Wednesday, January 7, 2009

power swapping

from wizards forum:

"Assume you are a strength based paladin... compare the cleric daily 9 - Divine Power to any paladin encounter from that level.
Assume you are in a party with dragonborn paladin, dwarf warlock, dwarf staff bloodmage and dwarf beast ranger. Now imagine what someone with Cleric Utility 6 - Divine Vigor will do in this party.
Imagine you are swordmage with lasting frost and winter touched. Compare the warlock daily 1 - Armor of Agatheus with any swordmage daily of that level.
Imagine you are a bow ranger with Cleric Daily 5 - Weapon of the Gods. Splintering shot kind of compares in fight vs. solo, but in any other situation - WofG reigns supreme.

Power Swaps are not 100% benefit, in fact they can hurt your character if not done with planing, but they can be very useful.

Healing power - made for healing character is much stronger in the hands of a character without access to healing.
Point blank sustainable power - made for squishy ranged character who has other uses for his minor actions and can't last long at the front lines is much more useful for a fighter who is always there and is never using his minors."
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"If you don't have a concept in mind, you won't have much use for the power swap feats. I believe they are more for experienced players (=have actually played a lot), who have a better overview of the classes and their powers, and who also know from experience what they would like to change on their class.

Unless you are masochistic and really want to pick weaker powers than those from your own class, these hold true:
- you want better damage than your powers give you at a given level (e.g. you are a warlord and load up some ranger, rodue or warlock powers to add a little more DPR to your character)
- you want to have an effect your powers just don't provide (e.g. you are a fighter, but you want some wizard utility powers like Fly, Expeditious Retreat or Arcane Gate - in which case INT doesn't come into play)
- you need to make up for a deficiency of the party (e.g. no healer is present, but people can MC into cleric or warlord to make up for it)."
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"Multiclassing used to be a really easy way to make broken characters. You can still do some powerful things, but multiclassing is no longer the raison-detre of lazy optmizers.

Now the main advantage of multiclassing is for players who actually want to play multiple classes. There are some powerful things that keep the optmizers happy though:

1) Utilizing class specialities. Some classes have a unique collection of powers that no other class has access too. For example, warlocks have several teleport powers that other classes can never get. Grabbing Otherwind Stride, Ethereal Stride, or Infuriating Elusiveness can give a rogue, or even a fighter, something they would never otherwise have.

2) Filling build deficiencies. A strength paladin does not have a lot of options at level 9. Multiclassing fixes that problem.

3) Overcoming build weaknesses. A warlock or bow ranger may want to grab a few paladin or rogue powers in case they get stuck in melee."
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"Eyebite w/ Divine Challenge"
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"Or if you really feel silly and or confident charisma based paladin who multi-classes into a star pact warlock for dire radiance + divine challenge. If the target moves closer to you it takes radiant damage from dire radiance, and if it doesn't try to close with you it takes damage from divine challenge. All the while you keep blasting with dire radiance thus fulfilling the requirement of divine challenge of you having to make an attempt at attacking the target."
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"FIGHTER/Cleric: Healing Strike (2W+Str, Spend Surge)
ROGUE/Ranger: Cobra-Spitting Stance"

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