Originally posted by GelatinousOctahedron:
Heroic Evocations
About two thirds of the encounter powers give a bonus rider to one of the spirit types, but any spirit type can use any power. No utility or daily power gives any bonus riders based on your spirit type, but some have secondary stat riders. For each type that gains a rider based on the type of companion I will add a notation
A for Animist
B for Bear,
E for Eagle,
P for Panther, and
W for Worldspeaker. Attack powers are divided by the origin of the power: personal (ranged, close, and other) and spirit (usually melee 1, but occasionally close burst or ranged). Shaman encounter attack powers are split about 2/3 spirit and 1/3 personal (which with encounter powers means ranged).
Daily powers are ranged/close/area for the most part with a handful of spirit powers and some wierd exceptions like ones that summon an additional spirit as well as having a ranged attack or which grant allies attacks. For your close/area daily powers you do not usually have to worry about hurting your allies, but I will note the exceptions. I am going to bold damage types and other unique parts of the powers so people looking for certain damage types can save time by picking those powers. All powers are PHB2 unless noted. SC=Spirit companion and powers where the SC helps your allies/hurts your enemies means creatures adjacent to your SC.
For skill powers I am going to include all the class skills that have good powers. There are about 20 2nd level powers alone so I am only including the ones I think are most useful. Remember that you can take the Skill Power feat to use one of these in addition to your normal utility so I rated the powers taking that into consideration. For the most part you have better class utility powers and these more provide a little diversity than anything else.
I give a blue or sky blue rating to encounter attack powers that all shamans should consider. Many powers are very good for only one build and bad or only ok for everyone else and I will note that in the power with a note like (
Bear or
Panther) and at the beginning list for each level for recommended powers. For some levels you are better off with a power that is not specific to any build or with one that is for a diiferent build. For instance for any party with a strong MBA PC Ironbreaker claws is one of the best first level choices for any shaman, but only Panthers get to add the int bonus to the allies attack roll.
Level 1 Encounter
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Recommended powers:
Panther: Twin Panthers or Ironbreaker Claws
Bear: Thunder Bear's Warding or Certain Threat
Eagle: Stormhawks fury
Worldspeaker: Bramble Ally or Thunder Bear's Warding
Animist: Scorching Sands
Any: Iron Breaker Claws
Personal
Thunder Bear's Warding
B (
Bear and
Worldspeaker) vs fortitude. Thunder damage and SC gives party members damage resistence equal to con. With bear builds you also grant temp hp to a party member.
Twin Panthers
P Two attacks vs reflex and SC causes enemies to grant CA. Attack bonus vs bloodied enemies for
panther builds. Only multi attack power for level. Panthers have a hard time picking this level since both this and
Iron Breaker Claws can result in two attacks against the target. This is more accurate, SC grants CA (which may not help if you have tome expertise) and you will always get two attacks, but Iron Breaker Claws is more potential damage overall if you hit with your first attack.
Bramble Ally (PP)
W (
WorldSpeaker) vs ref and SC slows enemies that start their turn next to it. Immobilizes for worldspeakers.
Spirit
Call to the Ancestral Warrior vs ref. SC gives party members +2 power bonus to defenses. Not a bad power, but each build has better choices.
Call to the Ancient Defender vs fort. SC grants party members an untyped +5 bonus against OA. It has the most situational rider and no damage type so I would always go with call to the ancestral warrior first and I don't even like that power.
Certain Threat (PP)
B (
Bear) vs ref SC marks. Protectors mark is 1 + con. Good for bear shamans in parties lacking defenders. Remember that SC can only be targetted by ranged/melee so they can not attack it with a burst/blast power and also target your allies so at first level that is probably a -4 or 5 to hit if not directly attacking your spirit.
Ironbreaker Claws (PP)
P vs ref, damage and ally gets to make melee basic attack.
Stalker
builds, allies add int to attack roll, but this is good enabling for any build and will normally result in most single target damage of all powers this level.
Scorching Sands (DS)
A (
Animists/Fire Parties) vs Ref a little
fire damage and the target becomes vulnerable to fire. Great if your allies have fire powers, but it causes your SC to go away. Animists get to change their and their allies' damage type to fire. Unless you already have multiple allies that do fire damage already, I wouldn't take this power if not an animist.
Spirits of the Mountain Mists (PP)
vs ref.
