the healing powers to take advantage of it, nor the Charisma, etc. Let your Cleric or Paladin take it.



Domains



Each domain comes with two feats. One of those feats improves one at-will attack power, the other grants a new channel divinity power. In the interests of organization, I'll split these two effects out, and sort the power augmentations by the power they augment.

Domain Power Improvers



If you workship a god of Skill, (Bane, Corellon, Ioun), you take "Power of Skill" as a better "Melee Training". If you're a save-ends focused controller, you take "Power of the Sea" or "Power of Tyranny" for another -2 penalty to throw around. Power of Winter enables frost-cheese. Other than that, there are no default choices. In general most of these are pretty bad, with the occassional "acceptable" one and the random complete trap.

Not even the +2/+3/+4s are worth it. That's a slightly better "Weapon Focus", that only works on one power... and that power isn't a multi-attack power. I'd tell you to take Weapon Focus first, and that feat slips rather far down the list in most cases. So think of most of these ratings as suffering some grade inflation. Look at the DeepSkyBlues, and ignore the rest.

Bond of Censure Show


Power of Destruction (Gruumsh,Tharizdun) - Bonus damage if the opponent isn't bloodied, which works well with this "get over here so I can engage you" power. Only Evil core dieties have it though.

Power of Justice (Bahamut,Erathis) - +2 to a good skill you don't have, ALL bloodied allies get +1 to attack. Problem: You shouldn't be spending that much time with allies being bloodied, and the attached power is used when you're starting a fight, not when you're ending one.

Power of Luck (Avandra) - The power with build in dual rolls crits on 19+. Skip if your idea of luck involves tentacles (Student of Caiphon), or if you actually want to spend more rounds hitting with your manga-sized weapon than with a tractor beam.

Power of the Moon (Sehanine) - At-will inflicts -2 AC. Not bad. And +1 to an important skill you have. Good stuff.

Power of the Sea (Melora) - The dual use makes this actually very good. Give yourself a save (always handy in an at-will), or hit someone with a -2 penalty to a single save. That second one is what got the DeepSkyBlue involved. Tyranny has the same effect without the hit requirement, but can't grant yourself a save.

Power of Tyranny (Asmodeous) - -2 to ALL saves until the start of your next turn, hitting not required. Another one that is not of the same power level as most.

Power of Undeath (Vecna) - Turns from Radiant to Necrotic... and since you can't turn that off, that's bad. Gives bonus damage, which isn't so bad... but a LOT of things are resistant to Necrotic.

Power of Winter (Raven Queen) - Bonus damage, and sets you up for Frostcheese.



Bond of Retribution Show


Power of Fate (Raven Queen,Ioun) - +2 to a good skill that you don't have, +1 to hit bloodied enemies. More conditional than I'd really prefer.

Power of Strife (Tiamat) - A martyr could milk this for a moderate damage bonus (+4-+7 or so) if the monsters are grouped. The skill bonus is useless.

Power of War (Bane,Kord) - +1 to hit with the Martyr's main at-will power. Not horrible.



Radiant Vengeance Show


All of these get demoted one rank, for the simple reason that I don't like the attached at-will much. Which means that after you adjust for my bias, Life is looking decent.

Power of Arcana (Corellon) - There's a Hybrid Sorcerer play I see here, but I other than that and White Lotus, I'm not aware of any reasons you'd care that your divine at-will was considered arcane. The +1 to hit with the next Arcane Power will come in handy though, especially since you don't need to hit with Radiant Vengeance to get it. Note: This is the type of effect that creates interesting combos... so it may show up in some particular builds.

Power of Creation (Erathis,Moradin) - You have to hit (no reroll with this power), for a whopping +1 AC. Not even MoD's should take this.

Power of Death (Raven Queen) - Bonus damage, but with a power that rarely hits. There are other ones that give the same amount of bonus damage with better at-wills.

Power of Life (Melora,Pelor) - A bonus to heal isn't wasted, since it allows you to retrain to some other skill 4 levels earlier. And handing out temp hitpoints will always make you popular... but you have to hit to do so.

Power of Love (Sehanine) - What kind of avenger are you? And What kind of lame power is heart?. (Useless skill, power forces you to hit, and then give up doing any damage, so you can give a small amount of temp hp to an ally)

Power of the Sun (Pelor) - Target becomes Vulnerable to radiant. The effect rocks and would be well worth a feat... if it were attached to Bond of Retribution. It's not. Tentacled Fishermen take "Pervasive Light", and love this anyway.

Power of Vengeance (Tiamat) - "Conditional" bonus damage that isn't. So at least it can't be resisted...



Overwhelming Strike Show

Power of Change (Avandra) - Essentially an unconditional +1 to hit (with a "real" power), and +2 to a good skill.

Power of Darkness (Lolth,Zehir) - +2 to a great skill, concealment against one attack, but only if you hit. MoDs might be interrested, but there's a ring that has lower opportunity cost. Too conditional for my tastes.

Power of Earth (Moradin,Torog) - You now have an at-will that slows, and +2 to a decent skill. Not shabby. But slow is best used at range.

Power of Madness (Tharizdun) - Hey, student's of Caiphon who have lightsabers. Make your opponent suck a bit. Comes with a useless +2 to a skill though.

Power of Poison (Zehir) - Bonus damage on an attack power you actually use regularly, +2 to a skill you never do. Warning: a LOT of things are immune to poison.

Power of Skill (Bane,Corellon,Ioun) - Free Feat, replacing Melee Training. Also gives +1 to all your trained skills. This feat is just not at the same power level as the other feats here.

Power of Storm (Kord) - Bonus to a fun skill you don't have and suck at, and decent bonus damage. But "Strength" is just plain better unless you can pull thunder tricks, and has the same good diety anyway.

Power of Strength (Gruumsh,Kord) - Doesn't add a keyword to your damage so doesn't add the possibility of resistances, gives a bonus to a good skill. The best of the plus damage set.

Power of Torment (Torog) - Gives an ally CA. Of course, that pull you just did hopefully also gave an ally CA.

Power of Trickery (Sehanine,Lolth) - +2 to a decent skill you don't have, and you or an ally gets a free shift. Chasers can use that shift to move one away from the target if they want it to run, others can give an ally a shift to get them in to/out of place.

Power of Wilderness (Corellon,Melora) - +2 to Nature, should you have trained it, and you can ignore difficult terrain. That doesn't seem like it would come up enough outside of a specific combo... and I don't know of any such combo.



Leading Strike Show

Power of Civilization (Asmodeous, Erathis) - Bonus damage for being mobbed. It would have to be a lot more damage than this to make it worth losing your oath.

Power of Freedom (Avandra) - Give an ally a small bonus to save, which is a handy thing. But too conditional to be worth a feat for a leader-minor.

Power of Hope (Bahamut,Pelor) - Give an ally +1 to hit, which is worth a feat for a leader-minor. Which is good, because you really can't use the Diplomacy bonus.

Power of Knowledge (Ioun,Vecna) - Int based MoDs like an at-will power that now gives +1 to all defenses, and the associated skill isn't useless for them. All others can pass.

Power of Protection (Bahamut,Moradin) - Another mini-leader power: gives an ally a small bonus to defence. Snarky Protip: dead monsters don't attack allies.



Channel Divinity Feats



Domain Channel Divinity Feats Show

Arcana: Arcane Ward (Corellon) - Selectable damage resistance for a turn. I normally dislike damage resistance because it comes into play in a fairly small percentage of encounters: but when you can choose the element when you use the power (and it's an out-of-turn power, so it won't be wasted) ... your odds go way up.

Change: Cycle of Change (Avandra) - Give your "suck until I save" condition to an ally (or take an Ally's suck-till-save)... but it takes an action so you can't shrug off Stun/Daze with it, and there's no reason to believe your ally wants it either. Better with a Human Warden or Dreadnought in your party, because that at least deals with the second problem.

Civilization: Anthem of Cibilization (Asmodeus,Erathis) - While +2 for CA isn't all that, +4 for CA might be.

Creation: Creation Secret (Erathis,Moradin) - Devas (or anyone else who can alter any arbitrary d20 check) rate this higher, but for everyone else, 55% chance of not spending a given item's daily power isn't dependable enough.

