This is not for the CharOp forums. It is for the General. Please move it back to General when possible, thanks.
This list highlights 75 of the 4000 Heroic powers. Over 75% of it was generated by the community so far. All information is presented with a bias, and none of the information is to be considered definitive as there are just to many variables including DMs and Players Etc.
The opinions here will not 100% coinside with your own. It is just one of many views of the non-linear Heroic Powers. Whenever creating a character it is always a good idea to check many guides.
New notation is being introduced slowly this year. Usage/Action Type denoted as (D,E,A,U)/(S/M/m/F/I/R) for (daily, encounter, at-will, utility)/(standard, move, minor, free, interrupt, reaction)
Contents: Best List Great List Heavily Contested Powers Information on the List
Tthe list's best powers for heroic tier. (25) max
Ardent - Mindlink Strike - 2 augments - close burst 1 ~2w and one 1w
Artificer - Punishing Eye - moving 48sq area adds mod damage to all pc attacks, denys concealment
Battlemind - Lodestone Lure - 2 augments - melee 5, 1w, pull 4, knock prone, can't move away from you
Cleric - Moment of Glory - knock an enemy away and down and sustain resist 5 for all party members Cleric - Healing Word - E/m, burst 5, heals you or an ally surge a few d6 dependent on level 3 votes Raegoul, Xaspian, Zelink
Druid - Grasping Tide - A/S, burst 1 in 10 vs fort, d6+mod, restrict enemy movement or prone Druid- Entangle - D/S, area burst 2 in 10, d6+mod, target nads, immobilize, slow zone w/crit help UEoE 3 votes Fitzco, Xaspian, and Flavatar Druid - Grasping Claws- because this
Fighter -Rain of Steel - spend one minor to deal 1w to any enemy starting near you during the encounter Fighter - Bedeviling Assault - 2w+mod, 1 free mba against that target per round for the encounter Fighter - Rain of Blows - 2 potentially 3 attacks, can instant kill most Heroic monsters with modifier damage
Paladin - Astral Thunder - Close burst 3, 2d8 and attack penalties, as an encounter Paladin - Wrath of the Gods - Close burst 1 utility minor action, buffs damage by charisma mod for encounter
Ranger - Spitting Cobra Stance- 1w any enemy that moved toward you
Swordmage - Sword Burst - close burst at-will vs reflex
Wizard - Sleep - knock enemies unconscious Wizard - Summon Succubus - debuff enemies, dominate enemies, fly Wizard - Visions of Avarice - burst 5 in 10 trap your enemy in a zone sustain minor Wizard - Prestidigitation - unlimited roleplaying uses Raegoul, Bohrdumb, Xaspian 3 votes
Warlock -Decree of Khirad - almost dominate close blast 3, consolation damage
Warlord - Lead the Attack - 3w + mod, party bonus to attack rolls on the target Warlord - Stand the Fallen - 3w+mod and allies healed surge+mod Warlord -Lamb to the Slaughter - Pull enemy 5, enable three allies a free charge attack
Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
The list's Great Powers of Heroic Tier: (50) max 1 open slot
Ardent - Forward-Thinking Cut - 2 augments - 1w and 2w via allies Artificer - Magic Weapon - 1w and buff party attack and damage by con or wis modifier at-will
Avenger - Fury's Advance - minor action 1w, extra damage, push, and shift
Bard -Revitalizing Incantation - double heal an ally for a minor action Bard - Misdirected Mark- 1w and mark enemy in 10 by ally in 5 of you Bard - Song of Discord - dominate an enemy
Battlemind - Lightning Rush - 2 augments - triggered vs ac, 2w attack vs 1 target ac and you take the damage
Cleric - Iron to Glass - reduces enemy melee attacks by 4-10
Druid - Charm Beast - dominate a creature Druid - Magic Stones - three attacks vs reflex, low damage
Fighter - Dual Strike - two attack at-will melee Fighter - Daring Shot - Minor action burst 1 mark enemies gain con mod + targets hp Fighter - Crushing Surge - Battlerager fighters continually get 2(con mod) temp hp
Invoker - Silent Malediction - stun close blast 3 Invoker - Thunder of Judgment - damage, daze, push 3 enemies Invoker - Divine Bolts- two attacks vs reflex as at-will
Psion - Dishearten - burst 1 in 10 penalize enemies to hit until end of turn deal d6-2d6 Psion - Lightning Rush - 2 augments - triggered vs ac, 2w attack vs 1 target ac and you take the damage
