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    Titan in the Playground
     
    AssassinGuy

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    May 2006
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    Default Powers - Epic Tier: Dirty Deeds For the Ages

    Powers - Epic Tier: Dirty Deeds For the Ages

    To make discussion for different archetypes more efficient, I will be separating powers in whether they are Melee, Ranged, or both.


    Level 22, Utility


    This is the Rogue Utility list's last hurrah, and for the most part it does not disappoint. Mobility seems to be the name of the game here overall, because a lot of powers on this list focus on getting you around. My favorite is Indomitable Agility for letting you shift your speed whenever you want as well as removing status effects,but it does face some pretty stiff competition.

    Spoiler: Level 22 Utility List
    Show
    Clinging Shadows (MP 2) - You get an extra turn of concealment, which guarantees you get a free shot at hiding again, apart from the obvious defensive connotations. Workable, but items can replace this power to a much greater degree than they could its predecessors.

    Cloud Jump (PHB) - Hooray for double jump! However, I don't believe it to be all that effective because you aren't considered to have a running start (and without it,the only way you're blowing by your normal speed is if you roll a 45 on your Athletics check or something crazy like that). Meh.

    Dazzling Acrobatics (PHB) - A huge shift, with extra AC in case they can counter shifts with an attack. If you picked a lot of mobility powers earlier, you may not need this: if you didn't, it is a godsend.

    Hide from the Light (PHB) -So after you blow your Encounter powers, you can pop this to plink away at your opponent with no chance of being seen, and the ability to happily move about invisibly and re-establish your hidden state. Powerful in the hands of any Ranged Rogue, and it can be awesome in Melee if your opponent doesn't get wise to what you're doing fast.

    Indomitable Agility (MP 2) - It negates status effects, can be used to shift your speed outside your turn, AND it has no trigger to satisfy:you can pop this off whenever you need to, even as a counter to any move your opponent might have made. This power is super awesome.

    Invisible Stalker (HotFL) - At-Will invisibility with movement can combine with any source of concealment to keep you hidden forever. While it's not able to put the whole thing together on its own, it's amazing if you have that piece it's missing.

    Killer's Instinct (MP 2) - Shift your speed outside your turn and gain CA vs. a Bloodied foe. This can be useful if you drop your opponent at the same time an ally bloodies one, but the trigger dampens my opinion of it.

    Mountebank's Flight (MP) - This can allow you to do something your Defender likely can't, and that is respond effectively to enemy teleportation tactics. Bear in mind you're likely to take a shot to the face for stalking your opponent in this fashion, though. This is obviously better if the attacks that particular enemy is packing aren't all that fearsome, of course.

    Scoundrel's Epiphany (MP) - It can be useful for story reasons, but if your DM is asking for a natural 25 on a d20 for you to be able to uncover some information, it's pretty likely you don't need it to complete the encounter in the first place, unless he's doing it just so you can use this power.

    Seize the Moment (MP) - You go first without the shadow of a doubt, and you get a solid attack and speed buff for turn 1. It's a pretty cool power, but it faces some tough customers on the rest of the list.

    Somersault Dodge (MP 2) - At-Will out-of-turn positioning is worth something, even though I'm not the biggest fan of the trigger, since it's after you get attacked.

    Thief of Fortune (MP) - It won't help on death saves, but that's about the only thing it won't do. Not a top rating because I don't expect Rogues to miss all that much, but rerolling a crucial save (like one against a stun effect) and then slapping on a debuff can be useful.

    Uncanny Aim (MP 2) - It can be awesome for Dagger wielders to extend their range for that opening salvo (think House of the Flying Daggers), but it is completely unnecessary for most Crossbow users, especially Superior Crossbow users (you likely can't even see as far as this powers extended range allows you to hit).

    Unnerving Footwork (MP) -While attack debuffs are all fine and dandy, they need to end their turn adjacent to you, which makes this worthless against any opponent with Reach, which should be the norm at this level of play.

    Wall Crawl (MP) - You can climb at your full speed (a bit less if you're in Hide and without Hide Specialization) without penalty. Not sure this comes up enough to merit taking this power.



    Level 23, Encounter


    This level is rather plain as far as Rogue powers go: I am partial to Dazing Double Shot and Steel Entrapment, though Crack Shot is certainly a competitive choice as well. While there isn't a huge range of options, it's not quite starved either.

    Spoiler: Level 23 Encounter List
    Show
    Melee:


    Collapsing Riposte (MP) - Tagging someone in nasty fashion for missing you with a Melee attack is nice to have around, especially when you knock them down. Dazing is good for CA and preventing OA's, but in all likelihood it won't be around for their next turn, so it's not that groundbreaking a rider.