Darkness: Darkness Consumes (Lolth,Zehir) - Give concealment for a turn. Can be used to keep stealth while in plain sight, and helps the team too.

Death: Keath Knell (Raven Queen) - A minor action attack that does a small static amount of damage ... if that would kill the target. Good if your DM tells you remaining hit points

Destruction: Path of Destruction (Gruumsh,Tharizdun) - Reroll damage, as an encounter power, and take the better result. Remember that the dice roll is usually a small part of the total damage. Unless you roll regularly roll 3 1's on your 4[W] attack, not worth it. And if you do, destroy the involved dice.

Earth: Earth Hold (Moradin,Torog) - Slow everyone in a close burst 2, but immobilize yourself. Can form good control, especially if you're a Martyr and have some form of Damage Resistance available. Otherwise you'll just get yourself killed.

Fate: Fate Rolls On (Raven Queen,Ioun) - Make it more likely the next save will look like the last save. It's not completely clear your DM will allow you to know if the save was made or not when you use it, so you might give a bonus to the enemy. And if not, it's a one turn penalty...when there are plenty of items and feats that give longer penalties and don't cost you encounter powers.

Freedom: Path of Freedom (Avandra) - Give all your allies a free save against some conditions, or an escape attempt. Very conditional, but would be great if your in that situation.

Hope: Hope Remains (Bahamut,Pelor) - When you or an ally gets woken back up after dropping, give +2 bonuses to a lot of things. This isn't bad, because people who dropped usually don't have the worlds largest number of hit points, and so will be targeted again. It's also a free action, so can happen out of turn. If you're a Deva who drops often it's a bit better, as you know it will come up more often.

Justice: Immediate Justice (Bahamut,Erathis) - Immediate Reaction (so happens after), do a small amount of static damage to an enemy that dropped someone. Bleh. Not enough damage to matter in the long term.

Knowledge: Sure Knowledge (Ioun,Vecna) - Reroll a knowledge check. Bumped a rating because it will usually be used outside of combat, and thus usually won't be in the same encounter you'd like to use Divine Rage.

Life: Pulse of Life (Melora,Pelor) - An ally will not fail a death save, and has a 55% chance of spending a surge. Better if you can add some other bonuses in there (see the "Perfect Target" build for examples)

Love: Loving Sacrifice (Sehanine) - Take damage for an ally. What? Do you think you're a Con-focused Warden or something?

Luck: Imminent Luck (Avandra) - Only elves (or others that have encounter powers to get a reroll) need even look at this. Your oath granting Channel Divinity power isn't technically a reroll, so won't qualify.

Madness: Screaming Madness (Tharizdun) - Normally monsters attacking monsters is a waste of time, but this power doesn't say "monster attacks itself", it says "monster hits itself", which raises the average damage of this minor action. You do need some fear powers to qualify, but Avengers do have some.

Moon: Moon Touched (Sehanine) - Heal some damage, grant some temp hitpoints. Odds are really good it will end quickly (50% chance it just ends, 50% chance it probably ends).

Poison: Original Poison (Zehir) - Crit Fishermen with the appropriate magical weapon can give themselves a +2 power bonus for two turns as an encounter power. That doesn't suck.

Protection: Sure Protection (Bahamut,Moradin) - +3 to all defences for a turn when you or an ally likely needs it. That's a reasonable bonus, especially when it stacks with the bonus from spending a second wind.

Sea: Sea Surge (Melora) - Slide 2 after somone else is moved. Not a big enough slide for the conditionality of the trigger.

Skill: Divine Excellence (Bane,Corellon,Ioun) - Encounter power you'll frequently use outside of combat, so the usage restriction hurts less. Good in skill challenges where everyone has to make an endurance check, for example.

Storm: Storm Sacrifice (Kord) - Inflict a lightning/thunder vulnerability, but gain one as well. Since you can just not use if it's a bad trade, will always be a good trade when you use it.

Strength: Power of Strength (Kord,Gruumsh) - Gives the bonus to the ally, and it's based off an off stat. So it's good for Crit Fishermen that happen to be in the same party as other multi-attackers. Why don't you just convince your Strength Cleric to take it instead, so that she can give the bonus to someone who has multi-attacks: you.

Strife: Sudden Strife (Tiamat) - You know that trick a lot of Soldiers have, where they get more dangerous if they are next to other soldiers? Use this and they'll either move away from each other, or suddenly suck for a turn.

Sun: Solar Enemy (Pelor) - For the Lightsaber wielding multiattackers about to nova: +5 to your damage per attack. Or you could make your cleric about to land a large AoE very happy.

Torment: Perfect Torment (Torog) - -2 to saves for one turn. Best use is probably to make the save penalty for the first save of "sleep" or something structured similarly a solid lockout.

Trickery: Trickster's Fortune (Sehanine,Lolth) - See Perfect Torment. The difference is this only hurts one enemy, but can help your team. Net effect is about the same.

Tyranny: Master of Tyranny (Asmodeus) - small amount of bonus damage. Only enough to matter if you can multiply it by a lot of attacks on a nova turn. And if you're using it on a nova turn, odds are your target isn't bloodied. (Or IS Asmodeus, in which case I wouldn't bank on the power working)

Undeath: Undeath's Ally (Vecna) - Preemptive surge spending, with some small bonus healing. Useful for defenders that want to hover at bloodied. (Or anyone out of surges?)

Vengeance: Small Vengeance (Tiamat) - It's a damage roll, but it doesn't have the Implement keyword, so it won't have all of the static bonuses you'd rather it had. But Martyr's can still milk that for a lot of damage, if it was their oath target that triggered it.

War: Path of War (Bane,Kord) - Help set up a nova turn. You don't benefit from it though.



Channel Divinity Feats Show

One quick note: Your "let an ally reroll" Channel Divinity power is really good for your leader or your controller. Especially if your leader is trying to land Lead the Attack, or the equivalent, or your controller is an Orbizard trying to land Sleep.

I'd generally suggest just using the Divine Guidance Channel Divinity and Divine Rage. Very few of the Channel Divinity powers are worth a feat or better than Divine Rage.

Now, if your DM allows you to play with the pre-nerfed RRoT... well, then. Take it. Just don't be surprised if your DM takes it back.

Divine Rage (D368) - Turns your Channel Divinity into a "get away from my target" power. It does want an implement, but since you're mostly interested in the push effect, which happens even on a miss, eh. It's a guaranteed way to get your oath as a minor.

Melora's Tide (PHB) - Encounter Regeneration. If you are into Retribution and are not a Longtooth shifter, then you take this. The rest of you probably worship Tempus instead.

Corellon's Grace (PHB) - Good for a chaser who doesn't want to worship Tempus. Note: Corellon has the "Skill" Domain, which has a good Power feat.

Kord's Favor (PHB) - Good for a martyr that doesn't want to follow Melora. You Crit a lot, and can use healing a lot.

Raven Queen's Blessing (PHB) - Good for a martyr that doesn't want to follow Melora. You kill things, and can use a lot of healing.

Righteous Rage of Tempus (FRCS) - You're very accurate, so this power is even better for you than most. It's also thematic, and makes good use any high-crit viscous/jagged weapons you've picked up, as well as any War Rings you might be wearing. If you crit on 18+ and have crit enchancing effects (high-crit, war rings, etc) then it's even better due to the maximizing of the crit-enchancing effects on a natural crit



Dragonmarks



I don't find the aberrant marks worth a feat, even for you. The effects are just too small to be that conditional for a feat. The marks of Healing and Hospitality are for leaders. The Mark of Handling is for those with mounts, which usually isn't you.

Dragonmarks Show

Mark of Detection (EPG) - Gives you spectacular radar. Odds are you have enough perception, but maybe if your DM is difficult about passive perception.

Mark of Finding (EPG) - Only ninjas regularly count on combat advantage. Too conditional for the cost, IMHO.

Mark of Making (EPG) - Most of the time, you are going to be limited by cash on hand as much by the "no higher than your level" cap, so the value of this is very dependent on your DM giving you plenty of cash or cash equivalents. Mauve.

Mark of Passage (EPG) - You shift and teleport a lot, so this should be awesome. But odds are you shift plenty already, and your teleports don't generally have range limitations. If you find yourself frequently wishing you could shift more, then upgrade this to blue.

