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Switch to Forum Live View Best Power that grants Power Bonus to All
11 months ago  ::  Jul 15, 2012 - 10:26AM #1
Barba
Date Joined: Feb 28, 2011
Posts: 9
Hi. I'm trying to find a good Power that grants Power Bonus to all party members. I'm having trouble locating one due to it's name "Power". I search for Power and the Glossary gives me a list of ALL POWERS. If instead of "Power Bonus" it were "Mojo Bonus" I would find it in no time, but since it isn't, here I am.

I am thinking of something like a Encounter or Daily Power that targets multiple allies (hopefully all in sight or close burst 5) and grants Power Bonus to damage rolls equal to it's primary ablity modifier (like WIS for Clerics) that lasts until the end of the encounter. Does anybody know powers like this?

I find it funny that I'm able to stack all sorts of untyped bonus, but I can't seem to find one decent source of Power Bonus to my builds. Right now I'm playing with a Dragonborn Barbarian and I'm already using a Rage that grants untyped "Rage" melee bonus damage to all allies, but don't have any Power Bonus.

Thank you for your time.


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11 months ago  ::  Jul 15, 2012 - 10:37AM #2
Greyville
Date Joined: Jan 5, 2012
Posts: 68
I don't know how many you will find that last until end of encounter, but the classic for this is Wrath of the Gods (Paladin U6) that gives Cha mod, but only in close burst 1. (Even if it started its life not being a power bonus.)
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11 months ago  ::  Jul 15, 2012 - 10:39AM #3
Jugulator007
Date Joined: Nov 16, 2010
Posts: 1,348
Punishing eye is another nice one.
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11 months ago  ::  Jul 16, 2012 - 8:42AM #4
RenZhe
Date Joined: Apr 3, 2011
Posts: 972
Fail Me Not, Warlock U16.
Relentless Wounding, Warlord D1. 
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11 months ago  ::  Jul 16, 2012 - 8:48AM #5
Bakha
Date Joined: Sep 9, 2011
Posts: 119
Rune of Mending for Runepriest grants +2 power bonus to allies in burst 5.

Flames of Purity grants +3 to allies in blast 3.
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11 months ago  ::  Jul 16, 2012 - 9:11AM #6
mellored
Date Joined: Jul 8, 2008
Posts: 19,439
runepriest lvl 10 protective scroll, +5 to all defenses.
guides Show
my builds Show

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.
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11 months ago  ::  Jul 16, 2012 - 6:29PM #7
Lalato
Date Joined: Dec 11, 2002
Posts: 295
It's Con based, but Invoker's Rain of Blood (Lvl 7) gives a power bonus to Attack.  And the enemy targets of the power gain Vulnerable 5 to all damage for a turn.  So it's essentially a bonus to attack and damage.
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11 months ago  ::  Jul 17, 2012 - 1:08PM #8
GelatinousOctahedron
Date Joined: Jun 30, 2008
Posts: 5,740
Cleric has lots of ones that are close, but not quite there.  Usually they are encounter powers that last EONT and a lot of times as an effect.  Something like prophetic guidance is an encounter power where all allies get your wis mod as a power bonus to damage, but it is only EONT.  Silverlight blow is similar, but with con mod. 

There are similar ones like deadly lure and sever the source that are EONT, but increase vulnerability instead of giving a power bonus.

They have some that last all encounter long, but they are dailies and usually are not keyed to an ability mod.

Shamans and other leaders have similar EONT power like call to the savage elder and spirit of slavering bloodlust, and dailies where the bonus lasts until end of the encounter like huntmaster's horn.

A few paragon paths also help like death domain devout warpriest which gives out a power bonus to damage keyed off of CON when you use healing word EONT
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11 months ago  ::  Jul 18, 2012 - 10:29AM #9
malphaeus
Date Joined: Feb 25, 2009
Posts: 166
Magic Weapon gives all adjacent party members +1 hit & +Con/Wis mod (usually a +3, as either are secondary stats for Artificer's) damage power bonus until EONT, and it's at will. I have a staff fighting artificer|warlord that will likely be using that often (with a 2 reach, it's not too tricky to be adjacent to most allies [save ranged]).
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11 months ago  ::  Jul 18, 2012 - 11:11AM #10
Gervase_Trapspringer
Date Joined: Apr 27, 2009
Posts: 76

Jul 18, 2012 -- 10:29AM, malphaeus wrote:

Magic Weapon gives all adjacent party members +1 hit & +Con/Wis mod (usually a +3, as either are secondary stats for Artificer's) damage power bonus until EONT, and it's at will. I have a staff fighting artificer|warlord that will likely be using that often (with a 2 reach, it's not too tricky to be adjacent to most allies [save ranged]).




The reach of the staff doesn't change whether your ally is adjacent or not. Even if you have threatening reach 50, only the squares immediately surrounding your character would be considered adjacent. (And possibly your own square, if there are pixies around.)

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