RunePriest_Handbook_epic_powers

RunePriest_Handbook_epic_powers

by mellored, Dec 13,2010
Discussion Thread
[[Dnd:RunePriest_Handbook|Main]] | [[Dnd:RunePriest_Handbook_races|Races]] | [[Dnd:RunePriest_Handbook_feats|Feats]] | [[Dnd:RunePriest_Handbook_themes|Themes]] | [[Dnd:RunePriest_Handbook_heroic_powers|Heroic]] | [[Dnd:RunePriest_Handbook_paragon_powers|Paragon]] | [[Dnd:RunePriest_Handbook_epic_powers|Epic]] | [[Dnd:RunePriest_Handbook_paragon_paths|Paragon Paths]] | [[Dnd:RunePriest_Handbook_epic_destinies|Epic Destinies]] | [[Dnd:RunePriest_Handbook_items|Items]]
Level 22 Utility [sblock] Banner of the Undefeated – Everyone is a revenant for an encounter. Make sure you do heal them fairly quick though, so they don’t last longer than 1 turn below 0.
Banner of Victory – At this level resist 5, and vul 5, isnt all that much, and it takes up your minor action to sustain it. Your at will Word Of Dim give a higher vul status….
Rune of the Hero's Resolve – A minor action to give someone else a standard (not just an MBA) would be great by itself, but add in 3-4 surges worth of THP and we got a winner.

Wisdom


Symbol of Defiance – Move allies as a minor, and make then neigh unhitable. To bad it's for bloodied only. [/sblock]
Level 23 Encounter [sblock]
Mark of Untamed Wrath – normal base attack
  • Destruction – Eh 5 damage burst around the target on every attack isnt all that much, but it will clear minions at least.
  • Protection - Against a ranged, or melee attacker (not blast or bursts), this can be almost a 1 turn stun. They HAVE to include the creature in the attack if they can. If they only attack one creature at a time, they cant attack at all (without hitting only their team mate).

Rune of Rising Fury – 3 allies each make a basic attack (including ranged basic), during each of their turns.
  • Destruction – can be good if you got rogues or other people that need CA, otherwise its just a +2 to hit which isnt bad.
  • Protection – cant see a whole lot of use for this, 1 square shift usually isnt all that great, especially since it's after.

Constitution


Rune of the Wandering Star – normal base attack
  • Destruction – a burst of con mod radiant damage within 5. A lot of minion killing there, but in the situations where it really counts, with lots of undead, the creature effected can always move away from the rest of the group and have it not hurt anyone.
  • Protection – A 5+ con mod penalty to all enemies other than the target in a burst 5 can save you alot of damage. Try and immobilize him and make sure that he cant get away from everyone else before it goes off.

Tide of Victory This wouldn't be a bad heroic power, but it fails to be epic.
  • Destruction – push + slight damage, not worth it usually to me.
  • Protection – penalty to its attacks equal to # of allies within 3 of it. Lots of powers like this at lower levels and this one isnt much better (some of the lower level ones are wis+# of people adj). Still a 2-3 (dont include yourself) penalty to attacks for 1 turn can be good.
[/sblock]
Level 25 Daily [sblock] Rune of Allied Effort – If the target is included in the burst, you can completely avoid area attacks. This works for both your team AND the enemy attacks. Though how many enemies will attack there ally, or have a burst that targets them (perhaps for a buff) is hard to tell. Also has some nice damage.
Rune of the Conquering Sign – Everyone within 5 square s gets a basic attack every turn (save ends). Lots of free attacks, means lots of times your static damage mods can come in to play.
Rune of the Penultimate Step – The target is stunned (save ends), even on a miss. And if it fails after you hit, it goes unconscious. Cant get much better control then that.
Sylarian Sign – A 4|W| weapon vs reflex blast 5 is pretty nice to have. Stripping resistances and reducing damage by 10 can add/save fair amount of damage/health too. [/sblock]
Level 27 Encounter [sblock]
Word of Vengeful Thunder – normal base attack
  • Destruction – Eh monsters tend to have a lot more hp then PC’s do, so reflection attacks tend not to be all that effective.
  • Protection – Half damage from all attacks, now this is more like it. Used when one or two PC’s are in a dangerous situation or are getting focus fired, this can save their life.

Constitution

Invocation of Carceri – A 2|W| weapon vs reflex in a burst 2 (there are rarely more then 3 creatures in a burst 2) with a psudo-immobilize. It would be nice if it wasn't so hard to use.
  • Destruction – Con mod damage isnt much of a threat, falling prone is worse, but they can still just stand back up again.
  • Protection - -4 to the attack if they attack someone outside the zone that can be good.

Wisdom


Word of Divine Battle – normal base attack
  • Destruction - +4 power bonus to attack (+5 with your runestate) can decimate someone.
  • Protection – all allies gain a bonus to all defenses equal to your wis mod (no range restriction), which at this point can be like 7. Now that is a nice power.

Word of Weal and Woe – if you hit, everyone in burst 5 can spend a surge. That’s quite a bit of healing, but fairly costly in terms of surges.
  • Destruction – wis mod x number of people taking a surge, isnt going to add up to a lot of extra damage at this level
  • Protection – Now this can be much better a penalty of about 5 to the attack and damage roll of the enemy and all enemies within 2 of it can really reduce the damage your party takes for a turn. Still Word of divine battle will probably have a bigger penalty to attacks, and no range restrictions.
[/sblock]
Level 29 Daily [sblock] Brand of Death's Gate – eh, it does a lot of damage, possible to use it twice, but that's it.
Rune of Awakening – Wow this can heal for a lot. Your talking almost 1000 hit point heals at this level on a hit if they are unconscious.
Rune of Pacifism – Hit or miss the target cant attack for at least a turn. When combined with Rune of the Penultimate Step, that’s at least 2 turns you can be 100% sure that you wont take any damage from a solo. [/sblock]

Contributors