Cold damage and allies get +1 power bonus to area/close attacks that include SC. Unless you have some way to exploit cold this isn't that great.
Stormhawk's fury (PP)
E (
Eagle) You get to move your companion 3 squares first, watchers move 2 + dex mod. Vs ref for a little bit of lightning damage, but allies also do lightning damage when they hit equal to your dex mod. For watchers that can be a nice boost of 4 extra points per hit at level 1, but other shamans should have dumped dex.
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Level 1 Daily
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You have a good selection of powers and I would go with one of the good control options or Spirit of The Healing Flood for regeneration, which is normally the best choice. In general I like taking the control focused shaman dailies. Dust Storm Binding is a good small burst of blinding and autodamage and I really like Spirit of Grief's Shadow for the plethora of effects and save penalty,
Personal
Blessing of the Seven Winds Ok damage vs fort and creates a movable zone for the encounter where you can slide creatures around some.
Dust Storm Binding (DS) vs fort party unfriendly close burst that blinds (save ends). You spirit disappears, but you get a sustainable obscuring zone that autodamages enemies.
Cleansing Wind of the North Big cold blast vs fort that lets allies make a save with a +5 bonus. Not bad, but spirit of the Healing Flood will target more enemies and regeneration is better than a saving throw most of the time. You have a lot of other potential ways to grant saves.
Great Watcher Spirit (PP) Lets 2 allies make 1 basic attack and SC prevents allies from granting CA. Only worth considering if you have allies with really good basic attacks.
Spirit Cascade (PP) Decent ranged damage vs ref. Potentially highest single target damage power since your allies get up to 6d6 extra damage on next three hits against creatures next to SC.
Spirit of Grief's Shadow (PP) Ranged psychic attack vs will with dazed/slowed/ongoing psychic damage (save ends) and target takes a -5 penalty to saves while next to SC. Best power to use against solos and elites.
Spirit of the Healing Flood Big burst vs fort that does a little damage and grants allies regen 2 while blooded or they can heal 10 hp. Minion sweeping and regeneration is a good combo. This seems to be the consensus choice on this forum as the best shaman level 1 daily.
Spray of Quills (PP) Targets Allies. Blast 5 vs ref that does poison damage and save ends ongoing poison damage. Allies get +2 bonus to attacks against targets until they save. Probably does most potential overall damage for level, but you can damage allies too and its poison which means it won't do any damage at all to a lot of enemies.
Stone Root Spirit (PP) Ok area vs reflex controlling power. No damage, but slides/prones creates a good place for squishes to get cover and creates difficult terrain for enemies. I would rather get blessing of the seven winds since it damages and slides enemies and allies around.
Wrath of the Spirit World Two attacks vs will, one burst 2 centered on you and one centered on SC. Does lots of psychic damage and knocks prone. Can cover a lot of area at least for spread out encounters, but not a good effect.
Spirit
Massive Companion (D383) Close burst vs fort for a tiny bit of damage and knock prone. The cover effect is what makes this decent and that it is one of the only companion focused powers of the level.
Spirit of
Consuming Terror (D383) vs will pyschic attack that can be repeated and sustained each round with a standard action. Effect is a minor debuff to enemies attack. Black at very low levels and drops to red as you level up and have more encounter attacks. For a long encounter this is an ok option since it will do more than most of your at wills, but I doubt I would ever take it.
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Level 2 Utility
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Shamans have good level 2 choices that do very different things. Condensation is a good rengeration choice for stalkers and especially animists. Bear and worldspeaker shamans should consider protective roots. I usually take engaging pursuit since it is a consistently useful way to make your spirit more sticky. Spirit call and spirit sacrifice can be good choices for some builds either if you have a lot of zones/conjurations or if you need help with saving throes.
On a special note, shamans have a lot of ways to slide allies with heroric and paragon tier utilities and attacks as well.
Agile Opportunist (free MBA as a reaction when slid) is an excellent paragon tier feat for your melee allies if you take those and greatly improves powers like assistance of the strong spirit, primal gust, and memories of wind and rain.
Daily
Condensation (DS) Gives ally fire resistance 10 and regeneration equal to your int mod, but only until you use call spirit companion. Animists can get away without using that power, but other builds can't as well.
