After the arguments on the Warlord Handbook thread, I thought it was worth doing to extra detail about basic attacks.
As with Zelink, I have university and exams are coming up, so this will happen slowly but I promise it will be completed and maintained.
So without further ado, I give you:
Back to Basics - A Miniguide to Basic Attacks
"Everything should be made as simple as possible, but not simpler."
This handbook will use the following system for ratings:
Red: Garbage, 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. Gold: Why haven't you taken this yet? A defining choice for a build, or even the whole class.
Please note these terms are relative to other things in the same genre (there are very few unusually basic attacks - some are just better than others).
Bravelord - Refers to a Warlord with the Bravura Presence class feature.
Burst/Nova/Spike Damage - Generally understood to mean the highest amount of damage a character can inflict in the space of a single round. Usually, calculations for this allow 1 round of setup before the actual damage.
CA - Combat advantage.
DPR - Damage per round, which is generally meant to mean the character's expected damage value using At-Will powers against a standard enemy of the same level (eloquently described by Adslahnit as the Official CharOp Inanimate Block of TofuTM).
ED - Epic destiny.
HP - Hit points.
Lazylord - Refers to a build of Warlord that avoids attacking directly, instead taking powers that enable his allies to attack.
LX - Level X.
MAD - Multiple attribute dependency, which is defined as needing 3 or more ability scores for a given build.
MBA - Melee basic attack.
MC - Multiclass or multiclassing.
NAD - Non-AC defense.
OA - Opportunity attack.
PP - Paragon path.
RBA - Ranged basic attack.
Reslord - Refers to a Warlord with the Resourceful Presence class feature.
SAD - Single attribute dependency, which is defined as a build that really only needs 1 ability score.
Taclord - Refers to a Warlord with the Tactical Presence class feature.
THP - Temporary hit points.
Thanks to: Lordduskblade - the basic handbook layout Zelink - his Warlord thread started this whole thing. Those who created and maintain the other handbooks - I crossreference my ratings for powers with their's.
Assassin (Drag 379): Nothing much to say here. You can take melee training (dex) like any other character. The only upside is that you will be using a really big [W] weapon, such as a fullblade. You have no RBA, unless for some reason you have a light thrown weapon, but I can't see any reason why you should.
Avenger (especially on the charge) (PHB2): A very strong option. With the reroll offered by Oath of Emnity, the Avenger has the most accurate basic attack around, though it comes at the price of a feat (Power of Skill). You are carrying a large weapon and you know were to place it. You also have many options to use on the charge, as outlined below.
AW1 (PHB2)- Overwhelming Strike - A free slide and shift for the cost of a feat (Power of Skill). The most accurate at-will MBA in the game.
AW1 (Drag 382) - Avenging Shackles - RBA but not what the avenger should be spending his standard action on. Marginally better if you have a eagle shaman in the party. Betterif you have Divine Vengeance.
E1 (PHB2) - Whirlwind Charge - A 2[W] attack that can be used on the charge. It's special effect is made redudant by Badge of the Berserker.
E1 (Drag 383) - Raging Tempest- Can be used on the charge. However it is heavily DM dependent; the damage can be seen to be more than one instance of damage and that will get your static mods over again. If the DM view it all as once instance, it is overshadowed by Whirlwind Charge, if he sees it as two (or even three) then it is a double tap that can be used on the charge (and possibly a third tap).
D15 (DP) - Zealous Onslaught: Not great for a d15, but does include a free melee basic.
E17 (DP) -Accept No Defeat: A 3[W] with a weird miss clause (make an MBA), but you should never miss as an avenger so there are better options.
E17 (DP) - Wrathful Charge - A 2[W] power that can be used on the charge. You do more damage for each opportunity attack you prevoke. If for some reason you haven't taken a badge of the berserker (or have a lesser badge), this is better.
E17 (PHB2) - Spectral Charge - A 2[W] power that can be used on the charge and you gain insubstantional. If you are provoking attacks to charge at all then this is obseleted by Wrathful Charge.
E17 (PHB2) - Warding Blade - Gives you an improved version of polearm gamble for a round. If anyone excpet the target enters a square next to you or attacks you, you can attack them with an MBA an OA. This could potentially generate quite a few attacks.
E23 (DP) - Threatening Strike - 3[W] power vs fort that immoblises is reasonably solid. If you then move away from the target it is likely to trigger the secondary part of the power and give you the extra MBA. This is better for RetVengers who can do several MBAs in a round.
E27 (PHB2) - Astral Charge - A 1[w] power that stuns is really not enough at this level, even though it can be used on the charge.
Barbarian(PHB2) (especially on the charge). Your basic MBA is strong right off bat, as it comes off your primary stat and you are wielding a large weapon. Your aim to to add as many static bonuses to your melee attacks as possible and all these bonuses count towards your MBA too. You tend not to have a great RBA (but you can carry a heavy thrown weapon for the times you get immobilised). You have a ton of powers that can be used on the charge and this is usually how the barbarian gets his biggest numbers.
E0 (PHB2) - Swift Charge - A free action power that grants you a no-action charge when you kill something? Sweet.