Mark of Scribing (EPG) - Ritual Caster + Linguist for one feat. A decent deal, and if you're retributive you may not suck at rituals.

Mark of Sentinel (EPG) - Your OA is usually too scary for you to get too many of them.

Mark of Shadow (EPG) - Decent for Ninjas, but not really anyone else. The Paragon path it opens up for Elf Ninjas and Chasers is quite nice though.

Mark of Storm (EPG) - You have basically no thunder or lightning powers, so you don't get most of the feat. But some of you do fly, at will

Mark of Warding (EPG) - This is for fighters. And Warpriests

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12 months ago  ::  Mar 13, 2009 - 7:16PM #6
kilpatds
Posts: 1,049
Date Joined: 11/23/03
Feats


Heroic Tier, General Show

Armor of Vengeance (DP) - The creatures preventing you from getting your oath now also reduce your chance of getting bonus damage. It's a trap.

Armor Proficiency (Leather) (PHB) - Its a free bonus to AC, and stacks with your Armor of Faith (for now).

Armor Proficiency (Hide) (PHB) - This does require a 13 Con and Str, so you might have to plan to take it, and may have to wait a few levels... but Masters of Defense want the AC.

Avenging Allure (DP) - The power in question has a range of 5, and pulls your intelligence modifier. So very very quickly, it will pull longer than it's range. Why in would you spend a feat to make it pull longer? You can't use it's current length, unless you're a Dex-build using an Int power.

Blade Opportunist (PHB) - Good OAs help artillery decide to run.

Combat Reflexes (PHB) - Good OAs help artillery decide to run.

Closing Pledge (DP) - Throw a dagger at your target and get a large shift toward it. Shifts that large can be useful in a large number of situations, and you only have to end up 1 square closer to your target.

Defensive Mobility (PHB) - As a Chaser, you'll probably take lots of OAs.

Deva Heritage (D374) - A nice feat for any master of defense. It's a bloodline feat, so it can be taken by anyone. But Masters of Defense are generally feat starved, and the granted power is a daily stance.

Divine Distraction (DP) - Unitarians help the party focus fire more. If you have a melee ranger in the party this approaches non-option status.

Durable (PHB) - If you get hit a lot, and some of you do, and you can't reduce the damage reliably, then you'll end up going through a lot of healing surges. Get Toughness first, then come back here. And while you're at it, pick up some regeneration powers or resist items.

Fast Runner (PHB) - As a Chaser, you'll probably charge often.

Grim Promise (D368) - An early feat to take advantage of lots of crits. A good reason to train intimidate: your skill level doesn't matter.

Guaranteed Retribution (PHB2) - Make the martyr tactic more reliable.

Invigorating Pursuit (PHB2) - Gives a useful AC boost for all the OAs you'll provoke, and a small damage bonus. Eh... My RAI opinion is that the damage bonus is intended to be for future attacks, not the charge attack. But since it triggers at hit, RAW should apply it on the charge and future attacks, which makes this pretty good for charge focused builds.

Improved Armor of Faith (PHB2) - Tier bonus to AC, with the same "no shield, no heavy armor" restriction, so it stacks with Leather and Hide. Those of you that like getting hit should consider carrying a shield you're not proficient in to drop your AC when desired. Yes, I suggested you use a shield to lower your AC.

Jack of All Trades (PHB) - It's a decent feat if you have the stats, and some of you have the stats. It's not a great feat though.

Melee Training (PHB2) - You get huge static bonuses, and no multi-attack powers. The way to make up for this is through items/party members that give attacks. Most of these give basic attacks. Make sure your basic attack hits. This is a mandatory feat, unless you are a Fisherman or can take "Power of Skill" (which makes Overwhelming strike an MBA, and gives nice skill bonuses).

Nimble Blade (PHB) - You'll find it fairly easy to get Combat Advantage. So if you're stuck with a light blade (dagger), take the +1 to hit.

Power Attack (PHB) - Since you roll twice and frequently use large weapons, this might not be a trap. If you have large static modifiers, it is. Now, if you're a fan of the unknowable, have very little that adds static damage modifiers but crit a lot, and have a lot of features that benefit on crits... then Power Attack won't usually hurt you (odds are the -2 didn't cause your 18 to miss. If it did, consider running or damage fields). Also remember to not use it on bigger powers, or powers with good kickers.

Oath Strike (DP) - If it marked while the target was oathed, it would be worth taking for builds that wanted to also defend. But as it is, it's just a feat to enable you to take Son of Mercy.

Powerful Charge (PHB) - A small damage bonus on charges. Only builds that charge every turn should take this, but they all should because it's unstacked damage.

Surprising Charge (MP) - For chargers that have good ways of reliably getting combat advantage. Feychargers, for example. It's a goodly amount of extra damage, and can expand the RRoT+Whirlwind charge+Half-Orc low level spike for a few more levels.

Toughness (PHB) - You may have noticed a theme in my commentary about getting hit a lot. You might want this feat.

Two Weapon Fighting (PHB) - A conditional small damage bonus for those multiclassing as rangers. But the whole point of being a ranger is to multiply all those small damage bonuses.

Weapon Expertise (PHB2) - You'll take it eventually. The only question is when.

Weapon Focus (PHB) - More static modifiers.

Weapon Proficiency (PHB) - A bigger W for those high [W] powers.


Heroic Tier, Multiclass Show

Channel Might (Paladin,DP) - I'm not sure why you became a Paladin, but since you did pick this up. +1 to hit with your RRoTd power.

Starfire Womb (Warlock,D366) - Free save every time you hit with a lightsaber (or any other radiant attack)

Virtuous Recovery (Paladin,DP) - Martyrs: resistance equal to Wisdom modifier multiple times a combat.


Heroic Tier, Racial Show

Bladeling Show

Improved Razor Storm (MotP) - Makes your razor storm something to actually avoid. Remind any intelligent enemies about the power, and hope the DM has them over react.


Changeling Show

Taunting Visage (DP) - I don't think they meant to give Changling Avenger's an at-will minor action to gain combat advantage... but they did. Your DM may disagree.


Deva Show

Astral Enmity (DP) - Do ~3 extra damage when you use your Memory of a Thousand Lifetimes. At high level, it's not enough damage to matter once an encounter. At low levels you're too feat starved to afford it.

Battle Intuition (D374) - Huge bonus to initiative for the Martyr.

Immortal Skill (D374) - Seriously reduces the variability of your Memory, which makes it more valuable. But only works on skill checks. If you want attacks, that's an epic feat with two prereqs.

Upright Revival (D374) - Normally I'd think a feat that only works if you drop was a horrible idea... but this is the Avenger's Handbook, and Deva are tailor made to be Martyrs. Have a move action back, and a free shift.


Drow Show

Vicious Darkfile (DP) - You've picked up "Low Slash", right? Have a nice source of bonus damage (Dex Modifier) for your multi-attack.


Dwarf Show

Dwarven Weapon Training (PHB2) - Saving feats is good, and I like high-crit axes on Dwarves.


Eladrin Show

Eladrin Soldier (PHB2) - Saving feats is good, and this gives proficiency in the Urgosh and the Greatspear. Charge much?

Feyborn Pursuer (DP) - As long as you're hunting someone down, your teleport got a lot longer. 10 squares, not including equipment.


Elf Show

Fey Fate (DP) - A feat to add 2/4/6 damage. Use it on the first attack of a multi-attacking nova, so you get the bonus for this attack and the next turn. If you can't multi-attack, don't bother, it's only 2/4/6 damage.


Githzerai Show

Alhahn's Mindful Relocation (D378) - If it's worth using a standard action to spend a surge, you're in a bad place, so a shift is good. But you already get a shift 3. Is another 3 worth a feat? If you've boosted your speed and it's another 5, then likely.

Avenger's Fortunes (D378) - It's "spend a surge", not second wind... so that will be useful most battles, depending on party composition.

Dakshai's Body-Mind Union (D378) - Immediate Saves rock. One's with bonuses rock harder.

Dakshai's Body-Mind Union (D378) - If you want to, you will go first. Have nice bonus damage... but only once per battle. And it's incompatible with Multi-attacks.

Githzerai Blade Master (D378) - Weapon Prof Fullblade, and a better Weapon Focus Fullblade.