Blue for stalkers who have a lot of non-spirit focused powers and
sky blue for non-shamans interested in shaman power swaps and hybrids since they won't mind the lack of a spirit companion as much and can resummon without using call spirit companion 1/round.
Purple for non-int shamans.
Protective Roots: (PP) Damage resistance keyed to con mod. Sky blue for con shamans and potentially decent for others as well.
Spirit of Life: ally gets surge free healing. Only multitarget healing power of level.
Spirit of the Great Cat: (PP) Allies get to stand up as minor and shift extra.
Spirit Zephyr: (PP) Allies get a +1 power bonus to ranged attacks against targets next to your SC. Spirit of battle is generally better, but this affects all of your allies and can be ended to give a +2 power bonus to one ally. Watchers might want this.
Spirits of Battle: allies in a big zone get a untyped +1 attack bonus. For the
spirit tempest PP this is sky blue since it really buffs your healing as well since the zone is so big.
Stormhawk Vigilence: (PP) Slide everyone 3 sqaures at start of encounter and they get to draw a weapon/implement. Helps with surprise or when you are in a bad setup.
Encounter
Bonds of the Clan: Split damage with an ally. If you have a way to mitigate the damage to yourself this is ok, but there is so much competition at this level this is probably the least useful power of the level for most builds.
Engaging Pursuit: (PP) Move your SC adjacent to an enemy who started out next to it. This can be useful when you are slowed or if you are facing a teleporter or someone faster than your our SC. I think it should let your SC pursue flying enemies as well. This is also good if you take powers like Spirit of Griefs Shadow that give penalities to enemies ending their turn next to SC and prevents shift/charge to avoid the opportunity action. I found this power consintently useful when I took it.
Spirit
Call: Move all zones and conjurations as a minor action. At level 2 this is only black since you do not have many yet, but in later levels you will probably have more zones and conjurations to worry about this gets
better. If you take lots of zone/conjuration powers at paragon and epic this can be
skyblue so consider retraining to this power later on if you do not take it at level 2.
Spirit Sacrifice: (D387) Dismiss your spirit companion to give you or an ally a saving throw or temp hitpoints. There is no limit on how long the SC stays gone so you can bring it right back. Only shaman power that can give the shaman a save.
At Will:
Assistance of the Stong Spirit (D383) It is a standard action to slide your SC and an ally. In paragon if an ally has
Agile Opportunist this can be much better since its slide the ally into an enemy and attack at will. It is half your move so for dwarves, gnomes, and chain wearers this is only 2 squares at level 2.
Red if you have voice of battle or other movement powers and no agile opportunist.
Skill Powers
These are mainly worth it if you want to spend a feat for skill power.
Daily:
Inspiring Fortitude (Endurance) Allies get a good number of temp hitpoints keyed off con mod and you use your second wind. Con shamans are better off with protective roots, but this is an ok choice for non-con shamans.
Nature Sense (Nature) Make a nature check instead of an initiative roll. Party get +4 to first rounds defenses.
Encounter
Healer's Gift (Heal) Standard action for a dying ally to spend a surge. Might be worth it for the feat version if you run out of healing powers. Replace with physicians care later on.
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Level 3 Encounter
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Recommended powers:
Panther: Spirit Hunt
Bear: Capturing Jaws
Eagle: Spirit of Slavering Bloodlust
Worldspeaker: Steadfast Mountain Guardian
Animist: Granite Ally
Any: Rimefire Spirit, Sly Fox Spirit, Spirit of Slavering Bloodlust, Infectious Spark
Personal
Lightning Panther Spirit:
P vs ref. Small amount of lightning damage, allies can shift as minor action when next to SC.
Stalker allies can ignore difficult terrain as well.
Rimefire Spirit: vs Will Fire and cold damage. Any enemy adjacent to SC gains vulnerability 5 to fire and cold. With right party this can be great, but otherwise pass.
Spirit
Call to the Savage Elder: Vs ref. Allies get damage power bonus to melee attacks keyed to your wis mod. That is not bad, but most builds have better ones like capturing jaws and spirit of slavering blood lust is better for most builds.
Capturing Jaws:
B (PP) (
Bear) vs ref. Little damage and immobilizes. But for protectors
this also lets allies flank with you SC and your allies all get power bonus to attack rolls while flanking with the spirit equal to your con mod. This easily tops spring renewal strike for bear builds.