AW1 (PHB2) - Howling Strike - an at-will power that can be used on the charge with an extra 1d6/tier to damage. You even get a speed increase whilst raging.
D1 (HFW) - Life-Ending Smite - a 4[w] power that can be used on the charge. The biggest single attack you can get at level 1, but most of the other barbarian dailies, this does not put you into a rage (an end of encounter effect) so it does not take advantage of some of the support out there (e.g. Deadly Rage).
D1 (PHB2) - Rage Drake's Frenzy - a 3[W] gives you an MBA when you kill somethig for the rest of the encounter. Not too useful unless you are next to two things or have a way of moving when you kill something. Also beware the free action attack limit.
E3 (Drag 384) - Longstrike Charge - A power you can use on the charge that does slightly more damage than howling strike. You won't hold on to this for long.
E3 (PHB2) - Daring Charge - Not much better than howling strike (the special is nulified by badge of the berserker). Better if for some reason you are a Thaneborn with a lesser badge of the berserker.
D5 (PHB2) - Clawfoot Berserker Rage - A 3[W] attack that comes with an end of encounter effect. A rare condition but nice when it comes off.
D5 (PP) - Razor Wind Rage - A 2[W] close burst. The end of encounter effect gives you a huge boost to your rampage class feature. This is betterif you have someone giving you guaranteed criticals (e.g. a warlord with death from two sides).
U6 (PP) - Primal Charge- Big bonus to speed while charging - ok, as you don't usually have much need of your minor action as a charger. However you rarely have need of your move action either and so it's rare to be more than 12 squares from a target.
D9 (PP) - Flying Serpent Rage - Shift 2 as move and do other actions after charging. That's actually pretty neat. Unfortantely the trigger is not as common as it might be.
E13 (PHB2) - Thunderfall - reasonable charge damage (3[W]) with a reasonable push and prone, but this is outshone by howling strike as soon as you hit epic, as you can do most of those things at-will.
D15 (HFW) - Bloodletting Assault - the big brother of Life-ending Smite, a 6[W] power you can use on the charge.
D15 (PHB2) -Thunderfury Rage - A 3[W] starting attack and a strong end of encounter effect. You get an MBA each time an enemy hits or misses you (as an immediate reaction).
E17 (PHB2) - Shoulder Slam - A 2[W] power that allows you to hit a second target for 1[W] if you hit the first target (which you should with the intrinsic accuracy bonus). The is betterif the DM accepts that the second part of the power is still part of the charge and thus benefits from the charge kit (horned helm etc). This is also betterfor a barbarian with reach, to make the second attack easier.
D19 (PHB2) - Hydra Rage - A 4[W] opening attack that dazes. For the rest of the encounter if gives you an an MBA as a free action when you miss. Which isn't bad considering you'll never be as accurate as an avenger.
D19 (PP) - Elder Tuskerbrother Rage- A 5[W] power that you can use on the charge. Adds a push to your charges for the rest of the encounter.
U22 (PP) - Unexpect Clarity - Once per day allows you to change the MBA granted by rampage into a standard action.
U22 (PP) - Emboldening Courage - A free shift for all those around you when you hit or miss with a charge. Not bad.
E23 (PHB) - Craterfall- Can be used on the charge but less damage than howling strike. The latter can also knock prone with a feat. Avoid.
D25 (HFW) - Unmatched Precision - Big opening attack (can be up to 8[W], once you have used up all your encounter attack powers, allows you to roll twice for attack rolls for basic attacks and barbarian at-wills. Unless you have ways to gets through all your encounter powers very quickly (e.g. in 2 rounds) then this probably isn't worth it.
D25 (PP) - Rage of the Unbridled Beast- 4[W] is quite small at this level but comes with an AC debuff. The effect is nice - basically gives you polearm gamble for an encounter (an OA on any one who enters a square adjacent to you). This could generate quite a few MBAs.
E27 (PHB2) -Butcher's Feast- Big damage 6[W] and extra MBAs if you get attacked. An accurasy boost for Thaneborns. This power is often overlocked because it comes at the same level as Hurricane of Blades.
E27 (PP) - Crippling Assault- Probably does more damage than howling strike and some vulnerability never hurts. Not bad.
D29 (PHB2) - World Serpent Rage - Biggest weapon-based damage that can be used on the charge - 7[W]! Also helps to lock people adjacent to you and give damage bonuses if they are. If they move they eat your OA, if they shift you get to attack them anyway. Great Power.
D29 (PP) -Rage of the Thundering Rhino - Solid but not exception opening hit (5[W]). The effect gives bonuses to your basic attacks for the rest of the encounter. Not really enough for a capstone daily.
Berserker(HF): Just like the barbarian (with whom you share most of your powers) you excel on the charge. In defender mode (which won't last long) you are nothing special but your aura punishment gets a boost. When you switch to striker mode you get an additional 1d8/tier to your melee basic (which actually comes out ahead of Howling Strike on the charge, though you don't have the advantages of Swift-Charge or Rampage).
Blackguard (HS): Doesn't do the transition from defender to striker as well as the Slayer does from the Fighter but your MBA will still have twice your primary stat for damage - the best way to do this is to be a human blackguard and take the Paladin at-will Virtuous Strike. Still the worst of the essential strikers.
