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wodan46
2008-06-05, 04:45 PM
All At-Wills (thanks to Charity)
Cleric
Lance of Faith: 1d8, target ally gets +2 to hit target
Priest’s Shield: [W], target ally gets Cha AC bonus
Sacred Flame: 1d6, Cha+½ level temporary HP to an ally or saving throw
Righteous Brand Target: [W] and one ally within 5 squares of you gains Str mod bonus to attack.

Fighter
Tide of Iron: [W], Push enemy 1 space, may shift into its space
Cleave: [W], Half Str damage to a nearby target (full if two handed)
Reaping Strike: [W], 3 damage on a miss
Sure strike Target: [W], +2 to attack, no mod damage

Paladin
Bolstering Strike: [W], gain Cha temporary HP
Holy Strike: [W], +1 damage vs. marked targets
Valiant Strike: [W], +1 attack per enemy adjacent to you
Enfeebling Strike: [W] if target is marked, -2 penalty to its attacks

Ranger
Careful Strike: [W], +2 attack, no mod damage
Nimble Strike: [W], shift 1 before or after attacking
Hit and Run: [W], Leaving the first square adjacent to the target does not provoke.
Twin Strike : Two [W] attacks with no modifier, if melee, main is used for 1 attack, off-hand the other.

Rogue
Deft Strike: [W], move 2 squares before attacking
Piercing Strike: [W], goes for reflex unlike most non-magical attacks
Sly Flourish: [W], Dex and Cha are both added to damage
Riposte Strike : [W], if target attacks you before next turn, immediate interrupt with [W] attack. (Dex for first, Str for second)

Warlock
Eldritch Blast: 1d10 damage, counts as a basic attack
Fey Pact: Eyebite: 1d6 psychic damage, invisible to target until next turn
Star Pact: Dire Radiance : 1d6 damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 damage (con mod for both)
Infernal Pact: Hellish Rebuke : 1d6 damage. If you take damage before the end of your next turn, the target takes 1d6 damage (con mod to both)

Warlord
Commander’s Strike: Ally makes a basic melee attack + your Int
Viper Strike: [W], target provokes an AoO from 1 ally if they shift before your next move
Wolf Pack Tactics: [W], 1 ally may shift 1 before or after attack
Furious Smash: [W], ally adjacent to you or target gets your Cha mod added to both their attack and damage on their next attack on the target.

Wizard
Magic Missile: 2d4 force, 20 range, counts as basic attack
Scorching Burst: 1d6 fire in Burst 1
Ray of Frost: 1d6 cold, slow to 2 movespeed
Thunderwave: 1d6 sonic Blast 3, push equal to Wis
Wall of Daggers: 1d6 force to a square, Wis damage to those entering, lasts another turn

Illiterate Scribe
2008-06-05, 04:51 PM
But we couldn't recommend that now, could we ...

Draz74
2008-06-05, 04:55 PM
IIRC, another Ranger power is Twin Strike: gain a second attack with an offhand weapon or ranged weapon at the expense of not getting to add any modifier to your damage.

Charity
2008-06-05, 05:08 PM
Been trying to assemble a list of at-wills. From what I understand, there are only 33 of them, 4 per class with Wizard getting 1 extra. Here's what I've got so far. Some of them may not be as accurate as desired.

Known At-Wills
Cleric
Lance of Faith: 1d8, target ally gets +2 to hit target
Priest’s Shield: [W], target ally gets Cha AC bonus
Sacred Flame: 1d6, Cha+½ level temporary HP to an ally or saving throw
Righteous Brand Target: One creature Strength vs. AC 1[W] + Str and one ally within 5 squares of you gains a power bonus to melee attack rolls
against the target equal to your Str till end of your next turn.

Fighter
Tide of Iron: [W], Push enemy 1 space, may shift into its space
Cleave: [W], 3 damage to a nearby target
Reaping Strike: [W], 3 damage on a miss
Sure strike Target: One creature Strength + 2 vs. AC 1[W] damage.

Paladin
Bolstering Strike: [W], gain Cha temporary HP
Holy Strike: [W], +1 damage vs. marked targets
Valiant Strike: [W], +1 attack per enemy adjacent to you
Enfeebling Strike Charisma vs. AC, 1[W] + Cha If you marked the
target, it takes a –2 penalty to attack

Ranger
Careful Strike: [W], +4 attack, no modifier damage
Nimble Strike: [W], shift 1 before or after attacking
Hit and Run: Strength vs. AC, 1[W] + Strength, Effect: If you move in the same turn after this attack, leaving the first square adjacent to the target does not provoke.
Twin Strike : Strength vs. AC (melee; main weapon and off-hand
weapon) or Dexterity vs. AC (ranged), two attacks 1[W] no bonus

Rogue
Deft Strike: [W], move 2 squares before attacking
Piercing Strike: [W], goes for reflex unlike most non-magical attacks
Sly Flourish: [W], Dex and Cha are both added to damage
Riposte Strike : Dexterity vs. AC, 1[W] + Dexterity modifier damage. If the target attacks you before the start of your next turn, you make your
riposte against the target as an immediate interrupt: a Strength vs. AC attack that deals 1[W] + Strength

Warlock
Eldritch Blast: 1d10 damage, counts as a basic attack
Fey Pact: Eyebite: 1d6 psychic damage, invisible to target until next turn
Star Pact: Dire Radiance : Constitution vs. Fortitude, 1d6 + Constitution modifier radiant damage. If the target moves nearer to you on its next turn, it takes an extra 1d6 + Constitution.
Infernal Pact: Hellish Rebuke :Constitution vs. Reflex, 1d6 + Constitution modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage

Warlord
Commander’s Strike: Ally makes a basic melee attack + your Int
Viper Strike: [W], if target provokes an AoO from 1 ally if they shift before your next move
Wolf Pack Tactics: [W], 1 ally may shift 1 before or after attack
Furious Smash: Strength vs. Fortitude, Deal damage equal to your Strength modifier, and then choose one ally adjacent to either you or the target. This
ally applies your Charisma modifier as a power bonus to the attack roll and the damage roll on his or her next attack against the target.