Infectious Spark (D383) Immediate interrupt vs fort This is weird a power, but could be very useful. When your SC is hit, then it can attack and if it hits it makes the enemy attack one of its allies. It then disappears without you taking damage. This is a power that is extremely situational and if your DM does not attack your SC much then it will not be much use, but if your DM likes to send high damaging monsters straight at your SC then this will frustrate him and saves you from taking damage. Depending on initiative order and if you took sudden call this can become more useful.
Granite Ally
A (DS) (
Animist) close burst 1 +2 vs ac. Ally gets DR 3 and your spirit goes away. For animists the DR is equal to 2 + int. Only multitarget power of level so its not bad for other builds.
Sly Fox Spirit: (PP) You do not attack, but this lets an ally get 1 basic attack, with a second ally getting one if the first hits. There are several other powers that will help your allies lay on damage more this level and that let you damage at the same time and this requires that they both be next to your SC. For parties with a 2 heavy hitting basic attackers and it works with ranged and melee so for a party with mixed ranged and melee basic attacks its a good choice.
Spirit Hunt:
P (PP) (
Panther) vs ref Highest direct damage power of level. Stalkers get +2 to hit and extra 1d10 damage if target is isolated. Depending on your party you might want to go with something else even if you are panther shaman.
Spirit of Slavering Bloodlust: E (PP) (
Watchers) Vs Fort. Best when enemies are already bloodied since you get +2 bonus to hit. Allies next to SC get +2 power bonus to hit and damage bloodied enemies. Watchers use dex to figure allies' bonus. Bear shamans have Certain Threat, but this is not a bad power for stalkers, animists or worldspeakers.
Spring Renewal Strike: B Vs fort for high damage and ally gets to spend a surge. Protectors get to add con mod in healing. Only healing power of level.
Steadfast Mountain Guardian: W
(PP) (
worldspeakers) vs fort Little damage and push target, with you and allies getting +1 power bonus to defenses. For Worldspeakers this bonus is based on con mod.
Winter's Thaw (D387) vs reflex for a fire damage. Creates small temporary zone where allies get a save when suffering slow, immolized, or ongoing cold damage conditions. Only worth it for fire focused builds
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Level 5 Daily
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Your best bets are usually a multitarget control power like ancient progenitor spirit or Shrieking Wind spirit. Vengeful Blood spirit is good for a party with 2 chargers. War Chiefs Blessing is a good accuracy boost vs solos and Spirit of the Hawk's wind is worth considering if you don't have good mobility granting powers.
Personal
Coils of the Earth Serpent: (PP) Small are burst vs fort . Creates a small zone where enemies are hurt your wid mod when they hit allies in the zone.
Earthrage Spirit: Large blast vs reflex that knocks enemies prone and has effect that whenever they get hit they go prone again (save ends). This isn't that great compared to other control powers this level that have come out since this was published, but I had this one on my first shaman and the effect was frustrating for my DM and it was a fun power.
Spirit of the Hawk's Wind: ranged vs reflex for single target radiant damage with blinding. Blinding is good, but this creates a movable zone for the encounter where allies can shift 4 and ignore difficult terrain.
Spirit of the Shielding Fire. Ally gets temp hp and fire resistance and as immediate intterrupt you can attack an enemy who (hits the ally with a melee attack) with a ranged vs ref fire attack. This is ok if you are focused on fire damage, but otherwise it is pretty situational and is a fairly weak effect for a daily.
Vengeful Blood Spirits (PP) 2 allies can charge and do extra damage if they hit. For rest of encounter they get untyped +2 to hit and damage when charging. Great if you have barbarians or other
chargers in group, but party dependent.
War Chieftain's Blessing: Long range vs will that does single target damage. You and allies get a +2 untyped bonus to hit for rest of encounter vs your target. Good against elites and solos.
Winds of the Scorching Desert (PP) Close blast Vs fort that targets all creatures for fire damage. You slide the targets your wisdom modifyer (1 if you miss) and you slide you and your SC your speed.
Spirit
Ancient Progenitor Spirit (ITU) Close burst spirit power that does psychic damage and causes them to grant CA/lose concealment save ends. Creates a sustainable zone that does auto psychic damage to enemies and penalizes their attack rolls. A really good power for worldspeakers.