E0 (HS) - Dread Smite - Your essentials encounter power - adds cold and necrotic when you hit with an attack.
Executioner (better when hybrided with Avenger or Warlock) (HS). You stay with a 1-handed weapon but you get an extra 1d8/tier when you use it. Your encounter powers can all be added to your powers too. If you use a rapier and a dagger, your RBA will be almost as good as your MBA. The executioner is better as a hybrid because its striker feature is added to MBAs and thus you can double dip on striker features, or increase your defender punishment if you are a fighter or warden or assaultmage.
Hexblade (HFK): Your powers are weird and give off some questionable rules queries. Your at-wills have both the weapon and implement keywords and your mainhand copies your offhand. You should have a strong MBA (and a perfectly passible RBA) because you can benefit from such feats as Dual Implement Spellcaster (probably) and also Iron Armbands of Power.
AW0 (HFK) - Moonfire Blade - A d12 mba that targets reflex and deals radiant damage and does extra damage when enemies don't run away from you.
AW0 (HFK) - Resplendent Blade - A pretty good MBA that deals radiant damage and damages an enemy other than the foe you targeted, which makes Star Hexblades the current best pact to handle multiple enemies at once. This what you'll be using if you take Student of Caiphon.
AW0 (HFK) - Flesh rend - A slide and a debuff on my MBA is pretty nice. This power would be rated high if it didn't do necrotic damage, which is so widely resisted.
AW0 (HFK) - Unraveling Strike - A small amount of vulnerability on demand but the power itself does untyped damage. Not that great.
AW0 (HFK) - Icy Skewer- Cold damage and extra defences against the target's attacks. Not bad at all.
AW0 (HFK) - Soul Eater - Again necrotic damage but not as good an effect as Flesh Rend.
Monk (PHB3): Not much to say here unless you are Stone Fist, which at least has strength as its secondary stat. All your other attacks are implement based but you use ki focuses, so your weapon attacks aren't as bad as they might be, but unless for some strange reason you have improved unarmed strike, it is not going to be more than a 1d8 weapon. At least monks have a way to use dex for their OA (Internalize the Basic Kata) and make it trigger flurry of blows which is slightly better than melee training, but not by much.
Ranger(PHB) If you are a two weapon ranger your MBA with good and the same goes for the RBA of the archer ranger. However the two weapon ranger and has no RBA and vice versa. Your striker feature is twin strike, so it is in your interest to pump your static modifiers as much as possible. These bonuses all apply to your basic attack.
AW1 (MP2) - Fading Strike - A dex based melee attack that hunter-style rangers can use for an opportunity attack. Comes with a shift 2 which is nice for the skirmishing sort.
AW1 (MP2) - Marauder's Rush - The ranger's version of howling strike. An at-will that can be used on the charge with a secondary stat to damage.
AW1 (MP2) - Throw and Stab - A two-attack at-will that doesn't quite compete with twinstrike because it cannot focus fire. You make a strength-based ranged atttack and a MBA against different characters.
E1 (PHB) - Fox's Cunning - A pretty nice counter-attack that takes place outside of your turn, it even comes with an attack bonus attached to make sure it lands. Less useful for greatbow rangers that twang from the back.
D1 (Drag 383) - Guardian's Arrow - Lets you play sub-defender for a bit. Considering the other great ranger immediate actions out there, you probably don't want this.
D1 (MP) - Partnered Savaging - Similar damage to Jaws of the Wolf for low level beast master rangers attacking their quarry. But beast damage horribly fails to scale.
E3 (MP2) - Avenging Charge - An offturn charge with an easy trigger? What's not to love. The only downside to this power is that it comes at the same level as Disruptive Strike; taken in a vacuum, it is better.
E3 (MP) - Paired Predators - Allows your beast to make an MBA. Good as far as beastmaster go, not so good in the bigger picture.
E3 (MP) - Encircle the Prey - Basically Paired Predators but trading 1[W] for a shift and a slide.
D5 (MP) - Spitting-Cobra Stance - Gives you an RBA if an enemy within 5 squares moves closer to you. I errata that changed this attack to an immediate action rather than an opportunity action hurt the rating slightly but still a strong power.
D5 (MP2) - Snarling Wolf Stance - an MBA as a reaction whenever you are hit or missed is pretty sweet for a two-weapon ranger.
D5 (Drag 381) - Predatory Charge - You and your beast companion charge the target. Like all the beastmaster powers mention so far, it is the best at the level for a beastmaster, but sub-par in the bigger picture.
D5 (Drag 383) - Flying Steel- Similar power to Spitting Cobra Stance. The trigger is easier, but it only works on a single target.
D5 (MP2) - Coordinated Charge - Very little reason to choose this over Preditory Charge.
D9 (DM 383) - Thousand Arrow Awareness - Rare for a ranger to get an area attack, so this is nice but the main of the ranger is to focus fire, which this does not do. The effect is much betterif you have a controller who can slide enemies around on their own turn, to take advantage of the fact that the secondary attack is an opportunity action.
D9 (MP2) - Shocking Assault - A 3[W] that can be used on the charge. Nothing special.