Zuwoth's Enlightened Step (D378) - Chasers normally have plenty of ways to avoid OAs, and Martyrs want to avoid this like the plague.


Half-Orc Show

Fearsome Wrath (DP) - A feat to give -1 to hit once/encounter. Needs more Dakka.


Human Show

Action Surge (PHB2) - As always, why you play a human. Use with the multi-attack power you poached from somewhere.

Avenging Opportunist (DP) - Another reason to be human: Once per encounter, have a free move action right when you'd want it. Yes Please.

Divine Approval (DP) - Get a free save once/encounter. Always handy.


Kalashtar Show

Psychic Retaliation (DP) - There are a number of good level 2 utility powers. It would be nice to be able to take one other than Refocus Enmity, and generally things throwing around Will attacks are worth killing quickly.


Shifter Show

Blessed Shifter (DP) - If you've managed to become a Paladin, and have at least one good divine multi-attack, add a big source of bonus damage to it. Now that the Avenger has two qualifying powers (an off-action encounter, and a multi-attacking daily), plausible.

Unleash the Beast (DP) - Are minor actions really so hard to come by?



Paragon Tier, General Show


Agile Opportunist (PHB2) - The rating assumes you don't have a Bard in your party. If you do, it's an extra attack once a around when you're missed, and that's kinda useful.

Armor Specialization (Hide) (PHB) - It's a good feat to take at Epic, when your 13 starting Con has risen naturally to 15. Pass for now, unless you went Axe Mastery, in which case you probably have better feats to take anyway.

Armored by Faith (DP) - Temp hitpoints, 1/encounter. Better if you've taken a PP or ED that allows you multiple channel divinities per encounter.

Avenging Surge (DP) - The problem is that Unitarians take out monsters in parties. If you're in the middle of the scrum, the monster will be attacking your defender, not you... at which point why are you giving yourself temporary hit points? Oh yeah... bloodclaw. Or you are the defender (now).

Blood Thirst (PHB) - Thematic. If you have lots of attacks, it can matter.

Censure's Grip (DP) - Another trap. Monster's don't run already, why make it harder on them just in case they though they might.

Clinging Radiance (DP) - Stops lurkers cold... Is that an issue frequently enough to be worth a feat? And isn't your perception already sky high?

Danger Sense (PHB) - The Martyrs among you like going first to quickly get surrounded and rack up silly high bonuses. But, humorously enough, your Dex isn't that high. This helps fix the problem. Stack with Improved Initiative, and you'll go first more often than not.

Deadly Axe (PHB) - This is for the Crit Fisherman that go ranger. The War Axe would be a fine axe, except it's not High Crit. Well, now it is, as is the hand-axe in your off hand. Makes Bloodiron weapons work better. The Preqs are low too, so you don't have to be pumping Con hard to qualify.

Devastating Critical (PHB) - Another feat for the Crit Fisherman. When Bloodiron multiplies this by two, it matters more.

Devout Guidance (DP) - Divine Guidance is a really good Channel Divinity power, and this makes it better.

Eager for Blood (DP) - You usually do, but now you really are going to spend your action points in the first round of combat. Assuming a fullblade, adds about 8 points of damage to each attack, when enemies have 110... so you want as many attacks as possible, and Commander's Strike doesn't count (unless you have the Skill Domain). I still think Weapon Focus will be better for most in the most combats, but this + AP + Half-orc + RRoT + Luck could take out one enemy quickly.

Fleet Footed (PHB) - I like speed. Speed is good. However you're likely going to have +speed boots. Make sure you have enough speed, not too much speed.

Heavy Blade Opportunity (PHB) - The normal usage is to replace your melee basic attack in an OA with an at-will. But none of your weapon At-wills rock, except for Overwhelming Strike. And you already took the Skill Domain, so you already can use Overwhelming Strike as an OA.

Inexorable Pursuit (PHB2) - Charging through enemies is the real draw. But if that's what you want, look for the Phasing powers. Inexorable Pursuit is also a level 7 power that lets you charge through enemies once an encounter, and that's likely enough. Ghostly Vengeance (daily u22) gives it to you for the entire encounter.

Invigorating Critical (DP) - Humorously, this is worse for those that actually have good crit ranges: Because you'll crit too soon in the battle, and not be able to use the healing.

Onslaught of Enmity (PHB2) - This happens when you call your target out, not when you attack then. And the wording indicates that you have to shift closer, so it's not clear if you could use it when you shift your vengeance to the guy next to you.

Paragon Defenses (PHB2) - This is another math patch hidden as a feat. Unlike Expertise, I'm not sure this is worth it for strikers. You should be trying to play rocket launcher tag instead. If you do take it, remember to retrain for Robust Defenses, as they are both feat bonuses and don't stack.

Polearm Gamble (PHB) - The requirements are a reach, but there's an interesting game-theory choice here. The enemies may not approach from fear of the attack, which gives you your oath.. or they do. If they do, they are more likely to hit you, fueling your Censure of Retribution. So it's sort of win-win, but not worth stretching to get your strength high enough.

Pervasive Light - This feat is for fishermen who worship Pelor but don't carry lightsabers. Take "Power of the Sun", hit with Radiant Vengeance at least once, and then throw out your multiattacks.

Protected Isolation (PHB2) - Another one to keep those enemies that are screwing up your oath from giving you Retribution bonuses.

Pledge of Retribution (DP) - If you miss enough for this to matter, you're doing something wrong.

Psychic Lock (PHB) - You have a decent number of psychic powers, but they are split evenly between Implement and Weapon powers, and are not usually the first choice. The feat won't make them the first choice powers either.

Reserve Maneuver (PHB2) - Are you taking some weird PP to get high-crit, and don't' know what to do with your PP encounter power? Well, why don't you replace it with a level 1, 3, or 7th level power from your class? (which probably means just Avenger powers. If that includes your Multiclass, it's even better.)

Scimitar Dance (PHB) - Easy enough to qualify. But you don't have a two-weapon at-will power, and you don't miss much. Ranger going Half-Elves might consider it, but should then remember that their Dexterity isn't all that anyway.

Secret Stride (PHB) - Lets the Ninja stay invisible longer.

Uncanny Dodge (PHB) - For those who frequently get surrounded, this might help you control the rate of taking hits.

Two-Weapon Opening (PHB2) - If you have a double weapon (or are fighting two handed), this is a fairly easy way to get your multiple attacks.


Paragon Tier, Racial Show

Deva Show

Immortal Resilience (D374) - Immortal Skill for saves. If you want attacks, that's an epic feat that requires this one.


Dwarf Show

Dwarven Durability (PHB) - You lack of focus on Con means this isn't as good for you as it normally is.


Githzerai Show

Githzerai Mobility (D378) - Don't get hit on OAs.

Iron Hands (D378) - Only one round, but at least it's a bonus to all damage rolls. Better once you have a multi-attack or two.. Just realize that Immediate Reaction multi-attacks won't work with it.

Shared Danger Sense (D378) - This is the feat for specialized Commando parties. They think It's Great.

Wind's Fortunes (D378) - Since you'll usually be retreating when you need to use Shifting Fortunes, a Teleport usually won't be that much better than a shift. The exception will be badly placed difficult terrain.

Zuoken's Centering (D378) - Requires a multiclass, but gives you a lot of extra surges, and includes a small style play. You still need Con for Armor proficiency, if you go that route.


Half-elf Show

Versatile Master (PHB2) - The feat that single-handedly makes half-elves contenders for the DPR crown, even in classes that share no stats.


Half-Orc Show

Strength from Pain (PHB2) - If you have a nice Nova, this makes it nicer. The problem is that the bonus doesn't last very long, so you have only one round to trigger the nova. Or you could trigger it voluntarily with a Battlecrazed weapon.

Unrelenting Assault (Half-Orc,PHB2) - Once an encounter piddly damage on a miss, for someone in a class that tries to not miss.


Human Show

Action Recovery (PHB) - When your job is to take out controllers, it's good to be able to shake off effects.


Shadar-Kai Show

Devious Jaunt (D372) - For the Martyrs, means that your Jaunt has huge range.

Life on the Edge (D372) - Only +2, but all rolls. Not just to hit, not just damage. All Rolls. The bloodied requirement means that it's better for the Martyr.