Spirit of Battle's End: (PP) vs reflex for damage and allies do 5 damage when they miss until the enemy makes a save. I think you are better off taking one of the many powers this level that helps makes sure your allies hit.
Rememberence of Hate (D387) Cloes burt vs fort for damage plus ongoing damage (save ends). Miss, pushes 1 Creates a zone that lasts as long as your SC, but it damages and pushes creatures away from SC, which seems counter productive since it won't help keep enemies next to spirit and punishes allies when they stay next to it.
Shrieking Wind Spirits (DS) close burst 2 vs fort. Damages, slides, and dazes (save ends) enemies. Dismisses Spirit, but you get a sustainable zone that lets you potentially slide more enemies.
Wind of Pain and Succor (PP) vs will cold damage and up to 3 allies heal extra while next to SC.
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Level 6 Utility
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In my opinion, this is the weakest level for shaman utilities. Light of the crimson sun is very good for animists and stalkers with the right party. There are a couple of decent ones, but I had hearth spirit at first for my own character for 4 levels and it was the only power I had that never came up as a good option for my small group over several levels of play. Sudden restoration is a good choice if you do not have any other save granting options, but otherwise you should probably pick a daily or even a level 2 power. Herder of Hulamark is an interesting choice for worldspeakers. This is a good level for multiclass power swaps and I took the ranger's weave through the fray, but that was before light of the crimson sun had been published.
Daily
Blessing of the Iron Tree: Targets 1 bloodied ally with damage resistance instead of multiple allies like in protective roots, but if you have a low con this is ok.
Everlasting Flame Strength: (PP) When ally brings a target to 0, ally heals 5 and does 2 fire damage to adjacent enemies. ON a controller or striker this could be pretty good.
Hearth Spirit: (PP) Allies in close burst heal a little and can use second wind as minor action. I think this is the best healing power of the level. Good for warden allies.
Primal Investiture (D387) Dismiss your SC for a round and you can't use call spirit companion EONT. Ally gets to spend a surge and get +1 power bonus to attacks and +2 bonus to defenses.
Roming Mind, Roving Spirit (D383) Lets your SC move out of line of sight and range, but it can not attack while out of your sight/range. You have way better options than this and this is really DM dependent on how that will work.
Spirit of Dawn: You and allies ignore cover, superior cover, concealment and total concealment in large zone. Good against lurkers.
Spirit of the Keeper: Ok single target healing snd allies next to SC do not grant CA. Minor action at least.
Spirit of Vengeance: (PP) When you hit 0 hp as a reaction allies get to spend a surge and get +2 bonus to attacks against target
Spur the Pack
(PP) Very good ally movement keyed to your wis mod. But its not good enough for a daily. You get to slide you and allies next to sc as a minor action. Shamans get a lot of ally movement powers that I would take before this one, but this is the only movement power this level.
Encounter
Herder of Hulculmak
(D383) You and allies in burst 2 get to move through enemies squares. This is really only useful for
worldspeakers since your SC protects from opportunity attacks through its boon, for everyone else this is not worth taking unless your allies have some other way to prevent OA.
Light of the Crimson Sun (DS) Creates a temporary zone that gives allies power bonus to radiant and fire attacks, while they get temp hitpoints keyed off your int when they hit. Very party dependent whether this is great (stalker or animist with radiant/fire themed allies) or useless (most other parties).
Spirit Companion's Shelter: (PP) SC gets +4 bonus to defense when hit as an interrupt. DM dependent, but if your DM attacks your SC a lot its a good choice..
Sudden Restoration: 2 allies can make saves. You do not have that many save granting powers and this one is easy to use and has good range.
Skill Powers
Daily:
Warning of Peril (Perception) Your allies can use your perception for their passive perception checks.
Encounter:
Empathetic read (Insight) Your allies can reroll a bluff, intimidate or diplomacy check
Guided shot (perception) An ally that misses a ranged attack vs AC can instead target reflex.
Insightful counter (Insight) You do not grant CA until the end of your next turn
Insightful Warning (Arcana) You and allies in a close or area attack get a +2 power bonus to defenses as an interrupt.
Mighty Sprint (Athletics) move your speed +4 and get a bonus to athletics check. Shamans do not have many movement powers.
Physician's Care (Heal) Standard action lets ally spend a surge
Presceint Manuever (Insight) Shift half you speed when an enemy moves willingly. Shamans do not have many movement powers.