E13 (Drag 377) - Storm in the Trees - A double tap and an MBA against a different target if you hit with both. Not bad.
E13 (Drag 383) - Warding Shot - A bit of control if you target an enemy without reach or a ranged attack. Otherwise it is just a 2[W] power. Poor for the level.
E13 (MP2) -Thread the Needle- a melee attack for hunter rangers (dex-mased melee). Reasonable damage if you complete the sequence.
D15 (Drag 383) - Tracking the Target- Punishes enemies for clustering. Better if you have a controller to cluster them for you.
D15 (MP) - Scent of Fear - Gives the beast a melee basic for a minor action each turn. As usual good for a beastmaster, but exceedingly poor overall. By this level the beast's damage has horribly failed to scale.
E17 (Drag 383) - Entrapping Arrows - You sort of get to play fighter for a turn - an area burst that allows you to make an RBA against anyone moving out of the burst, which immobilises on a hit. Betterwith a a controller who can force them out of the burst.
E17 (MP2) - Supressing Shots - The opposite of Entrapping Arrows, you get the RBA when anybody else enters the zone. Also Betterwith a a controller who can force them out of the burst.
E23 (Drag 383) - Dangerous Friends - Penalty for clustering. Nowhere near enough for this level.
E23 (PHB) - Cloak of Thorns - 2 debuffing attacks and then 2 more MBAs as a immediate reaction if an adjacent enemy misses you, pretty sweet.
D25 (Drag 384) - Vengeful Fangs Stance- Gives extra attacks and expanded crit range to your beast companion. Almost a passible beastmaster power.
D25 (PHB) - Tiger's Reflex - Gives a basic attack as an immediate interrupt when attacked. Betterif you can force people to attack you (e.g. if a defender powerswaps for it).
D25 (Drag 381) - Thunderfury Charge - Yet another you and your beast charge powers. Meh.
D25 (MP) - Primal Rampage - Another charge power for you and your beast with a debuff.
D25 (MP2) - Aid the Beast- Best beastmaster power of any level. Gives you an RBA as a minor once per round. And the icing of a hit granting CA to your beast (reasonably irrevelent).
D29 (PHB) - Follow-Up Blow - with the free action attack limit, this power has become rather weak for a capstone daily.
D29 (Drag 383) - Imprisoning Arrows - A 5[W] starting attack, followed by an RBA as an immediate interrupt each time the target moves willingly. Not bad - overshadowed by Five Missile Dance.
D29 (MP2) - Culling Out - A 5[W] power that can be used on the charge with a "drag" effect - not great for a capstone daily, but usuable.
D29 (MP2) Gauntlet ofSteel - This power depends on you have as great a speed as possible. If you have a controller to line up the monsters for you and you are fast enough, this can generate a large number of MBAs.
Rogue(PHB): Rogue are one of the few classes that little reason not to boost dexterity as much as possible at every level, therefore whether you are using a dagger or a crossbow, you're RBA will be pretty decent. Brutal rogues have a decent MBA from their strength secondary, and it is worth other types of melee rogues taking melee training so they can benefit from the extra damage from sneak attack off-turn. If you are going to make charing into combat advantage your schtick, then Surprising Chargewill be extremely useful.
D1 (MP) - Handspring Assault - a 3[W] power that can be used on a charge and gives a shift after. Best designed for a rogue using a rapier, or one who has taken the feat Versatile Duelist to allow you to use heavy blades a large [W] powers are fairly irrelevent to a dagger user.
E3 (MP2) - Jumping Blade Assault - A 2[W] power that can be used on the charge that knocks them prone before you hit them? Pretty sweet. If you have taken Versatile Duelist, then you can also take advantage of Headman's Chop.
E17 (MP2) - Excruciating Reminder - A good pick for ranged rogues and not bad for melee either. 3[W] starting attack that rattles and an a basic attack is the target misses during the following round.
E17 (MP2) - Leaping Dagger Kick - the big brother of Jumping Blade Assault. A 3[W] power that can be used on the charge and adds a daze for artful dodgers.
U22 (PHB) - Hide from the Light - keeps you invisible as long as you only use basic attacks or at-wills.
E23 (MP2) - Cutthroat's Rebuke- a beefed up Riposte Strike. Without a catch-22 this power is quite poor. If you have someway to mark the target, then this is better.
D25 (MP2) - Bounding Assault - a 6[W] power that can be used on the charge. The special is obsoleted by Badge of the Berserker.
E27 (MP) - Safe Bet- A 4[W] power that can be used at melee or ranged. An easy trigger to get a big shift and a basic attack as an immediate interrupt. A nice and versatile power.
D29 (MP2) - Kiss of Death - Could generate a lot of MBAs with the right party but the fact that it only works on one creature lowers the rating somewhat. Betteragainst solos.
Slayer(HFL): Top quality melee basic (as with most essentials characters). You have a big weapon, two stats to your MBA damage and at-will stances to make your MBAs even better. Seeing as you have a dex secondary your RBA can be perfectly good. And of course you get to take advantage of all the great fighter feat-support.
E0 (HFL) Power Strike - This is your equivalent of other classes encounter powers. Adds extra damage to your MBAs and comes with bonus feat support.