Wizard
Magic Missile: 2d4 force, 20 range, counts as basic attack
Scorching Burst: 1d6 fire in Burst 1
Ray of Frost: 1d6 cold, slow to 2 movespeed
Thunderwave: 1d6 sonic Blast 3, push equal to Wis
Wall of Daggers: 1d6 force to a square, Wis damage to those entering, lasts another turn


your wish...

wodan46
2008-06-05, 05:14 PM
thankies for the list

Sir Biscuit
2008-06-05, 05:19 PM
Cleave doesn't do 3 damage to an adjacent target. It does half your strength modifier if your using a one handed weapon and your full strength modifier if your using a two handed weapon to an adjacent target.

Reaping Strike also does not do 3 damage on a miss. It does your strenght modifier in damage, and is the same regardless of the weapon you're using.

Charity
2008-06-05, 05:29 PM
^ quite right.

wodan46
2008-06-05, 06:22 PM
hmm, if you were able to get Eldritch Blast and Twin Strike as at-wills by exchanging a paragon path for a multiclass, then took the feat twofold curse, could you eldritch blast 2 different targets and inflict curse damage on both?

Assuming that there is a feat that ups curse damage to d8s just like the quarry and sneak attack feats, that means you could do a 16 average damage attack to 2 different targets as an at-will (assuming +6 attribute modifier by then). 32 average damage as a regular at-will for a level 11 character is nice.

Charity
2008-06-05, 06:36 PM
I don't think there is a feat to increase the curse damage, and eldritch blast is a standard action as is twin shot, you can't combine them I'm afraid...

Though there is much worse than that out there, the Ranger's nasty combo

Blade Cascade lvl 15
Daily
Standard Action Melee weapon
must wield two melee weapons.
Targets: One or more creatures
Attack: Str vs. AC.
Alternate main and off-hand weapon attacks until you miss. As soon as an attack misses, this attack ends.
Hit: 2[W] + Str damage per attack.
Combined with

Armor Splinter lvl 13
Encounter
Standard Action Melee weapon
must wield two melee weapons.
Target: One creature
Attack: Str vs. AC (main weapon and off-hand weapon), two attacks
Hit: 1[W] + Str damage per attack.
If one attack hits, the target takes a penalty to AC equal to Wis until the end of your next turn. If both attacks hit, the target takes a penalty to AC equal to 2 + your Wis until the end of your next turn.

Max out your wisdom and you have one sick combo of attacks.

wodan46
2008-06-05, 06:46 PM
Eldritch Blast counts as a basic ranged attack. My assumption was that Twin Strike let you make 2 basic attacks, ergo you can Blast twice.

The advantage is that the Twinblast combo is an at-will, not an encounter or a daily, but has much higher damage output than normal, something very valuable for at-will attacks.

Mad Wizard
2008-06-05, 06:50 PM
Ok, one thing that's been bugging me looking at these powers: what exactly does [W] mean?

Kabump
2008-06-05, 06:56 PM
Ok, one thing that's been bugging me looking at these powers: what exactly does [W] mean?

[W] means your weapon damage. So 1d4 for a dagger, 1d6 shortsword etc

wodan46
2008-06-05, 06:56 PM
The damage die for you weapon. IE Crossbow does 1d8 for each 1[W], while a Greatsword does 2d6 for each 1[W]. Its supposed to make things simpler to write and keep track of for powers.

skywalker
2008-06-05, 06:57 PM
Ok, one thing that's been bugging me looking at these powers: what exactly does [W] mean?
[W] means your weapon's normal damage.

So if your weapon does 2d6, it does 1 times 2d6, or 2d6. When something says 2[W], it does 2 times 2d6, or 4d6.

Johnny Blade
2008-06-05, 06:57 PM
Base weapon damage.

Sneaky little ninjas, you. :smallamused:

Charity
2008-06-05, 07:02 PM
Ok, one thing that's been bugging me looking at these powers: what exactly does [W] mean?

Weapon damage

Uber ninja strike Arrrgggh!


Eldritch Blast counts as a basic ranged attack. My assumption was that Twin Strike let you make 2 basic attacks, ergo you can Blast twice.

The advantage is that the Twinblast combo is an at-will, not an encounter or a daily, but has much higher damage output than normal, something very valuable for at-will attacks.

It lets you make two weapon attacks, I'm not certain but I don't think Eldritch blast qualifies as a weapn in another attack, as it takes a standard action as does twin strike. Also if you think about it if you allowed that, you would have to allow it to be subtituted into all [W] exploits.
The basic ranged attack bit applies to opportunity attacks and the various powers (especially prevailant for warlords) that allow you to make basic attacks.

wodan46
2008-06-05, 07:37 PM
Magic Missile and Eldritch Blast are the only spells that qualify as basic ranged attacks, thus only they would qualify for the Twin Strike ability.

As for weapons, you use a wand to cast Missile/Eldritch Blast. Not sure if that counts.