Swift recovery (Heal) Minor action for target to use second wind as a free action. This gets
skyblue if you have a warden in the party.
Walk it off (endurance) Make a saving throw against ongoing damage before you take the damage
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Level 7 Encounter
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Recommended powers:
Panther: Call to the Blood Dancer
Bear: Winter Wind Spirit
Eagle: Guardian Eagle Flock
Worldspeaker: Hammer of the Grasping Tides
Animist:
Any: Blood Red Mist, Emerald Lure, Hammer of the Grasping Tides, Memories of Wind and Rain or Call to the Blood Dancer
Animists don't have a dedicated power this level.
Personal
Thunderstorn Spirit: vs ref Some lightning and thunder damage and when you or ally hit enemy adjacent to your SC you do extra lightning and thunder damage.
Winter Wind Spirit:
B vs fort. A little cold damage, but if an ally is hit while next to SC as an immediate interrrupt you can add 4 to their ac. Protector builds use 3+ con mod.
Spirit
Bear Hug:
(D383) Vs fort for a tiny bit of damage and restrains. Restrains is good, but there are better options.
Blood Red Mist (PP) Vs reflex Decent damage and enemies take -2 penalites to defenses. This is the only power this level that will normally increase the chances of allies hitting.
Call to the Blood Dancer:
P Vs will Highest single target damage of level and allies can crit on 18-20 when next to SC. Stalker build allies do extra damage keyed to int.
Call to the Howling Storm: vs ref, Decent lightning and thunder damage and 1 ally can shift 5.
Emerald Lure (D387) Close burst 2 vs will that does damage and pulls enemies towards spirit, and you dismiss your SC.
Flashing Spirit (PP) close burst vs reflex. Allies get bonus to damage depending on how many enemies you hit. Other close burst powers this level target more enemies and have better effects.
Guardian Eagle Flock (PP)
E Burst 2 vs fort some damage and you can slide allies 3, watchers also get to slide targets of the power. Agile Opportunist for allies if you take this in paragon.
Hammer of the Grasping Tides (PP)
W Burst 2 vs reflex a little damage and target is slowed, while the effect gives allies a speed bonus. World speakers also add bonus to defense against opportunity atttacks.
Memories of Wind and Rain
(DS) Close burst vs ref that damages enemies and slides allies (becomes
skyblue with agile opportunist allies). SC dissappears and leaves zone that dazes enemies that end their turn in it. Best debuff this level.
Spirit of Weakness (PP) (
Panther)
P vs will. Target is weakend and ally makes a basic attack against it. Stalkers get to add int bonus to ally's damage roll. This is an ok enabling/debuff power, but I like the bonus from call to the blood dancer more for panthers.
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Level 9 Daily
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If you have allies with good basic attacks Ancient Warlord's Inspiration is your best choice since it is good enabling. Occasionally fore armed is forewarned will be better because it front loads the basic attacks, but it takes more set up. Raging storm spirit is a decent party damage buffing power and has a big AOE and Mountains Might can be good for animist and stalkers if they have a melee ally that doesn't mind being slowed for the encounter.
Personal
Ancient Warlord's Inspiration: Summons a spirit that attacks reflex for a little damage. 1/turn as your immediate reaction you can have an ally make a basic attack. Probably your best off turn attack multiplier.
Call Discordant Spirit (PP) vs will with psychic damage and reliable. All other enemies take penalty to attack and saves when near this enemy for the encounter. Might be decent in a few stuations.
Clever Trickster Spirit vs will for some psychic damage. Slows and grants CA (save ends) Aftereffect gives same condition to nearest enemy. I had a lot of fun with this power.
Four-Armed is Fore Warned: (D394) Really good for ally Nova rounds since it grants up to 4 basic attacks to an ally at once, but your ally needs to be positioned just right to get it off since its vs 4 different targets. For something like a high damage fighter with come and get it this could be useful or if you prep with a power like Emerald Lure and then action point with this.
Raging Storm Spirit vs reflex Area burst
5 for some good lightning damage. Creates burst 5 zone where enemies take extra thunder damage whenever they are hit for the encounter.