AW0 (HFL) - Battle Wrath - +2/3/4 untyped bonus to your BAs. The default stance for non-charging slayers, and nice even when you are charging.
AW0 (HFL) - Berserker's Charge - +2 power bonus to speed and attack rolls when you charge. Awesome.
AW0 (HFL) - Duelist's Assault - double the damage bonus of Battle Wrath but with a condition that no one is adjacent to the target except you. Combines well with Cunning Stalker.
AW0 (HFL) - Mobile Blade- no that great - a free move after you hit, but nothing stops you from prevoking (unless you've just killed the target of course!).
AW0 (HFL) - Poised assault - +1 power bonus to hit. Accuracy is king. Not bad.
AW0 (HFL) - Unfettered Fury - An improved version of Power Attack, but not as good as Duelist's Assult. Unless you are on 105% accuraxy you probably don't want this.
Scout(HFK) - A strong MBA thats gets all the benefits of using light blades. Like the slayer you can take advantages of at-will stances and take feats from your parent class (ranger in this case). You hampered by the fact that your Dual Weapon Attack only triggers on your own turn and can only be used 1/round but still a very potent MBA. A scout can use a rapier in his mainhand and dagger in his off to have a reasonable potent RBA too (or a waraxe and a throwing axe).
AW0 (HFK) - Aspect of the Charging Ram - Opens your neckslot by not requiring you to take Badge of the Berserker and adds damage and control to your charges. Pretty Sweet.
AW0 (HFK) - Aspect of the Cunning Fox - You are unlikely to take damage on your turn unless you prevoke and if you were planning to charge to prevoke you should use Aspect of the Charging Ramor a Badge of Berserker.
AW0 (HFK) - Aspect of the Dancing Serpent - Worse than Aspect of the Lurking Spider and doesn't apply to your Dual Weapon Attack (your striker feature).
AW0 (HFK) - Aspect of the Hungry Shark - Bonus to accuracy for MBA and shift 3 as a move action, nice but nothing special.
AW0 (HFK) - Aspect of the Lurking Spider- Nice skill bonuses and a power bonus to damage when you have CA. Nice.
AW0 (HFK) - Aspect of the Pack Wolf - Quite situational but if you can organise your party well you may get good milage out of this stance.
AW0 (HFK) - Aspect of the Regal Lion - Quite campaign dependent but if you routinely fight large of larger creatures this is a good bonus to attack rolls and defences.
AW0 (HFK) - Aspect of the Soaring Hawk - A Perception bonus is good for out-of-combat situations, but a bonus to speed and ignoring cover/concealment penalties isn't terribly useful.
AW0 (HFK) - Dual Weapon Attack - Your main striker feature - You effectively get a second MBA when you hit with an MBA (but it's technically not an MBA so you don't get any MBA boosters).
E0 (HFK) - Power Strike - Same as that of all the other essentials builds. Extra damage when you hit.
Sorcerer(PHB2): With three at-wills that can be used as an RBA and one that can be used in place of an MBA, you are pretty much covered when it comes BAs. Your striker feature will apply to the basic attacks so it all comes out pretty sweet.
AW1 (PHB2) - Acid Orb - A range 20 basic attack is worth having. At 1d10, this is the biggest damage of any of the sorcerer RBAs. Unfortunately acid is not a damage type that is easily abusable, but is rarely resisted.
AW1 (PHB2) - Energy Strobe - Same as Acid Orb but with a random damage type, which makes it hard to optimise around.
AW1 (PHB2) - Dragonfrost- The best of the sorcerer RBAs. Cold damage (which can happily be built around) and an inbuilt push. Pretty Sweet. Especially good if you are dragonborn who MCs Fighter to pick up Draconic Arrogance.
AW1 (PHB2) - Ensorcelled Blade - A weapon power that can be used in place of an MBA which helps to set up a catch-22 situation if you can isolate your target. With the correct riposte optimisation this power gets even better.
Thief(HFL) - One of the most accurate MBAs around there and compliments the charge kit perfectly. Your tricks help you maintain CA to make sure you get SA on all your attacks. Being dex primary, your RBA with a dagger (or hand crossbow if you want to go full ranged) would be pretty good too.
EO (HFL) - Backstab- Improves your already good accuracy to insane levels and adds extra damage.
AW0 (HFL) - Acrobat's Trick - Power bonus to damage and an at-will climb speed, not bad.
AW0 (Hfl) - Ambush Trick - CA against everyone within 5 squares. Especially goodfor ranged thieves who find it harder to get CA.
AW0 (Hfl) - Escape Artist's Trick - Could be useful to set up a charge, but generally not something you would pick early on.
AW0 (Hfl) - Feinting Trick - You should never not have CA. You don't want this.
AW0 (Hfl) - Sneak's Trick - Reasonable for perma-stealth builds as a way to get around not having the cunning sneak class feature.
AW0 (Hfl) - Tactical Trick - Another nice way to CA and helps with your maneuverability.
AW0 (Hfl) - Thug's Trick - Possible that this would get you an extra off-turn attack but also may well do nothing.
AW0 (Hfl) - Tumbling Trick - Shift 3 as a move action and if you have a strength secondary this can add a bit of extra damage to your MBA.
