Tuesday, May 21
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Level 13 encounterSpoiler:Show
Words of Fiery Fidelity - Solid amount of surgeless healing for the level, but it fades.
WrathfulWhirling Storm Word – only a 1|W| attack + grants CA.
Word of lingering Thunder – a 2[W] attack (biggest for this level, which is kind of laughable given how much damage other classes are doing at this level).
DefiantIron Redoubt – An odd marking power, with an effect that gives resist 5 to the targets attacks on a wis based power (usually powers like this are con based).
Word of Astral Defiance – A burst power that allows you to slide, but given even at this level its still only 1[W] for most attacks, a 1[W] burst is a lot better than a 1-2[W] single target.
Level 15 dailySpoiler:Show
Brand of Arcing lightning – Eh, this tends to spread the damage out a bit too much. Can pop a lot of minions but not usually worth it for a daily of this level.
Rune of Judgment's Levy – You mark the target for the rest of the encounter, so be careful of teammates that like to override marks. The penalty isnt very strong, but you do get full damage roll, it's vs will and it's got some range, so it's not completely useless.
Rune of the First Fortress – a close burst 3 enemies only 2[W] attack means a lot of damage. In addition to that resist 5 is ok. The real key to this is that any enemy entering the zone is immobilized for a turn. This means that with some push/slide powers, it can be impossible for any melee attackers to get at a ranged ally in a burst 1 around the center of this zone.
Rune of the Flanking Wind – Against a solo, this isn’t that bad, mainly for the +2 to all defenses while flanking which, for a solo, is usually happening a lot. The problem is a lot of the time the creature will shift out of the flank right before attacking, so flank with a fighter.
Words of Ancestral Bravery - Accurate attack. Large amount of THP to all your allies, which can benefit from your aura. Just don't use it with AOE enemies.
Level 16 utilitySpoiler:Show
Rune of Preservation – two people can spend a surge and get resist 5, every encounter. That’s a lot of extra used healing surges, but it does increase your team (and your’s if you use it on yourself), survivability, which can be good.
Rune of Reinvigoration - if it was just everyone in a burst 5 gets surgeless healing that would be dark blue, but the +4 to all defenses for a turn as well!
Rune of the Unblinking Eye – eh, there are a few cases where having a good perception can really help, but they are few and far between.
Rune of the Warded Path – You know there are some times where your whole party is stuck behind a door, or there is a cliff with a narrow bridge. And even worse when there are creatures blocking the path that get like 4-6 OA’s if you come in range of them, or immobilize/slow on an OA. Your team never having to deal with all these problems can be a godsend. I am just not sure how often this comes up for everyone.
Level 17 encounterSpoiler:Show
Mark of Battle's End – A nice flexible "more everyone around" power.
DefiantRune of the Astral Phalanx - Everyone adj can make a melee basic attack. Timed right or with something like Rune of the Final Act, this adds a lot of additional damage.
Whisper of the Cunning Step – Fairly normal base attack for this level
WrathfulWord of Healing Assault – Its a lot like Rune of the astral Phalanx, but it only uses two allies, you don’t have to hit first, and they can target different people. In the end I think it matters how many strikers and how good the melee attack of your team is. If you got 2 big melee striker characters and the rest of the team is leaders, defenders, and controllers, this might be better. Also note that this works with ranged basic attacks as well as healing the people that take the basic attack.
Level 19 dailySpoiler:Show
Mark of Ill Luck – Note that it's when a creature is missed. Note also, that it is within 5 squares of itself, so missed ranged attacks will work. (It's questionable as to weather it's adjacent to itself). So there's lot's of ways for the damage to tick.
Rune of Rust – Very useful on a solo/elite even though it’s a save ends effect. It starts out at effectively giving most of your party a +4 bonus to hit. And when they save it lasts for one more round.
Rune of the Threshold - this is defiantly a combo-power, and is hard to rate since it depends on other power it's used with. Note that it works for ANY save ends, so see what your allies have.
Rune of warding light – Lot's of attacks. And cover for your allies.
Tuesday, May 21