    Cutthroat's Rebuke (MP 2) -Essentially a Riposte Strike that has more damage and Rattling on the initial attack, and knocks prone on the counterattack. While these are some nice improvements, the core of the power's problems remains unchanged.

    Death Dance (MP) - An AoE for decent damage, plus a shift for Brutal Scoundrels. I wouldn't suggest putting yourself in a situation where this power will be a strong option, but sometimes you won't have a choice.

    Felling Gash (MP) - An attack against Reflex that knocks prone is nice, but unless you're a Ruthless Ruffian (and you shouldn't be) it's not really at the level of the top options.

    Killer's Retreat (MP 2) - A classic "hit and hide" Melee-only power, it doesn't really offer anything above from a little extra damage over previous versions of this ability. Unimpressive.

    Scorpion Strike (PHB) - Unlike most interrupts in the Rogue's arsenal, this one triggers when an ally hits the enemy, which makes it much more useful in a focus-fire context. Additionally, it provides Brutal Scoundrels the ability to reposition for a new victim or a safe escape route in order to deal with another enemy or keep their nose clean. Better for them, but for most other Rogues it doesn't beat Low Slash or Tumbling Strike.

    Shimmering Blade (D 381) - You consume your standard action to tag your opponent in response to a multitude of close-combat actions. Since it's an opportunity action, it essentially adds an effect to your OA's and makes them more reliable. To me that's not worth a standard.

    Tendon Tear (MP 2) - Knocking down and restraining is one hell of a debuff, especially because you can simply step away with little fear of retribution and essentially waste their turn. Not quite as good as a full stun, but darned close.


    Ranged:


    Crack Shot (MP) - A Ranged Area attack that sends everyone in it down to the floor. Given the effect that knocking prone has on flyers and the general utility of an ally-friendly Ranged Burst (plus some solid damage), not even my dislike of deviating from the focus fire goal of a Striker can hold this power down.

    Fell the Strong (MP 2) - Tagging the foe with a decent soft control effect and making him grant CA as a Cunning Sneak isn't very attractive at this level.

    Fettering Shot (MP) - Immobilization is great to have as a Ranged character, since it forces the enemy to engage in Ranged combat (your strong suit) or not engage at all. It also comes with solid damage to make it more appealing, though another power on this list can perform the same function against more foes should you choose to get a bit closer.


    Melee or Ranged:


    Blindside (MP) - The condition itself is easy to meet for you at this point in your career. However, you've had access to a dazing Encounter power since level 1, and all this offers over it is a few extra dice and the ability to be used at Range. Rather underwhelming given the options here.

    Dazing Double Shot (MP 2) - Spreading the dazing love around, plus a shift for Artful Dodgers. Dazing makes you happy, so this power is good because it gives you options for next round,especially since it can be used at range.

    Knave's Gambit (PHB) - A generic attack on a hit, an enemy "friendly-fire" equivalent on a miss. I'm not salivating off either use, but having a solid attack go off regardless of what the d20 feels like giving you is worth something.

    Steel Entrapment (PHB) - A large-area attack, the real sell is the range of the power and the immobilized condition, which can really ruin a Melee opponent's day. A good choice, which can become a great choice if you are a Daggermaster and/or choose to invest in feat support for it as your go-to opening salvo.



    Level 25, Daily


    Unfortunately for Rogues, this level of powers is similar to L15: the field doesn't have many standouts. I like Visceral Strike in Melee for general utility and solid damage, while Rogue's Resurgence is the best of a very average list in Ranged.

    Spoiler: Level 25 Daily List
    Show
    Melee:


    Acrobatic Assault (MP) - 3 generic hits, against 3 targets. Not the strongest thing your Rogue can be doing at this level of play.

    Astounding Assault (MP 2) - A hit with a large slide, and a secondary effect which is almost certain to waste a Melee opponent's turn, and will hinder a Ranged one. While that sounds good on paper, the fact that the enemy chooses the option more palatable to it weakens the power.

    Cruel Pursuit (MP) - A double whammy attack with a sizable slide and shift attached in between. This can see good use.

    Ghost on the Wind (PHB) - A tag for very solid damage, plus a disappearing act in Melee that grants free CA after it's done. Nice to have, since it effectively means most enemies can't hit you on their next turn.

    Gory Slash (MP) - This is a decent power for a Rogue that doesn't mind flitting in and out of Melee range, as you can land this then fall back and hack away at your opponent with Ranged opponents with little fear of retribution from a melee opponent. Not the strongest power, but it has its uses.