Ranger - Off-Hand Strike - 1w as a minor Ranger - Ruffling Sting- 1w minor grants ca Ranger - Disruptive Strike - immediate interrupt, 1w enemy attack penalty 3+wis Ranger - Jaws of the Wolf - 2(2w+mod) vs ac, half miss Ranger - Invigorating Stride - second wind as move action, shift wis mod Ranger - Attacks on the Run- 2(3W+mod) move as standard if no AoOs
Rogue - Low Slash - minor action attack 1w push slow Rogue - Snap Shot - minor action 1w attack Rogue - Riposte Strike - at-will can beat twin strike, but depends on the dm Rogue - Gloaming Cut- at-will1w + sneak attack while hiding continuously
Scorcerer - Flame Spiral- level 3, 3 targets get (d10+char) vs reflex, d6 once per enemy for one turn Sorcerer - Lightning Cuts - Encounter minor action 2w lightning vs ref Sorcerer - Slaad's Gambit - trig you're hit, teleport before it, 2d10+mod daily
Shaman - Spirit Infusion - your ally MBAs with your int mod damage bonus and +2 to hit at-will
Swordmage - Ghost Step - a stance to shift an extra square when you shift Swordmage - Dimensional Vortex - interrupt, teleport enemy to attack it's ally, aegis bonus damage Swordmage - Transposing Lunge- (with shielding) 2w interrupt, teleport an enemy from out of range to you
Warlord - Reorient the Axis - allies shift warlord int modifier, move action encounter power Warlord - Vengeance is Mine - encounter power, you hit and an ally can hit as free action Warlord - Powerful Warning - ally def boost, they can MBA
Wizard - Wall of Fire - 8 sq wall blocks line of sight and deals damage Wizard - Color Spray - close blast 5 dazing Wizard - Mirage Arcana - daze trap your enemy bust 2 in 10 Wizard - Twist of Space - burst 1 in 10 teleport enemies 3sq slow (put them in a trap) Wizard - Illusory Wall - block line of sight and movement of enemies 8 squares in 20 Wizard - Hypnotic Pattern - trap your enemies Wizard - Arc Lightning - two attacks vs reflex as at-will Wizard - Instant Friends - make your enemies cooperate
Warlock - Touch of Command - immediate interrupt dominate an enemy
Skill Power - Prescient Maneuver - they move, you move away as an interrupt Skill Power - Inspiring Fortitude - Grant your allies THP everyday for a second wind out of combat
Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
Bedeviling Assault vs Thicket of Blades: TOB does more damage overall, BA does more damage to a particular enemy in two rounds
Bedeviling Assault vs Hellsworn Blessing: Hellsworn Blessing gives the party more damage in three rounds.
Flame Spiral vs Thicket of Blades: TOB does more damage overall, Flame Spiral does damage and deters melee on the caster
Riposte Strike vs Twin Strike: If the dm chooses to attack the riposter, it can produce higher damage.
Misdirected Mark: It is defender/party/dm dependent, can be great for drawing enemies into AOE.
Grasping Claws vs Lightning Rush: Lightning Rush diverts the damage, Grasping Claws can be set to stop enemy attacks at-will.
Wrath of the Gods: Originally it was overlooked. Every character has to pick utility powers. This is one of the best.
Rain of Blows: Does less damage than flame spiral, ToB, and Bedeviling Assault. It can kill most heroic monsters in one turn. It was open for debate for a couple days, despite barbarian powers that seem superior, it was not contested. So it remains on the best list.
Lead the Attack: Most enemies will die so quickly that the attack bonuses won't last more than a round or two. Several people posted they wanted to keep it because it is very good against Elites and Solo enemies.
Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
Completed Votes: Swapping Come and Get It from best with Prestidigitation from unlisted. 3 votes Raegoul, Bohrdumb, Xaspian Swapping Thicket of Blades from best with Entangle from unlisted. 3 votes Fitzco, Xaspian, and Flavatar. Swapping Twin Strike from best with Healing Word from unlisted. 3 votes Raegoul, Xaspian, Zelink Keeping Adamantine Echo on best.3 votesUscias, Bohrdumb, Raegoul
First example vote: I suggest swapping Misdirected Mark with Staggering Note. 1 vote Baja,
Concisely: I want a system where players don't have to pick between mechanics and roleplaying. I hope 5E fails asap so a better system can be made asap.