AW0 (Hfl) - Unbalancing Trick - Knocking prone with your MBA is nice as long as you don't need to use another trick to get CA.
AW1 (PHH1) - Eldritch Strike- One of the most poached powers in the game. A MBA that comes off either Charisma or Constitution and has a built in slide. This power is generally better off in the hands of another class or hybrided for (e.g. Warlock|Executioner).
Bladesinger(NCS): A melee 'controller'. Well you may not be that great at controllering but you can do some reasonable damage if you use your bladespells to double tap vulnerability. Unfortunately these only trigger on your own turn. However, you have little reason not to beef up your MBA as much as you can.
AW0 (PHB) - Magic Missile - Ranged 20 so you should always be able to do something on your turn but it doesn't trigger your bladespells so rarely worth doing.
AW0 (NCS) - Shadow Sever - Knocks prone which is nice but deals necrotic damage which is widely resisted.
AW0 (NCS) - Dancing Fire - Not as good as Shadow Sever, you probably want to avoid unlike you're a Tiefling specialising in fire damage.
AW0 (NCS) - Dazzling Sunray- Radiant damage and a debuff to attacks. Remember when I said you want to double tap vulnerability? This combines very nicely with being a Morninglord, or just having one in the party.
AW0 (NCS) - Frost Bite - This does cold damage, which is the other damage type with which you can easily abuse vulnerability.
AW0 (NCS) - Lightning Ring - Considering this power doesn't hit (and thus no Promise of Storm from being a Stormsoul Genasi), lightning doesn't have enough support account for the lack of control on this power.
AW0 (NCS) - Unseen Hand - Force damage is generally not resisted and a slide 3 is pretty handy.
Druid (PHB2): You have at-will powers that can be used as MBAs in beast form (one of which is only for the charge) and combined with Claw Gloves you can make a quite a dent with your MBA. You don't really have an RBA.
AW1 (PHB2) - Savage Rend - The best of the Druid MBAs because of the inbuilt slide.
AW1 (PHB2) - Grasping Claws - A melee power that slows isn't that useful unless you plan to abuse WSG. Nicer if your DM prevokes a lot of opportunity attacks to reposition his monsters.
AW1 (PHB2) - Pounce- No real reason to use power over the ones above.
E13 (PHB2) - Claws of Retribution - Nice way for the Predator druid to increase his offturn striker damage. Especially nice when you MBA is Savage Rend.
D25 (PHB2) - Primal Tiger - Gives you the equivalent of polearm gamble for a round. Nice for polearm druids.
Hunter(HFK): You are literally built around your RBA and you should build it up as much as you possibly can. Like the Scout, this is aided by your sspecets (many of which are the same). You don't have any reason to have an MBA.
AW0 (HFK) - Aspect of the Cunning Fox - You are unlikely to take damage on your turn and aiming to miss is usually not a good idea.
AW0 (HFK) - Aspect of the Dancing Serpent- This is better than Aspect of the Lurking Spider for the hunter, for whom it is harder to get CA. Power bonus to hit and damage against isolated creatures, which combines well with Cunning Stalker.
AW0 (HFK) - Aspect of the Lurking Spider- Nice skill bonuses and a power bonus to damage when you have CA. Nice if you have a way to get constant CA at range.
AW0 (HFK) - Aspect of the Pack Wolf - Quite situational but if you can organise your party well you may get good milage out of this stance.
AW0 (HFK) - Aspect of the Regal Lion - Quite campaign dependent but if you routinely fight large of larger creatures this is a good bonus to attack rolls and defences.
AW0 (HFK) - Aspect of the Pouncing Lynx - There is very little reason not to start every encounter in this stance. You gain +4 to init that stacks with the init feats and +2 attacks in the first round of combat which stacks with superior reflexes. Awesome.
AW0 (HFK) - Aspect of the Seeking Falcon - A reasonable out of combat stance but generally you will always be in short range (15 for a crossbow, 25 for a greatbow) so most of this stances isn't that great in-combat.
AW0 (HFK) -Aimed Shot - Even worsefor crossbow users, who ignore cover and concealment with there expertise anyway. Very rarely would you want to use this over Clever Shot.
AW0 (HFK) - Clever Shot - Good options and very versatile power.
AW0 (HFK) - Rapid Shot- A RBA against everyone in a pseudo close burst 1. If you have a tricked out RBA and a way to clump enemies (e.g. a wizard ally), then this is just awesome.
Psion (PHB3): You have two options for your RBA at level 1 (and more later) which are reasonable but there is nothing that is too stellar. It's worth having at-least one if you travel with a warlod however.
AW1 (PHB3) - Kinetic Trawl - RBA vs reflex that pulls. This would be better as a push or a slide.
AW1 (PHB3) - Mind Thrust - An RBA in it's unaugmented form and very nice in it's augment 2 form for setting up a party nova round.
AW7 (PHB3) - Mind Break - At-will vulnerability to psychic and psychic damage is nice combination.
AW17 (PHB3) - Psychic Brand - Removing cover and concealment on your RBA is nice, it's augments are reasonable.