    Persistent Menace (MP 2) - The damage on the initial attack is low, but the ongoing damage is high (which sort of cancels out), plus it has ways to make that ongoing damage stick, which is nice for making a rather unreliable way of getting your damage across less so. Not my first pick, but it works, especially if your allies lay some (save ends) effects that you can help last with it.

    Reaching Blade (D 381) - Given that the trigger is when your ally lands an OA, this is VERY DM-dependent, thus limiting what could have been an absolutely brutal power, since it grants you free repositioning and At-Wills (not MBA's - At-Wills).

    Shocking Execution (MP) - The raw numbers it brings up aren't gonna make me jump out of my seat, plus the stink of conditional targeting mitigates the awesome of an AoE attack debuff. Underwhelming, if you ask me.

    Visceral Strike (MP) - A (save ends) stun is always a good thing, especially when it comes with an aftereffect that's almost as crippling. Slapping on weakened and slowed after being stunned means you have a decent shot at disabling the enemy for the whole encounter.


    Ranged:


    Perfect Shot (MP 2) - While it looks awesome at first glance (guaranteed hits have the ability to seem cool), it's only damage, the damage is low, and you're a Rogue: missing doesn't happen that much to you anyway. As such, I'm not impressed.


    Melee or Ranged:


    Biting Assault (PHB) - The damage is low for a Daily of this level, but ongoing plus weakened makes up for a lot of that. Uninspiring, but effective enough to be considered.

    Bounding Assault (MP 2) - One big charge in Melee, and it can be used in Ranged if need be. Serviceable for playing nice with one of the best ways for any character to get extra damage.

    Hamstring (PHB) - Fairly similar to other powers on this list, but with the weakest debuff (slow) of them all. As such, it's the least interesting one.

    Magnetic Shot (MP) - Lots of dice, and 3 ability modifiers to damage. Given that powers at this level can packing the same or more dice, and that you probably won't have all 3 modifiers this adds to damage at a high level, I'm not impressed.

    Ricocheting Strike (MP 2) - It lets you deal your Sneak Attack damage twice, which doesn't happen too often, and it provides solid damage against the primary target. Solid enough.

    Rogue's Resurgence (MP) - This either offers Encounter power recovery (which is very good at this level thanks to things like Tumbling Strike) or the most weapon damage dice you'll roll with a single attack Rogue power. It looks good to me.



    Level 27, Encounter


    As this is your last level of Encounter powers, you expect a pretty good batch of powers here. Fortunately, most of the list passes with flying colors. Perfect Strike is the universal front-runner in my mind, though I can see arguments in favor of several other powers on this list. A very good level overall.

    Spoiler: Level 27 Encounter List
    Show
    Melee:


    Craven's Bane (MP 2) - Given that you have to bloody the enemy with the attack for it to be anything but a generic hit and even the additional application requires setup, this is a very underwhelming pick.

    Dance of Death (PHB) - Don't be fooled by its description as a single-attack power: you can quite easily get a double-up out of the deal by walking around your targets (which should be reasonably close to each other) and provoking some OA's. Nice to have around for the ability to sow genuine chaos in enemy ranks.

    Deflected Strike (MP 2) - While this power seems cool at first glance, its limitations are pretty apparent, which limits the things you can actually do with it, making it solid, but not spectacular.

    First and Final Strike (D 381) - A nice power to have, it rolls in a use of Combat Tumbleset and a strong defensive buff with a good, damaging attack.

    Hurling Pounce (MP) - A hit with a push, and a hit for another enemy. Yawn.

    Hurricane of Blood (PHB) - Just damage, but plenty of it and you're exceedingly unlikely to miss if you're a Brutal Scoundrel. You could do worse than this, especially if you favor large but less accurate weapons like Rapiers or Heavy Blades.

    Sheathe the Blade (MP 2) - While a power that grants vulnerability seems more at home on a Controller or a Leader, you can make use of it, given your array of powers to that attack outside your standard action. This can also get really ugly if you have an ally that is capable of making a whole lot of attacks in a small time frame (*cough* Ranger *cough*).

    Skirmishing Strike (MP) - Don't be fooled by the fact that it's a minor action: this power is worse than any minor action power already on your list because of the penalty to hit. Add in the fact that L17's Tumbling Strike has the same damage and flat-out better shifting (even if you're an Artful Dodger), and you have a recipe for disappointment.


