Intuitive Strike/Furious Smash - not sure why there's such a color difference between the two. Both attack NADs(although Will typically better than Fort), Warlords typically aren't known for their huge bonuses to die rolls, and Furious Smash is a +Cha to hit/damage vs +2 to hit.
Plus Furious Smash gives a bit more control as to who gets the bonus to the attack and how easy it is to get it, albeit making it slightly harder to target.
Actually. Zelink: would it be too much effort to put the "you give yourself an MBA" powers in the same section as the lazy powers? There will be a lot of cross-over of interest there.
I was going to say that too. When I made my warlords I had a good mba (using int blademaster) just so I can use more powers. Granted "stat independent warlord" doesn't have the ring of lazy lord but would be sueful since warlords are one of only a few classes that can use almost any stat as primary (with some being more useful than others of course) with enough dumpster diving.
Sure you don't get any Str based ones, but you do get both Int and Cha based ones (or Int and Wis, or Cha and Wis). Being able to get Tactical Shift (which usually get's an OA, possibly more depending on which defender), Powerful Warning, and Bolstering Insight does huge amounts to keep your party safe while granting attacks.
Plus there's all the feats, such as Improved inspring word and Shared Resources, for awsome heals, or Imaginative Reaction to help your strikers go first.
Edit: and of course, giveing yourself an MBA isn't a bad choice either.
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'd like to throw in my two cents on Thunderous Fury. Personally, I find it preferable to Hail of Steel.
Hail of Steel is advertised as giving your whole party a round of attacks, but that just isn't true. It gives a free basic attack to all allies within 5. Now, don't get me wrong, that's really, really nice, and it's still at least sky blue, but it's not quite the same thing. At high paragon and epic maps, the reality is that staying within 5 of your allies is hard to do. That's why Inspiring Word's burst gets larger at higher tiers.
Now, looking at Thunderous Fury...we get action denial from daze, combat advantage, and allies get a huge bonus to hit. Twice so far in LFR play, Thunderous Fury has allowed allies to hit a god on a 2.
A god. On a 2.
This enabling applies to the ranger who was 15 squares away. It applies to the wizard who wants to impose some horrifying control effect. It nearly guarantees hits from game-changing powers like Knockout, Anvil of Doom, Blade Cascade, etc...
Hail of Steel is awesome. But it requires certain party behaviors - such as staying close to the front lines and having good basic attacks - to reap maximum carnage. Thunderous Fury is a death sentence to any elite or solo that it hits, because everyone is going to fire some nasty howitzer at it for the next full round or the rest of its miserable life, whichever comes first.
TL:DR - I think Hail of Steel is gold in the right party, but Thunderous Fury is gold for everyone else.
Fine, you're right, any Warlord who invests anything at all in Strength is a complete moron and a failure at D&D. Are you happy? Is that what you wanted to hear? Have a golden bloody star for being so brilliant, insightful, and original.
Dude, I don't think the lazylord camp is saying that at all. There's a ton of great STR based warlord powers. I think they are just saying that lazylord isn't necessarily a second fiddle to the STR warlord. Totally different characters, totally different playstyles, but a well played lazylord and a well played STR warlord will both still bring a huge smile to the faces of the rest of the table.
I'd like to throw in my two cents on Thunderous Fury. Personally, I find it preferable to Hail of Steel.
Hail of Steel is advertised as giving your whole party a round of attacks, but that just isn't true. It gives a free basic attack to all allies within 5. Now, don't get me wrong, that's really, really nice, and it's still at least sky blue, but it's not quite the same thing. At high paragon and epic maps, the reality is that staying within 5 of your allies is hard to do. That's why Inspiring Word's burst gets larger at higher tiers.
Fine, you're right, any Warlord who invests anything at all in Strength is a complete moron and a failure at D&D. Are you happy? Is that what you wanted to hear? Have a golden bloody star for being so brilliant, insightful, and original.
I'm not sure who your talking to, but i don't think anyone said Str warlords are fail...
Honestly, what is better probably depends on your party. Death from 2 sides with say... a crit optimized rogue or barbarian would be amazing (might as well go divine oracle too). But for a slayer, or a party with more offensive oriented defenders, Powerful Warning will take the cake.
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.