Reactive Jaunt (D372) - A reaction, so it won't keep you from dying. But combined with Sequestering Jaunt, it will make you look a fair bit like a defender.

Sequestering Jaunt (D372) - A move-action isolate the BBEG. Awesome utility power. Oh, wait, it's a feat? Combine with Reactive Jaunt for even more fun.


Shifter Show

Beasthide Shifting (Longtooth,PHB2) - Resist 2 while regeneration is running... you're gonna give the Dwarf a run for his money.



Epic Tier, General Show

Blind-Fight (PHB) - You qualify for it. I don't know how much it comes up.

Divine Mastery (DP) - Same as Martial Mastery, except Divine. Like most everyone else, you've got some really good encounter powers you'd like to recharge ... (Shame there's no Arcane Mastery for the Symbarch's of Aglarond)

Enmity Shared (DP) - Is CA for one turn really an Epic feat?

Epic Resurgence (PHB) - In Epic, you really ought to get at least one crit per encounter, so you'll get one encounter power back. For Critfishers, can I suggest Hurricane of Blades?

Epic Will (PHB2) - Not a feat bonus, so stacks with anything.

Fist of Heaven (DP) - The controllers just found their 21st level feat.

Flanking Maneuver (PHB2) - Moving through enemies is the real draw. But you can get this through powers, or the Inexorable Pursuit feat above.

Flail Mastery (PHB) - One of the mastery's that's possible if you start 16/16/16 and spread your stat bonuses around.

Glorious Channeler (DP) - Divine Rage and Divine Guidance in the same encounter.

Heavenly Torrent (DP) - Allows the Unitarians to trigger a nice spike of damage/crits. If the Warlord has Relentless Assault up, the target just died.

Heavy Blade Mastery (PHB) - One of the mastery's that's possible if you start 16/16/16 and spread your stat bonuses around.

Indomitable Will (PHB2) - Doesn't stack with Robust Defenses. My general opinion is that strikers should generally prefer offense to defense. But if you do get tagged, a lot of things that target will screw you over seriously. And since monsters frequently have at-will save-end powers, bonuses to these saves are good.

Light Blade Mastery (PHB) - One of the mastery's that's possible if you start 18/18 and spread your stat bonuses around. But don't do this: Become a dagger master instead.

Mighty Enmity (PHB2) - I don't see the point, it's just a minor action. The only point I can see is to combine with close-burst 1 powers when you're next to both targets. But that doesn't come up a lot.

Punishing Radiance (DP) - You said you were a Lightsaber wielding Fisherman? I think the entire board just became vulnerable to Radiant damage...

Righteous Focus (DP) - Unitaries really don't like the current target surviving more than two rounds, apparently. How about everyone gets +1 to hit it?

Robust Defenses (PHB2) - This is another math path hidden as a feat. Unlike Expertise, I'm not sure this is worth it for strikers. You should be trying to play rocket launcher tag instead.

Spear Mastery (PHB) - One of the mastery's that's possible if you start 16/16/16 and spread your stat bonuses around. Why aren't you a Draeven Marauder?

Vengeance Recalled (DP) - As much as I pretend otherwise, you won't get your oath every attack, especially if you've got your DM annoyed at you. So how about you get 5 more damage for the few times you miss? Only black because you still should be focusing on not missing, unless you're a Eternal Seeker and you're about to chain Low Slash, Rain of Blows, and Hurricane of Blades in the same round. Then feel free to take this feat and close your eyes before you swing the first time.

Triumphant Attack (PHB) - For a Master Of Defense, can be an additional +2 to defenses. For more high-damage builds though, Isn't "Dead" the ultimate debuff?

Two-Weapon Flurry (PHB) - Makes your OAs more potent. Use to convince artillery to move.


Epic Tier, Racial Show

Deva Show

Immortal Prowess (D374) - Immortal Skill for attacks. Good, but not worth the prereqs.

Winged Revival (D374) - If you like this, you'll already have the Preq. But odds are really good that when you drop you'll be next to your oath target... so why do you need to fly?


Githzerai Show

Adamantine Mind (D378) - Doubles the odds of your racial power changing the attack that triggered it.

Iron Body (D378) - Resist All/Wis Mod for one turn. But you're a chaser, not a Martyr.

Ironclad Oath (D378) - There's another paragon feat to make it easier to trigger your Iron Mind power, in case you think this is too conditional. But CA and large damage bonus for 1 turn each encounter is pretty handy.

Peerless Reaction (D378) - When using your second wind is an Immediate Interrupt, instead of a standard action, you can do it a lot more. And then all those nifty "move when using second wind" powers rock more.


Half-Orc Show

Ferocious Critical (PHB2) - If you can control when you Critical, it's SkyBlue. If you can't, then it's not as good... but once you do critical, you still have a round to trigger your nova, so it's still pretty good.


Shadar-Kai Show

Enmity's Dark Vigor (372) - The original Battlerager trick, as a feat. Resist all/Wis_mod. You're joking, right?

Spirit Jaunt (D372) - Cause you can never have enough walking through walls.


Shifter Show

Burst of Savagery (PHB2) - Your regeneration is usually worth a lot more than an extra 2d6 to an attack and 10 temp hp.

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12 months ago  ::  Mar 13, 2009 - 7:17PM #7
kilpatds
Posts: 1,049
Date Joined: 11/23/03
Equipment


Weapons Show

Lightsaber users have to take a lightsaber of the Radiant Weapon variety. Chasers start with Vanguard Weapon, but look for something else quickly. Most of the rest start with a Viscous Weapon and then look for a Jagged Weapon in Paragon, then a Reckless, Bloodclaw, or Bloodiron weapon once you have a crit range some other way. Except for those Fishermen who would rather find a Rending axe or two.

Assassin's (AV) - Ongoing Poison damage on a crit. For those who actually get Light Blade Mastery, or Dagger masters

Battlecrazed (AV) - Presumably on an axe. The point here is the power, especially for Half-Orcs to trigger Feat of Pain. Maybe shifters too, but since the regeneration doesn't work unless bloodied, less use.

Berserker (PHB) - d10 crits don't suck, and the power can be very good... but it's expensive. Monster damage doesn't scale too quickly (8 + 1/2 Level, or there abouts), so Resist all/5-15 will be very effective, but the penalty to defenses means any monster controller will have it's way with you. Martyrs with high ACs who don't want to carry shields are probably the most interested, but remember you can't turn it off.

Blade of Night (AV) - Like the drow's power, the point of this is to convince the target to move so you can charge them again. After all, you don't have Line of Sight to them, so can't take opportunity attacks. It's perfectly safe to move...

Bloodclaw (AV) - Overrated for you. You can't get multi attacks. And if you can, you care more about crit range than static modifiers, and you'll lose hitpoints fast enough without any help. In general I'd suggest you apply Bloodiron to a high-crit weapon instead, and buy some War Rings.

Bloodiron (AV) - Ok for Daggermaster Chasers. Great for Crit Fishermen. Use with high-crit weapons, a War Ring, and Devastating Critical, (and power attack).

Brilliant Energy (AV) - Go with Radiant instead. The +N to damage will do more good than the 1/day hit reflex. And they cost the same.

Cunning (AV) - What the Hybrid swordmages who are acting as controllers use.

Dread (AV) - This is a very thematic trap for the Chaser. It's just not-so-hot for the Masochist. You hit pretty well already, so the penalty to defences will likely just make them not run, for fear of the OA.

Flanking (AV) - Your positioning requirements make it harder to get Combat Advantage. You can't be across from the Fighter and in the middle of the bad guys the way your Stormwarden buddy can. This will help you get combat advantage, for the times you need it.

Ghost Chain Weapon (AV) - Awesome visual. Meh tactically.

Holy Avenger (AV) - The main draw for you is the bonus radiant damage, as that will come into play a lot. The critical effect isn't bad, especially for the retributive. But since I don't understand why you would take the implement powers, I don't see why you want a up-to-spec holy symbol, so I think it's really expensive.

Jagged (AV) - No weapon mastery required! Eventually the crit damage becomes pretty lackluster, so eventually you'll want to get mastery some other way and trade out.

Legendary Weapon (AV) - An extra action randomly one a day. Once an encounter, or predictable, would be better, and it's really expensive.