    Ranged:


    From Pebble to Boulder (MP 2) - A stun that knocks prone is good for inconveniencing your opponent for two turns' worth of actions, especially if it's a primarily Melee character. A prime pick for the Sling users.

    Perfect Sniper (MP 2) - A only-damage attack with conditional targeting, whose only perk is remaining hidden if under total cover/concealment. Not enough to be good in my mind.


    Melee or Ranged:


    Killer's Gift (MP 2) - A stun with a slide compensates for the conditional targeting you have to put up with very nicely to make this a very good power, especially for Cunning Sneaks.

    Perfect Strike (PHB) - Perfect, indeed. Three chances to land a hit (two of them against NAD's), with good damage on one hit, better damage on two hits, and a stun as the cherry on top for all 3. A prime way to take advantage of the famed Rogue accuracy.

    Safe Bet (MP) - Behold what Riposte-style powers should look like. Both the initial and reprisal attack work at range, it triggers off an ally being attacked, and allows for significant repositioning before delivering your payload. Very nice, though most Rogues will need Melee Training if they want to use this in close combat.

    Stunning Assist (MP) - Given that the other powers on this list offer stunning and some other goodies, this is not the flashiest power on this list. That said, it's not a bad choice, since the condition it requires is relatively easy to satisfy.

    Stupefying Violence (MP) - Some decent damage, Rattling, and a slide. While it's certainly not going to win any "best power ever" contests, it's not a waste of space either.



    Level 29, Daily


    Your last power choice here offers a very good list of choices, headlined by the very strong Kiss of Death for Melee Rogues (though Charisma-based ones also have the option of Deathweaving Strike) and the nasty Cagey Killer or Killing Storm for Ranged, though there are certainly other options to be considered on this list for certain builds.

    Spoiler: Level 29 Daily List
    Show
    Melee:


    A Murder of One (MP) - 3 hits against 3 dfferent targets that are a bit stronger if you didn't miss the ones before them. Pass.

    Deathweaving Strike (MP) - Given that it moves the opponent about using a slide and allows allies to get potshots in anyway (thus requiring little setup from your allies as you will bring the enemy to them), this is a great power for any Charisma-based Rogue.

    Kiss of Death (MP 2) - After the errata, the power no longer provides an infinite damage loop, but it still packs a mean punch by effectively allowing you to make an extra attack for every ally you have. Some Rogues may need Melee Training to use this at full steam, but that's a feat you want anyway.

    Steel Nettle Rain (MP 2) - Shift your speed, then attack for solid damage. You have Encounter powers that can do this as a minor action: you deserve better as a Daily.

    Throat Cut (MP 2) - Conditional targeting, and while ongoing 15 sounds nice, you can actually out-damage that with L5's Bloodbath pretty handily (and that provides an autohit). Not what you're looking for.


    Ranged:


    Killing Storm (MP 2) - This is a large, ally-friendly area power that makes your opponents run away (thus provoking OA's from any allies they may encounter along the way). This is a very versatile power, as it can be used as an opening salvo to shatter formations, a risk-free way to make sure the Opportunity Action the Defender gets during your turn doesn't go to waste, or a way to parade an enemy in front of your whole party if given setup. A very strong power.

    Sight-Stealing Shot (MP) - Blinding and dazing can effectively neuter an opponent's offense (but it's still weaker than a stun), yet it lacks the aftereffects and overall muscle the better powers at this level have. Far from a bad choice, though.


    Melee or Ranged:


    Assassin's Point (PHB) - With the update clarifying what extra damage gets doubled, this power is firmly pushed into the category of powers where the multiplier on their weapon damage dice was clearly overrated.

    Cagey Killer (MP) - Finally, a (save ends) stun that can be used at range! To boot, it has dazed as an aftereffect to ensure your enemy is pretty badly inconvenienced for quite some time. Probably the power of choice for Ranged Rogues at this level, because Melee has better options.

    Immobilizing Strike (PHB) - A -5 penalty to saves will allow you to rely on this power a bit more than other (save ends) powers, especially with its aftereffect clause, and immobilizing is a beauty on a Ranged Rogue. A pretty solid choice for them.

    Moving Target (PHB) - Though the strength of the damage and other effects dealt is very variable, the fact of the matter is that you turned something could have hit you into a guaranteed hit for your opponent, and that's good to have.

    Treachery's Reward (MP 2) - Despite the fact that is has a reroll and the offering of staying hidden after the hit, the fact of the matter is that it's an only-damage power that doesn't offer as much raw damage as other options here. I wouldn't pick it.
    Last edited by Curmudgeon; 2015-10-29 at 12:12 PM.