This list highlights 75 of the 4000 Heroic powers. YES Over 75% of it was generated by the community so far. NO All information is presented with a bias, and none of the information is to be considered definitive as there are just to many variables including battle maps, DMs, Players, Rule Interpretations, Errata Etc. YES
The opinions here will not 100% coinside with your own. YES It is just one of many views of the non-linear Heroic Powers. NO Whenever creating an OP character, it is always a good idea to check many guides. YES and NO
Contents: Best List NO it is just a list of powers Great List NO it is just a list of powers Heavily Contested Powers YES but only within this thread Information on the List YES it is information
This is Baja's list of the best powers for heroic tier. (25) max
Ardent - Mindlink Strike - 2 augments - close burst 1 ~2w and one 1w Please explain why this is optimal
Artificer - Punishing Eye - moving 48sq area adds mod damage to all pc attacks, denys concealment YES but Magic Weapon is more important
Battlemind - Lodestone Lure - 2 augments - melee 5, 1w, pull 4, knock prone, can't move away from youNO there are other equally good options
Cleric - Moment of Glory - knock an enemy away and down and sustain resist 5 for all party members NO it is situationally awesum
Druid - Grasping Tide-at-will, burst 1 in 10 vs fort, d6+mod, restrict enemy movement or prone NO there are other equally good options Druid - Grasping Claws- because thisNO there other equally good options
Fighter - Come and Get It - close burst 3, brings enemies to you for 1w damage YES Fighter -Thicket of Blades - 3w damage close burst 1 following Come and Get It NO there are other good options Fighter -Rain of Steel - spend one minor to deal 1w to any enemy starting near you during the encounter YES Fighter - Bedeviling Assault - 2w+mod, 1 free mba against that target per round for the encounter NO there are better Fighter - Rain of Blows - 2 potentially 3 attacks, can instant kill most Heroic monsters with modifier damageNO it is too conditional i.e. build specific
Paladin - Astral Thunder - Close burst 3, 2d8 and attack penalties, as an encounter NO there are other equally good ooptions Paladin - Wrath of the Gods - Close burst 1 utility minor action, buffs damage by charisma mod for encounter YES for a Chaladin no for a Straladin
Ranger - Twin Strike - two attack at-will, ranged or melee YES Ranger - Spitting Cobra Stance - 1w any enemy that moved toward you NO there are other good options
Rogue - Knockout - knock enemy unconscious YES Sorcerer - Adamantine Echo - AoE w/ongoing damage, +2-7 ac bonus w/support NO there are other good options
Swordmage - Sword Burst - close burst at-will vs reflex YES
Wizard - Sleep - knock enemies unconscious NO it is too build specific Wizard - Summon Succubus - debuff enemies, dominate enemies, fly YES Wizard - Visions of Avarice - burst 5 in 10 trap your enemy in a zone sustain minor NO it is situationally awesum
Warlock - Decree of Khirad - almost dominate close blast 3, consolation damage NO there are other equally good options
Warlord - Lead the Attack - 3w + mod, party bonus to attack rolls on the target NO it is build specific and there are other good options Warlord - Stand the Fallen - 3w+mod and allies healed surge+mod NO there are other equally good options Warlord - Lamb to the Slaughter - Pull enemy 5, enable three allies a free charge attack NO too party specific
This thread was made for fun, keep it fun! NO it should be for optimisation
Are you trying to highlight powers for Half-Elves?
Are you trying to highlight powers that other classes should poach?
Are you trying to highlight powers that will optimize the make up of classes in parties?
Why are At-Wills, Encounter and Daily powers all mixed in together?
Why are powers at differering levels all mixed in together?
Are you trying to help people pick powers for their classes?
What happened to all the other classes and their powers?
Bajat i cannot find any use for this list of powers. I have read nearly all that has been written in these threads (yes the other ones as well) and have been greatly amused. I would like to think that players come to the optimisation forum to be assisted and informed. The only thing i have learned so far is that there are a lot of ORCs.
Baja, I have tried to help you every time you've done something like this, most notably in this thread over 8 months ago.
While, as noted in that thread repeatedly, this is a better place for a random list of things you like than char op is, there's still no need, desire, or use for this thread outside of your own use. Approximately zero people that responded to the old versions of this thread with serious/contributing-sounding posts were being serious, so your list is almost entirely made up of junk, and, as noted, not useable to accomplish anything at all, even if real consensus or even proper analysis of all 3837 heroic tier powers were possible (and it's not).
If you absolutely must continue to post this nonsense, I strongly encourage you to remove all mention of your name from the thread title and the contents of your post, and to remove all uses of the word collaborative. It's very much not worth trying to actually achieve consensus regarding something wholly irrelevant, and almost everyone who contributes to your threads is intentionally trolling you and skewing your results.
We cannot stop you from using this forum however you please (though the ORCs can), but I once again strongly encourage you to write your list on construction paper in crayon instead of on the internet. Far less people will make far less disparaging comments that way.
I'm confused. Is Punishing Eye a Great power, or is it the Best? It's on both lists. Help! My Artificer needs clarification!
I would also include Healing Word somewhere on the lists. It's an amazing power - it heals people pretty well, and scales as you level, so it stays relevant. It's so good, I've never seen a cleric without it!
One last suggestion - You might want to have seperate sections for At-will, Encounter, Daily and Utility powers. It's pretty confusing jumbling them all together, and hard to compare the different types as they are designed to not compete for resources, and to have different power levels and uses.