Mauling (AV) - Has very fun tactical considerations, but that only takes place once a day.

Oath Blade (AV) - Sounds like it would be up your alley. But it's not. It's for fighters.

Radiant (AV) - Remarkably nasty for those that study the unknowable.

Reckless (AV) - Solid. Not as nice as for the fighter, who gets multi-attacks, but it's a good damage boost and another way to lower your AC. Remember, some of you like getting hit.

Rending (AV) - Free attack on a critical. Everything with a free attack is good, this is no exception. The downside is that it can only be put on Axes, and most of you can't master axes. You might master spears, though. Rending Urgush anyone?

Subtle (AV) - You have lots of ways of getting Combat Advantage through stealth. Use them? I'd suggest this more for someone who's picked up Rain of Blows. It's a static modifier, so works best with multi-attack powers. Except it's conditional. But it is untyped, so it stacks with Iron Armbands.

Tigerclaw Gauntlets (AV) - If your DM will let you wear gauntlets and a normal weapon (they may fear reckless+bloodclaw cheese), then this is a fun gauntlet to wear. Two attacks, right when you Know you have good static modifiers.

Vampiric (AV) - If you could get weapon mastery, it would be more interesting. But you can't, so it won't kick in enough for the cost.

Vanguard Weapon (AV) - The power is basically wasted, but the property is nice for Chasers who charge a lot. You'll want to switch out to one of the better weapons at Paragon because the property doesn't scale, so Bloodclaw will quickly become strictly superior.

Vicious (PHB) - The generic property to put on your items if you actually have a threat range. Well, no, actually that's Bloodiron. But if you're PHB only, try this.


Armor Show

Armor of Night (PHB) - Encounter power immune to OAs. 'Spensive though.

Bestial Armor (AV) - Daily: a free attack after a charge, which can cause Chasers to drool. Doesn't go on cloth, so you'll have to spend a feat first. I'd like it more if that power weren't a daily.

Bloodcut Armor (PHB) - The power is a good one for Masochists, and it's powered by Healing Surges, not a daily. Good for that turn when you know/hope you're gonna get beat on. The only downside is that it's leather or hide, so you'll have to spend a feat.

Bloodthread Armor (PHB) - A perfectly acceptable default armor for the Chaser. A touch expensive, but worth it. Like Displacer Armor, Red for the Masochists. Although getting hit when your bloodied probably isn't a great idea.

Bloodvine Armor (PHB2) - Leather for the Master of Defense. Just in case you're still getting hit. Too expensive though. Displacer Armor's that-a-way.

Bold Victory Armor (PHB2) - Another option for the Master of Defense. Encounter powers are nice, but +2 lasting a turn isn't enough to really care about, and certainly isn't worth the cost.

Desperate Resolve Vestments (PHB2) - In Heroic, it's "Take Half Damage for a turn", which is good any time resist/all would be good... In Late Pargon/Epic, you were looking for Ghost Phase Armor (down a few entries)

Displacer Armor (AV) - One encounter per day of "get hit half as much". Which means it's Red for the Retributive. They want to get hit, just not hurt.

Divine Retribution Armor (PHB2) - For those Ranger MCs/Enternal Seeker Critvengers. More static for a turn once an encounter, and y'all are looking at Chain anyway since your Dex is so low.

Elven Battle Armor (AV) - +2 to speed is nice. But not as nice as some of the other armors around here.

Enduring Spirit Vestments (PHB2) - Small bonus to AC, but for the encounter so it means more. Also helpful is the surgeless healing.

Ghostphase Armor (PHB) - At low levels, it's "Take Half Damage for a turn", which is good any time resist/all would be good... but Desperate Resolve Vestments are cheaper if you're still in cloth. At high levels it's even more Walk-through-walls. Cause you can never have enough.

Illithid Armor (PHB) - Really expensive for a "Once a day, don't die"

Legendmaker Armor (PHB2) - You know that joke about the best armor for a wizard? (Plate, you put it on the fighter). Kinda like that, except for your party's Bard. For when a Martyr vaporizes it's oath target on the first action of the round, and still has some stupid high static bonuses, and nothing to do with them. (Minor: oath someone else. Move: move to them. Granted extra standard: Hit them really hard)

Luring Withdrawal Armor (PHB2) - Not worth the opportunity cost for an effect that only happens once a day.

Repulsion Armor (AV) - One encounter, push away a person a round. Not quite Divine Rage "I'd like Oath now, kthx", but close. And cheap. Won't work with Hide armor, but will with cloth and leather.

Robe of Contingency (AV) - The flavor may be about running away, but the power says nothing of the sort. And being able to spend a healing surge also isn't shabby.

Robe of Scintillation (AV) - This should enable some tactical movement, and possibly some nice "alone time" with your target.

Robe of Stars (AV) - The value of this is going to depend on how your DM plays monsters knowing powers. Either they'll never attack you (Chaser), or they will and suffer for it (Masochist)

Serpentskin Armor (AV) - You have a paragon feat to do something similar. Or you could just buy some cheap armor. The real cost is the opportunity cost.

Shadowflow Armor (PHB) - Thematic for the Ninjas. Remeber that you need total concealment to stealth, so it won't help you hide in plain sight until 23rd.

Stoneskin Robes (AV) - Its not a lot of Temp HP, but as a minor action and per encounter, it's cheap Temp HP.

Summoned (AV) - A very cheap enhancement (Free!) that gives you a few benefits: Ignore your armor check penalty, pretend to be unarmored... and to tank your AC if you want to get hit.

Sunleaf Armor (PHB) - The draw is that you have a large Dexterity modifier. The problem is that it's a weak daily power, and the armor is priced for it's resistances. Energy resistances are generally for monsters, not PCs.

Sylvan Armor (PHB) - Nice bonuses to nice skills

Trollskin Armor (PHB) - Good regeneration once a day. Bad: Expensive, and requires Hide.


Holy Symbols Show

If you have a lot of implement powers (controllers, mostly), you might want a Holy Symbol that's actually up to spec. If most of you will want a weapon that's up to spec more. Some options, in rough order of preference:

  • Hybrid Swordmage or Sorcerer (or other arcane and take Arcane Implement Proficiency). Controllers really want this approach, because Cunning is awesome.
  • Suck it up and buy/find new holy symbols.
  • Use an otherwise suboptimal weapon enhancement (Crusaders, Disrupting, Holy Avenger, etc)
  • Stick with the laser cleric's hand-me-downs


I'm generally assuming you don't need an up-to-spec holy symbol, and take that last option. Remember that the difference in price between a +N and a +(N-1) symbol is 5x, so you can buy a only-slightly-old holy symbol for what essentially amounts to loose change.

Symbol of Victory (PHB) - Assuming your a weapon-only Avenger, wait until your're 14th level or so, and buy a +2 one of these with the spare change you left in the couch. You love that power, even if you never use the symbol for anything else.

Symbol of Hope (PHB) - Another cheap item to pick up with petty cash, hang around your neck, and never directly use. +5 to saves vs. a specific effect will seriously shorten that effect's duration.

Symbol of Divinity (PHB) - This might be the one you actually use. The power doesn't say it gives you a second use of a given Channel Divinity power, so it doesn't. But it will allow you to use Divine Rage and Divine Guidance in the same encounter. Use it with Radiant Vengeance for a couple of rounds when you find yourself stuck at range and then charge into the dogpile.


Wands Show

Master's Wand of Thunderwave (PHB) - For those that MCd Wizard. A second use of Thunderwave, and you can make Thunderwave just push those around you. Remember, you can push someone (your target) less than the maximum allowed.


Arms Show

Bracers of Bold Maneuvering (AV) - It's a nice bonus vs. OAs, but not a game-changing one.

Bracers of Bold Maneuvering (AV) - Where it would be most handy is in multi-attack powers, but it only affects a single attack, not a single power. However, if you want your scrawney avenger to break down doors with his anger, this here's your item.

Counterstrike Guards (AV) - Free attack when missed. Better when it's per encounter.

Feyleaf Vambraces (AV) - As with any teleportation, handy. And the item's cheap. But Daily is too infrequent.

Iron Armbands of Power (AV) - A not very exciting item, but a useful one. More useful if you reliably get multiple attacks.