AW27 (PP) - Decebrate- As a basic attack this is fairly poor - just 1d10 damage at level 27. The augment 6 is a 3 target daze, which still isn't great.
Seeker(PHB3): Like the Hunter, you are built around your RBA and you have ways of improving it. You hybrid well with other ranged weapon classes, such as the Ranger.
E0 (PHB3) - Inevitable Shot - if you ever miss with a ranged attack you get an RBA as no action and you get this back every time you use an AP. Especially nice if you have the Battlefield Archer PP.
AW1 (PHB3) - Biting Swarm - An RBA with a debuff to attacks - the best seeker at-will.
AW1 (PHB3) - Grappling Spirit - The other Seeker RBA, which has some reasonable movement control.
AW1 (PHB3) - Guardian Harrier- Another RBA, it's control is not good enough to compete with the other too.
E1 (PHB3) - Mischief Spirits - Worse than your at-will RBAs so you don't want this.
E3 (PHB3) - Winter Spirit - An RBA that immobilises. You can get similar effects at-will, so this isn't that great.
U6 (Drag389) - Swirling Arrows - Rare that you would miss two attacks in a row. Not that great.
E7 (PHB3) - Wasp Sting Shot- Just not enough control to compete with your at-wills.
E13 (PHB3) - Raven Wing Shot - In general the damage of this isn't great for its level, but if you combine this will an immobilising effect (e.g. an adjacent fighter) then this is betterand becomes a decent double-tap.
E17 (Drag389) - Seeker's Peerless Shot - Nothing great on a hit and an RBA on a miss. Not what you want.
E17 (PHB3) - Convocations of Arrows - Just damage but quite a lot of it for an RBA. No control which is just poor at this level.
Wizard(PHB): Now that Magic Missile is so poor, you really have nothing to say in either RBA or the MBA department. Unless you are genasi, in which case at least you have strength secondary, gives you a par(ish)-MBA. Neither the Witch nor the Sha'ir have anything to mention but the Bladesinger gets it's own section.
AW1 (PHB) - Magic Missile - Auto damage but no damage roll, so there is never a reason to waste a standard action on this.
Battlemind(PHB3): It is a common complaint that the battlemind is the only defender that doesn't have a reasonable basic attack, but there a few powers here a there that are worth looking at. If you don't have at least one of the powers that can used as an OA then it is almost compulsary for you to take Heavy Blade Opporunity (and that feat is probably a good idea anyway - to allow you to use Brutal Barrageas your OA).
AW1 (PH3) - Twisted Eye - Augment 1 allows this to be used as an OA and gives a debuff to attack rolls.
AW7 (PH3) -Ego Crush- Augment 1 allows this to be used as an OA and means the target cannot gain combat advantage UEoNT. The selling point of this power is the damage of the augment 2 version.
D9 (PP) - Lion's Charge - You are unlikely to be able to charge 3 targets at once, and unlikely to spec'd for charging. Avoid.
D25 (PP) - Sublime Fury- Taking attack penalties is almost never a good idea and you don't have a decent MBA to make this power work well.
AW27 (PHB3) - Cage of Cowardice - Not distinctly better than either of the lower level augment 1s for OAs.
D29 (DSCS) - Focused Rampage - You finally get an MBA!! If you have a warlord throwing basic attacks around, then you using Brutal Barrage instead could get pretty messy.
Fighter (PHB): You have the strongest MBA of any of the defender classes, and your secondary roll can be striker if you build for it (or even primary with a chargebot). You need a strong MBA to make monsters fear your combat challenge, and you need an accurate one to make sure your OAs hit to immobilise.
AW1 (Drag 379) - Wicked Strike - A basic attack that nerf your accuracy for a small amount of extra damage? No thank you.
AW1 (MP2) - Grappling Strike- Allows you to grab on your OA. Sweet for brawlers.
AW1 (MP2) - Threatening Rush- A mass marking power that can be used on the charge, though it takes a hit to damage.
AW1 (PHH1) - Knockdown Assault - Another power that can be used on the charge, but it has a no damage roll so doesn't benefit as much as others.
E1 (Drag 379) - Punishing Charge - The special effect of this powers is removed by the Badge of the Berserker. So this is merely a charge with extra con mod to damage. Not great.
E1 (MP) - Shield Bash - Not bad for a low level dwarf fighter but as this power doesn't scale, it becomes unusuable sharpish.
E1 (MP2) - Takedown Attack - A charge that knocks prone and hits a NAD (fort), not bad. However it required you to have a free hand and if you do so you are probably a brawler and thus not spec'd for damage.
D1 (DSCS) - Master's Edge - Nice against a melee solo, which will often have no choice but to move closer to your allies, allowing you either an MBA or a charge. However your natural stickiness will tend to keep any creature you hit locked next to you, so this power isn't quite as nice as it looks.
E3 (MP) - Probing Attack - A nice and meaty attack buff for you, and it can come up as part of an OA. A pretty nice setup power.
E3 (MP) -Rhino Strike - Again the effect is made redundant by Badge of the Berserker. A 2[W] charge with no effect is not what you want. Strictly worse than Bull Charge.
E3 (MP2) - Bull Charge- A charge attack vs fort that can allow you to push and knock prone. A strong choice.
