Ironwrought: I had already submitted to CS that it needs to be re-written to clarify. They said they would, so I guess we just have to wait. I hope they don't change it, because it is a great theme in general, but the double roll feature is great.
Someone had some math on the value of the double roll, it was a little off. The actual value of a double roll, with a hit chance of %50, is equal to a +5 chance to hit. Even with a %70 chance to hit, it is about equal to a +4 bonus. Of course, it is actually a little more than that since you get 2 chances to roll a crit and bonus dmg from the power itself, but thats just gravy.
Its just a decent theme with one great encounter feature.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
A Decent Theme? It gives +1 to Athletics and Endurance, which is nice, as you will be using both of those skills It gives the double roll, with extra damage on top It gives scaling resist all when bloodied? This is saved my warlord numerous times, esp with ongoing 5/10 or autodamage zones, which would have dropped me before I could heal. It gives you a bonus to hit, simply for using the double roll (and warlords dont get to buff themselves too often) Thats a very tasty package all around
A Decent Theme? It gives +1 to Athletics and Endurance, which is nice, as you will be using both of those skills It gives the double roll, with extra damage on top It gives scaling resist all when bloodied? This is saved my warlord numerous times, esp with ongoing 5/10 or autodamage zones, which would have dropped me before I could heal. It gives you a bonus to hit, simply for using the double roll (and warlords dont get to buff themselves too often) Thats a very tasty package all around
I wrote that wrong above, its my fault. In total I think it is excellent theme, I think the double roll is as good as it gets(gold) and the rest is solid (dark blue or black maybe?) Added together it makes it light blue
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
I know we won't get to the epic level powers in a while, but i'd still like to ask the warlord community a bit of advice/share some thoughts regarding encounter power choice for epic level play.
The party I'm in has a human warlock, a halfling paladin, an eladrin wizard, a warforged barbarian (with gnoll and DB racial acces via ED), and myself, a dragonborn warlord (changed back to str/cha, resourceful, BoK paragon path, legendary sovereign ED, crit build). Currently level 24. The overall level of optimization is very high. The wizard is heavy control-optimized and the paladin for marking punishment and Lay-on hands- healing. Our main sources of damage are the barbarian's charges and the warlock's hellish rebuke/immediates/aoe encounter powers. While the party is very powerful, we also face strongly upscaled encounters.
Currently I have death from two sides, hail of steel, and a semi-useless paragon path encounter power (from BoK). I really have no idea what to pick as the last encounter power (level 23), since all options seem rather bad or unrealible compared to HoS and DftS. I can recharge or reuse either of them up to six times per day with items, feats and class features.
Hold that Thought seems ok, but with the amount of spreading common in epic and with my party members generally hitting targets on a 4, I don't think i will be able to use it often. Sudden assault's best use seems to be to grant the barbarian a charge, but would then be outdone by Into the Breach at level 17, and generally wouldn't be worth using over the 'gold' choices. Stunning display looks useful, but the healing component would be completely superfluous. Also, the wizard and the barbarian both already have encounter stuns.
I'm thinking of perhaps multiclassing into bard and to grab multiclass mastery to get note of aggression for one additional charge each combat, and then perhaps greater prescient warning or echoing weapon as the final encounter power. By the way, does anyone know how echoing weapon interacts with death from two sides? Would it trigger two crits if used in conjunction?
Any thoughts or advice would be greatly appreciated
@lunattic I would honestly stick with those two and Vengeance is Mine until 27. That being said, if you find the BoK power useless, use reserve manuever to grab something more potent in heroic like ViM, and then take powerful warning from level 1 (Seriously, you're encounter powers are amazing, don't powerswap, just look low). You already have Rush of Battle at 22, so I don't think swapping with Bard is needed.
Hope this helps, and I'll do what I can to help further!