Mindiron Vambraces (AV) - The attack doesn't list it's type but is a secondary attack, which should mean it counts as a continuation of the melee attack it was triggered by. Which means you get your Oath Rerolls. Stunned is good, even for a daily item slot. Dominated is funnier.

Quickhit Bracers (AV) - Pointless for the traditional one-weapon Avenger. Good for the Ranger version.

Rapidstrike Bracers (AV) - For those who couldn't afford HBO, but want some nice free movement when someone runs by and provokes an OA.

Trauma Bracers (AV) - It's a Trap! Monster's don't, in general, heal.

Trollhide Bracers (AV) - Regeneration always good, unless you already have it.


Feet Show

Acrobat Boots (AV) - Cheap! Handy for Martyrs or anyone else that tends to fall down regularly. Not worth a found item slot, but buy a pair with some spare change around level 6.

Assault Boots (AV) - You crit a lot, so you'll knock things prone a lot. Which is bad for Chasers ... but fine for Masochists and good for Fishermen.

Boots of Adept Charging (AV) - For when the square you have to charge to isn't the square that let's your oath work.

Boots of Eagerness (AV) - A free move an encounter can be a free shift, or a free minor, or a free run.

Boots of Striding (PHB) - Speed is always good.

Boots of Striding and Springing (PHB) - Speed is always good.

Boots of Speed (AV) - Booring old speed +2, all the time. Speed is always good. Use Greaves of Maldeen until you find these. And these only until you find Teleportation Boots.

Boots of Teleportation (AV) - Never take unwanted OAs again. Teleport to the couch to pick up the remote... At high level, it's either these or Zephyr Boots. Accept no other substitutions.

Boots of the Fencing Master (AV) - Close to a free +1 AC any time you wouldn't generally move, and an encounter power for minor movement. Good. Not great.

Eladrin Boots (PHB) - While you Chasers do a lot of teleporting, most of it is to "within 3 squares of the target", not so much a direct range. So the property doesn't help as much as you'd think.

Elven Boots (PHB) - Speed is always good. But I'd rather have +1 speed always than +2 speed for a turn.

Feystep Lacings (AV) - Frequently you'll just want to teleport 2 squares to find the right square to attack from. Now you can, twice a day.

Flanker's Boots (AV) - A great way to find the right square to attack from. But over priced. If you want these, pick up Feystep Lacings instead, for half the cost.

Greaves of Maldeen (D364) - Perfect Leggings for the chaser. Effectively +2 speed all the time, and a nice shift power too.

Sandals of Avandra (AV) - Speed is always good. I'd rather have teleportation boots though.

Winged Boots (PHB) - Fliers are a huge problem, but one move action a day isn't a way to solve the problem.

Zephyr Boots (PHB) - Fliers are a huge problem, and this IS how you solve the problem.


Hands Show

Antipathy Gloves (AV) - Enemies can't shift into place to deny you your oath. Have a harder time walking into place. We're done here.

Gauntlets of Blinding Strikes (AV) - A multi-attack item. Always good.

Gauntlets of Destruction (AV) - If your weapon isn't brutal, get these. Side note, these should work on critical dice, where Brutal doesn't.

Strikebacks (AV) - Encounter power to get an extra attack. I like extra attacks.

Vampiric Gauntlets (AV) - As with many other such items, since you can use your oath, you can make better use of items that don't have scaling bonuses. And this is a nice way to spend a standard action if your target isn't misbehaving.


Head Show

Casque of Tactics (AV) - The smart ones aren't the quick ones, but may want to run out early to go get beat on and collect bonuses. This lets them pretend their initiative is higher. And it's Cheap. Probably the choice of the Martyr.

Coif of Focus (AV) - Monsters get a lot of annoying attacks that have save-ends as at-wills. This lets you skip some of that pain.

Coif of Mindiron (AV) - Monsters get a lot of annoying attacks that have save-ends as at-wills. This lets you skip some of that pain.

Goggles of the Hawk (AV) - This is a actually a Godly item. I'm downgrading it because most DMs won't remember you have it, and won't allow you to automatically ruin every ambush around.

Goggles of Night (AV) - Seeing is never overrated. Probably the choice of Ninjas.

Helm of Ghostly Defense (PHB) - For that round you know you're gonna be hit lots. Cause taking half damage is tasty. But there are other items that provide the same... I don't know of good replacements for the Casque of Tactics.

Horned Helm (PHB) - What Chasers wear.

Ioun Stone of Regeneration (AV) - You knew I'd like this. As always, don't bother if you follow Melora, or are a Longtooth Shifter.

Ioun Stone of True Sight (AV) - Seeing is never overrated. Big bonus to an important skill you've trained. And see invisible. Shame that's a daily.

Ioun Stone of Sustenance (AV) - The Style play. Because you can't be bothered with trivialities like eating when you're tracking someone across the desert.


Neck Show

Amulet of the Unbroken (AV) - Once a day don't die.

Broach of Shielding (AV) - The resist values should be enough to really tone down one attack per day.

Brooch of Vitality (AV) - Like the toughness feat, only with cash. And scaling faster.

Cloak of Autumn's Child (AV) - They forgot to provide an end duration on the effect, but the default is 5 minutes.. So for the Ninja, this is your handy rope trick... except that all you can do is make saving throws. Hope the guard finishes wandering by before 5 minutes are up, then get back to sneaking through the castle.

Cloak of Distortion (AV) - I don't expect ranged attackers are really the Avenger's problem. But if they are, here's the solution.

Cloak of Invisibility (PHB) - All other invisibility sources talk about "until you attack". This one is until you Get Hit. Great for the Ninja.

Cloak of Resistance (PHB) - More "I'll take my get-beat-on now" fun for the Martyr. But see the Scarab of Invulnerability instead.

Cloak of the Walking Wounded (AV) - Allows you to go through surges quicker.

Elven Cloak (PHB) - Stealth for the Ninja.

Scarab of Invulnerability (PHB) - The final word in the Martyr's "I'll take my get-beat-on now" fun.


Rings Show

Blink Ring (AV) - Fun item, and you didn't have that much use of your minor anyway.

Chameleon Ring (AV) - So the Ninjas can play Batman.

Opal Ring of Remembrance (AV) - Almost as busted for those of you MCing wizard as for actual wizards.

Ring of Ramming (AV) - Another way to open doors impressively. But this is just a style play.

Ring of Regeneration (AV) - You knew I'd like this. As always, don't bother if you follow Melora, or are a Longtooth Shifter. And do wait until a milestone to trigger it.

War Ring (AV) - If your crit a lot (18+), have BloodIron weapons and RRoT, this is Sky Blue and really just broken. If you didn't focus on crits, it's just good.


Waist Show

Ironskin Belt (AV) - Martyrs use it on those rounds when they're counting on everyone around them beating on them, but would like to survive it. You'll have to work with your defender on this: they tend to not understand masochism.

Belt of Giant Strength (PHB) - Nice bonus, but only for one attack.

Belt of Titan Strength (PHB) - Works with multi-attacks, if you manage to find any.

Cincture of the Dragon Spirit (AV) - Because crazy guys with huge manga swords Ought to be intimidating.

Girdle of the Umber Hulk (AV) - The level 15 version is a trap, as most dungeons/encounters are around solid stone. The level 25 version though...

Reinforcing Belt (AV) - Real rating depends on your DM. If you're a Martyr, and your DM likes Coup-de-grace, this is a great item.
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12 months ago  ::  Mar 13, 2009 - 7:18PM #8
kilpatds
Posts: 1,049
Date Joined: 11/23/03
Tactics



mkill goes into far more detail than I do in his Art of Striking thread. Read my little intro below, but then follow the link to his guide, and read it multiple times.

1. Make them misbehave

If you Chase, you WANT them to run. Put up damage auras around you, or darkness clouds. Tell the fighter to not mark that guy, but tell the Paladin, Swordmage or Warden to mark them and kite them. Move away from melee brutes so that they don't provoke an OA from you, if you're better off with the bonus. Go after artillery that would provoke if they attacked you, and make sure your OA is good enough that they avoid it. Don't box your target in.