D5 (Drag 378) - Dancing Defence - A sweet stance for the dual wielder (even just a spiked shield), allowing an extra attack per round and bonus to defences for subsequent attacks.
D5 (Drag379) - Brutal Advance - A nice damage + lockdown power, this combines a push and prone effect combination with a double-up attack that includes a charge. A powerful tool in the hands of a two-handed weapon Fighter.
D5 (MP) - Bedevilling Assault - An extra basic attack per round as long as someone else hits the target with a melee attack. Good against elites or solos.
D5 (MP) - Cometfall Charge - A straight damage power but quite a lot of it on the charge.
D5 (MP) - Hounding Longarm - Requires a reach weapon and allows you to make use of that reach. Without having marked the target, you get all the punishment of combat challenge, even from a short distance away. This combines very nicelywith a second defender.
D5 (MP2) - Dervish's Challenge - Another strong dual wielder stance - a second attack to add to your OAs and IAs.
E7 (MP) - Trip Up- An extra attack when you hit with an MBA and knocks prone if you are a using polearm or spear. Serviceable.
E7 (MP2) - Echoing Assault - An ensured double tap - either they stay next to you are are attacked, shift and are hit by combat challenge, or move and are OA'd which actually allows you a third attack. Extra bonus for using an axe, hammer or mace.
E7 (MP2) - Hydra Charge - A close burst that you can use on the charge that comes with an attack debuff. Awesome.
E7 (MP2) - Opportunist's Rend - An MBA that is effectively 2 MBAs. Not bad at all.
D9 (Drag385) - Shield and a Hard Place - Requires a shield, but it can grab and be used on the charge. A fighter with a shield will not be built to charge or grab - very niche.
D9 (MP) - Piquing Dare - Doubles up your combat challenge and makes you extra sticky for a time.
D9 (Drag379) - Murderous Assault - A straight damage then a charge as an effect.
E13 (Drag375) - Salamander Lash - A nice way to add a slide to your combat challege and some decent damage with it.
E13 (MP) - Brutal Rebuke - Fighters don't want to use powers that can be used instead of an OA unless they have a decent effect as their normal OA stops movement. This doesn't have a great effect, so avoid.
E13 (MP2) - Strangehold - A dazing attack that grabs and can be used as an OA is a potential turn-ender, and as such is a quality tool in the arsenal of a Brawler.
D15 (MP) - Quicksilver Stance - You can shift half your speed and make an MBA as a stance action.
U16 (Drag385) - Shield Clamor- Costing a standard, makes this not worthwhile.
E17 (MP) - Skirmisher Pounce - A charge against 2 targets with a shift in between.
E17 (MP) - Wild Strike - 4[W] power that can be used on the charge.
E17 (MP2) - Minotaur Charge - Lose 1[W] against Wild Strike but adds pushing and proning.
E17 (PHB) - Harrying Assault- Hit once then shift and make an MBA, nice as a double tap even if you don't have much of a dex mod.
D19 (MP) - Controlling Thrust - Though it only lasts for one turn (and can only be used by a Polearm/Spear wielder), it deals solid damage, it's charge-friendly, and extends your Immediate Interrupt as well. Decent enough.
D19 (MP2) - Battlefield Challenge - A big, charge-friendly attack that lets you continually mark an enemy as an opportunity action when he attacks another target (that said, it doesn't allow you to respond). This can come in very handy when dealing with an exceptionally slippery opponent or to keep multiple enemies tied up simultaneously. Decent.
D19 (PHB) - Strike of the Watchful Guard - This power comes in for decent damage, and essentially lays another Combat Challenge on your opponent, except that it can be enforced as a free action. That can be great for both double-up punishment effect when your mark is disobeyed or as a way to keep two separate targets locked down.
U22 (Drag382) - Martial Supremacy - Rerolls on your bread-and-butter moves (including OA's and Combat Challenge attacks), and it's available to you every encounter. An excellent choice.
E23 (MP) - Meticulous Stab - 1[W] over your standard OA but doesn't stop movement? Avoid.
E23 (MP2) - Behemoth Wrath - Solid damage, dazes, knocks prone, and it's charge-friendly. A pretty neat power.
D25 (MP2) - Goad of Blood - You use any of your melee at-wills or basics, pretty awesome for the charger or even just on your combat challenge or OA.
D25 (MP) - Ballista Charge - A reliable double tap you can use on the charge. Shame the secondary is based off dex.
D25 (Drag379) - Time to Die - A double tap that includes a charge and a push. Maybe not quite enough at this level.
E27 (MP) - Blood Rush - A 4[W] power that can be used on the charge, but not enough for this level.
D29 (DSCS) - Final Challenge - A 5[W] damage charge that does ongoing damage. Not quite there for a capstone.
D29 (MP) - Avalance of Steel - An 8[W] power that can be used on the charge, but plain damage isn't enough for a capstone daily.
D29 (MP) - Titan's Hammer- A 3[W] + stun on the charge. With the right feat you can get this as an encounter power 16 levels before.
D29 (MP2) - Exhilarating Assault - A hit, and you clean yourself out of any conditions, plus you get some hefty regen. Nice.
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.