Spirit Control (PP) Large psychic blast vs reflex. Any target you hit, you get a +2 bonus to attack with you SC for rest of encounter. Creates zone where your SC does extra damage for encounter with spirir powers keyed to your wisdom mod. In a small party I might be tempted to take this, but I think raging storm spirit will normally be better. This is about the time psychic optimization starts kicking in.
Spirit of Autumn's Reaping:
vs fort for some for some necrotic damage. Target becomes vulnerable 5 (save ends) if you hit, 2 if you miss. You and every ally within 10 squares of you heals 5 hp. Raging storm spirit is probably going to do more overall damage as long as you can keep the enemy in the large zone and so will spirit control.
Spirit of Earth Arisen
(PP) You summon a spirit conjuration that attacks vs fortitude when you summon it for some ok damage. It potentially heals each ally once a round and creates difficult terrain in burst 2 for enemies. You can sustain it with a minor action.
Spirit
Enraged Spirit (D387) Your SC gets DR 5 and for the encounter can make a decent at will attack vs fortitude that can potentially do some pretty good damage d12 + wis with another D12 if they damage anyone that turn. But this goes away if the spirit goes away and raging storm spirit will normally boost damage more.
Explosive Sacrifice (PP) close burst 2 vs reflex. Damages and dazes (save ends). Targets allies as well and you lose your SC until the end of your next turn. Only damages on a miss. The effect is not that great for what you give up and it can hurt allies.
Mountain's Might (DS) Makes ally slowed, DR 5 and power bonus to melee damage keyed off int. Must be sustained. SC disappears. Make close burst vs fort that damages and knocks prone. Some
stalkers and animists might like this power if they have shifty/teleporting squishy melee stiker allies or defenders/strikers that don't mind being slowed
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Level 10 Utility
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Daily
Quickening Breeze: (PP) Allies get to reroll 3 failed saves with potential bonus when next to SC..
Rock Shield Spirits Shield of the immortal Forest provides the same bonus to more defenses over a larger area and takes less actions.
Sacrifical Spirit (D372) Allies get an additional healing surge and your SC disappears for a round. The level 2 spirit of life is better than this.
Shield of the Immortal Forest (PP) Party gets +2 power bonus to defenses when within 5 of SC.. Can end this power to give ally +6 untyped bonus to defenses as an immediate interrupt.
Spirit Summons Get a second SC for the encounter. Bonuses and effects apply to both, but you can only attack through one at a time.
Spirits of the Shadow Moon Grants concealment in a large movable zone.
With the right party this can actually be pretty good, but twilight's veil makes you and several party members invisible and can be used each encounter so that will probably be more useful for more parties.
Stone Roots Resilience (PP) Ally gets temp hp equal to your wis mod each round.
Encounter
Call Forth the Spirit World (D387) (NOTE: Dragon has this colored as a daily power and the compendium says daily, but the actual dragon article lists it as an encounter power and since sustainable encounter powers are rare I think there may have meant it to be a daily at first, but changed their minds or made a mistake. As a daily its probably only
dark blue. ) A very good zone around your spirit that makes enemies take -2 to attacks and that heals bloodied allies 5 hp a turn. It needs to be sustained and if your SC is destroyed it goes away so this gets better if you have upped the defenses of your SC some. (The wording is not clear since it uses the term "destroyed" and spirit companions are not normally "destroyed", but the feat retributive spirit makes it sound like destoyed is when a creature does enough damage to make it disappear)
Primal Gust Minor action to slide someone 3. This is situationally very good and skyblue with
agile opportunist allies, but I think twilights veil will be a bit more consistently useful.
Swirling Dust (DS) SC disappears and ally becomes insubstantial. Surrounding squares are lightly obscured.
Twilight's Veil (PP) You and some allies become invisible in a close burst. This was very useful in my small party.
Skill Powers
Daily
Incredible Stride (athletics) +4 to speed all encounter
Uncanny instincts (perception) You and ally use a perception roll in place of initiative
Encounter
Conviction (religion) +5 to your next save.
Insightful Comment (insight) party gets bonus to social skills keyed off your wisdom mod.
Perfect Sight (perception) blindsight
Prescient Defense (insight) Immediate interrupt power bonus to all defenses
Reactive Surge (endurance) spend a surge when bloodied
Spot The Path (perception) close burst 5 ignore difficult terrain
Time Out (heal) give ally a second second wind. good for
dwarves and wardens
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