If you're a Martyr it's usually pretty easy. Go early, run into the middle of the pact and watch them all beat on you. Push everyone away except your oath target (Divine Rage, teamwork), and then vaporize your target. Repeat. Provoke OAs to get your position just right. Say hello to all the minions... at low levels it can hit you for 4 damage, say, and give you a +4 bonus to all your attacks until the end of your next round. Your main concerns are surviving the beating without going through surges too quickly or using up your groups healer.

AndrewRF put together a nice list of ways for a retribution avenger to chase down/lock down it's target. (Divine Power has added many more)
Ignis_Fatuus followed up with a long list of tactics and powers for a pursuit Avenger to convince it's target to run.
Both of these are well worth a read.

2. Get Multiple Attacks

Your powers won't do it, so you need items, or team work. Convince someone to be a Warlord, Bravado if possible, with Commander's Strike. You want lots of attacks, to apply multiple times per round those lovely lovely static damage modifiers you've accumulated. Mutli-class to grab powers, or PP with powers. Pick up some equipment... something.

3. Take chances

You've got a pretty good AC. You've got more HP and surges than most strikers. If your target moves away, go after it. Take the OA. It's all good. If you get hit, just funnel that rage into beating up your target.

I've pointed out lots of feats and magic items that help survivability on the assumption that you're taking a lot of risks. If you have all that survivability and don't take risks, you won't help your party out any.

4. Remember that the leader is a group resource

Don't monopolize your group's healer, and don't run out of surges. Prefer resistance and regeneration to the ability to spend a surge, and manage your AC so that you can stop getting hit when you've decided you don't want to spend more healing.

If you are a Martyr, you might want to be hit, but you won't want to be hit regularly. A few times in one round is perfect: you use your action point, you get the chance to use your mutli-attack powers at peak effectiveness, you may get given extra attacks. But getting hit round in and out will just suck out all your groups healing abilities. So make sure you can turn off the "go ahead and hit me" tactics.

5. Concentrate on positioning

You need someone to misbehave to get the big static bonuses, but you need to isolate your target to get the oath. It can be tricky to get both, but you'll want to. Delay and let your fighter or warlord move some people around? Use your mobility to get around the target? If none of these work, well, you have some powers that will make everything ok ... but only a limited number.

6. Choose who to abuse correctly the first time

You can't mess this up much. Once you pick an enemy, you're gonna be stuck hitting them until they die. So get it right. Look for the annoying squishy targets and nuke them first. If they're squishy they're more likely to misbehave, so that's all for the better.

Save the big guns (the debuffs) for the solo/elite, and save him for when your party can focus fire... cause a debuffed enemy won't last long.

7. Play well with others

The basic mechanics of the Avenger class tend to suggest a "solo duel with a key bad guy" mechanic. Um, screw that.

If you're in your line, it's harder for monsters to deny you your oath. If you're applying status effects, it's nicer to let others work with them. If you're a crit fisher and you'd like to really ruin a monster's day, it's nicer if the leader can boost your to-hit or damage. Those "woodshed" powers? The woodshed is actually the square that's next to the Fighter/Ranger/next Melee Threat.

So, work with your party. They'll like you more, and you'll like them more. So you can't claim quite as much glory... ah well.

The Short List



In the large mess of rating everything, it can be hard to pick out the true default choices. So I'm pulling those out into here. This list should be kept small, so that you have plenty of other things to choose from, but here are some default choices almost every Avenger will want.

Race
  • Chasers: Elf, Razorclaw Shifter, Githzerai
  • Martyrs: Devas, Longtooth Shifters, Shadar-Kai at Epic
  • Ninjas: Elf, Drow
  • Crit Fishermen: Half-Elves, Revenant Half-Elves, Half-Orcs.

Feats
  • Weapon Proficiency
  • CD: Divine Rage
  • Weapon Expertise
  • Melee Training or Power of Skill (Except for Crit Fishermen)

Paragon Paths
  • Pitfighter (Chasers, Critvengers)
  • Warpriest/Son of Mercy (Wannabe Defenders)
  • Dreadnought (Martyrs)
  • One with an extra Striker damage feature (Simbarch of Aglarond for Martyrs, and Thuranni Shadow Killer for Chasers, Ardent whatever for Pursuit pure avengers)
  • One that improves Crit Range (Daggermaster, Student of Caiphon)
Build Elements
  • Expanded Crit range. PP or Mastery Feat
Equipment

Implements
  • Symbol of Victory
  • Master's Wand of Thunderwave, if Half-Elf wizard
Arms
  • Iron Armbands of Power, unless radiant weapon
  • Quickhit Bracers or Rapidstrike Bracers, depending on style
Feet
  • Greaves of Maldeen
  • Sandals of Avandra, Boots of Teleportation or Zephyr Boots at 30th

Hands
  • Antipathy gloves
  • Gauntlets of destruction, unless you're using a Brutal weapon

Wondrous Items
  • Violet Solitaire

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12 months ago  ::  Mar 13, 2009 - 7:24PM #9
kilpatds
Posts: 1,049
Date Joined: 11/23/03

Some Math notes



The table below lists the probabilities (rounded to 2 decimal places) of getting a roll of X or above, if you can use your Oath and have fair dice.
TargetProbability
20.9975
30.99
40.98
50.96
60.94
70.91
80.88
90.84
100.80
110.75
120.70
130.64
140.58
150.51
160.44
170.36
180.28
190.19
200.10


There are a few of things to take away from this:
  • Assuming you need a 11, you hit 3/4 of the time.
  • If you need a 10 to hit or better, bonuses to hit matter less than normal. If you need a 13 or worse, they matter more.
  • If you need a 5 to hit, you can stop optimizing to-hit now... unless you're about to launch Blade Cascade or something similar.
  • You can hit even if you let your attack get 5 points behind. Not that I'm suggesting that you take Fighter powers without bothering to pump your strength...

This doesn't mean that +1 and +2 effects don't matter. They do. They just don't matter quite as much for you as others. Instead of hitting with a 10% higher frequency, you hit with an 8% higher frequency. Or even a 6% higher frequency if you're well over 50/50. Or 13% if you're fighting things you might not want to be fighting.

This math is also why there is all the focus on critical hits. If you are fighting your Oath target and only crit on a 20, you crit as frequently as someone else who only needs a 19. If you need a 19 (Hand of Divine Guidance,Radiant Servant, Draeven Marauder), it's as if you needed a 17. If you need an 18 (Dagger Master, Student of Caiphon), it's as if you needed a 16. And if you need a 17 (Raise the Stakes) you'll crit on every third attack.

So feats and powers and equipment that assume that a crit is something that happens once an encounter are much more effective in your hands, especially if you make any effort to improve your crit range.

So I crit. Now what?



Some things that can trigger off of a crit. Or why I care more about crit range than just size of the weapon. I don't think this list is comprehensive.
  • Feats
    • Grim Promise (D368)
    • Deadly Axe (indirectly) (PHB)
    • Two Weapon Opening (PHB2)
    • Devastating Critical (PHB)
    • Ferocious Critical (PHB2)
    • Reckless Attacker (MP)
    • Triumphant Attack (PHB)
  • Equipment
    • Rending Weapon (PHB)
    • Bloodiron Weapon
    • Vampiric Weapon
    • Ring of Giants(D378) or War Ring (w/ Bloodiron)
    • Flame Bracers (AV)
  • PPs
    • Barbarian PPs I'm not listing.
    • Daggermaster (PHB): Critical Opportunity and Deep Dagger Wound powers, and Dagger Advantage feature
    • Hammer of Vengeance (PHB2): Penance
    • Blightspeaker (PHB2): Dissolution's Call
    • Deadnought (MP):Critical Hardening
  • EDs
    • Punisher of the Gods (D372,Dragon Annual): Immortal Curse
    • Reborn Champion (D365): Legendary Action
  • Powers
    • Relentless Assault (Warlord): Your party gets free attacks on every crit.
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12 months ago  ::  Mar 13, 2009 - 7:52PM #10
borg285
Posts: 1,529
Date Joined: 01/23/08
in the equiptment section it's feet, not feed.
Add in repulsion armor, and comment on displacer armor for making d20 rolls all over the place.
Please include a section on how to best take advantage of the MC feat that gives you OoE for 2 turns. How, for example, a multi-attack fighter/ranger might make full use if it.
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