Weapon of Will
Benefit: When you make a saving throw against a fear or charm effect, you may roll twice and use either result. In addition, you may use your Charisma modifier in place of your Strength or Dexterity modifier when making basic attacks with a weapon.
Greater Mark of Woe
Prerequisite: 11th level, Duskblade, Mark of Woe
Benefit: When you mark an enemy with your Mark of Woe, you may also mark one other enemy adjacent to you. At level 21, you may mark up to two other enemies adjacent to you.
Woeful Agility
Prerequisite: Duskblade, Mark of Woe
Benefit: When you knock an enemy prone with your Mark of Woe, you may also shift 1 square as a free action.
Opportunist's Woe
Prerequisite: 11th level, Duskblade, Mark of Woe
Benefit: An enemy knocked prone by your Mark of Woe provokes opportunity attacks the first time it stands up before the end of its next turn.
Woe to the Fallen
Prerequisite: 21st level, Duskblade, Mark of Woe
Benefit: An enemy knocked prone by your Mark of Woe takes a -5 penalty to attack rolls from being prone, instead of a -2 penalty. In addition, ranged attacks against that enemy do not suffer the usual -2 penalty to attack rolls while it is prone.
Greater Aura
Prerequisite: Duskblade, Duskblade's Aura
Benefit: Your Aura increases to 5 squares in size.
Improved Aura of Unluck
Prerequisite: Level 11, Duskblade, Aura of Unluck
Benefit: The bonus to AC from your Aura of Unluck increases by 1.
Oppressive Malice
Prerequisite: Level 11, Duskblade, Aura of Malice
Benefit: Enemies marked by you are slowed while in your Aura of Malice.
Ultimate Aura of Unluck
Prerequisite: Level 21, Duskblade, Aura of Unluck
Benefit: Your Aura of Unluck applies its bonus to all defenses, not just AC.
Crushing Malice
Prerequisite: Level 21, Duskblade, Aura of Malice
Benefit: Enemies marked by you cannot shift while in your Aura of Malice.
Rapid Mark of Woe
Prerequisite: Level 21, Duskblade
Benefit: The first time you use the immediate interrupt granted by your Mark of Woe class feature each round, it does not count toward the normal limit on the number of immediate actions you can take in one round. You still cannot use this immediate action more than once per triggering event.
Racial Feats
Darkfire Blade
Prerequisite: Drow, Duskblade, Darkfire
Benefit: When you hit with a Duskblade power or paragon path power, you may expend your Darkfire power as a free action. The target is subject to the effect of Darkfire as if it had been hit with that power.
Dark Knack
Prerequisite: Half-Elf, Knack for Success
Benefit: When you use your Knack for Success racial power, you may mark one enemy in the burst with your Mark of Woe. The mark lasts until the end of your next turn.
Demon of Darkness
Prerequisite: Gnoll, Duskblade, Duskblade's Aura
Benefit: When you first become bloodied during an encounter, each enemy in your Aura takes necrotic damage equal to 1/2 your level.
Ghostraven Sentinel
Prerequisite: Shadar-kai, Duskblade
Benefit: Whenever you use Second Wind or Total Defense you become insubstantial until the end of your next turn.
Mark of Hell
Prerequisite: Tiefling, Duskblade
Benefit: When you deal damage to an enemy with your Mark of Woe, the target takes extra fire damage equal to your Constitution modifier.
Resilient Reaper
Prerequisite: Revenenat, Duskblade
Benefit: If you use your Second Wind while you have 0 hit points or fewer, you may spend two healing surges instead of one.
Vampiric Mark
Prerequisite: Vryloka, Duskblade, Mark of Woe
Benefit: When an enemy takes damage from your Mark of Woe, you gain temporary hit points equal to half the damage it took.
Vengeful Dragon
Prerequisite: Dragonborn, Duskblade, Dragonfear
Benefit: When you use Dragonfear you may mark each enemy in the burst with your Mark of Woe. If one of these enemies makes an attack that doesn't include you before the end of your next turn, you gain a +1 bonus to attack rolls against them.
Wrath of the Fallen
Prerequisite: Deva, Duskblade
Benefit: You gain a +1 bonus to attack rolls against bloodied enemies that are marked by you.
Page Discussion
Duskblade now has an epic feat to match the other Defenders. Thank you. ^w^
I just added a feat which should correct the problem of the Duskblade sucking at Basic Attacks. I don't like the idea of feats that just fix math problems, so I added an extra bonus on the side. What do you guys think?
Wait, didn't the duskblade already have that as part of a class feature? O_o
I think I had originally put it in as part of the Weapon of Fortune feature, but I took it out for some reason. Probably part of the SAD problem…
Ah, and this version also covers RBA's. Hm. Still a bit of a tax, but the save thing helps to mitigate it…
First off, where exactly can I find the Dragonfear power? As it stands I can only assume that it was a misprint or tweak of the default dragonborn racial Dragon Breath.
Darkfire Blade: Remember that Darkfire is a minor action. Turning an already quite nice racial power into the equivalent of a paragon striker encounter power (Off-Hand Diversion; Ranger 13) might be a bit much, not to mention a bit complex (you might as well just rewrite the feat to allow for the alternate use of a custom darkfire instead) and just a little too powerful. Conversely, you could simply retain the existing Darkfire and reword the feat in this way: "You may use Darkfire as a free action when you hit with a melee attack without provoking opportunity attacks. If you do so, Darkfire automatically hits the target."
Mark of Hell: The additional damage provides too much benefit, more than doubling it. Since Tieflings already have decent stats for Duskblades (so there is no need to provide them with a feat that makes them better Duskblades), I would instead reword the feat in this way: "When you deal damage with your Mark of Woe class feature, you may cause the damage dealt to be fire damage in addition to any other damage types".
Ghostraven Sentinel: The ability to become insubstantial so often is *way* too powerful for a heroic feat of any kind. Defenders should be the primary target in every fight they are in and are supposed to spend healing surges more than anyone else. Taking half damage for the turn in which you spent a healing surge is a giant benefit. I would recommend considering something else entirely since insubstantial is such a huge benefit.
Dark Knack: The ability to mark all enemies in a close burst 5 as a minor action once per encounter for a race that has perfect stats for a Duskblade is entirely too strong (level 2 utilities generally provide such a benefit in a burst 2 or 3). Also, recall that the power targets you or an ally in burst so it needs to maintain consistent with the targeting concept. Instead, I would suggest having the feat read as "When you use your Knack for Success racial power, you may choose to mark one creature adjacent to the target as if it were marked by you Mark of Woe class feature until the end of your next turn".
Vampiric Mark: Free healing is incredibly strong, especially for defenders. Instead have the feat provide temporary hit points (though I would attach it to a secondary ability score; you really are loading too much onto Charisma)
Dragonfear can be found in DR388. Replaces Dragon Breath at chargen, minor action close burst 5, STR or CHA +2/4/6 vs. Will, all targets take -2 to-hit and grant combat advantage as a fear effect.
Greater Mark of Woe: Compared to any other mark augmentation feat this is incredibly powerful. Aegis Accuracy (Dragon 382) and Punishing Spike (PH3) are the closest proxies for this feat, and they are both weaker only one-half of what this one feat does. Aegis Accuracy provides only a +1 bonus to attack rolls compared to the +2 from this feat for the exact same condition. Punishing Spike is a -2 penalty to saving throws compared to a -5 penalty. I would choose one effect or the other (or an entirely different effect to differentiate it) and then reduce the effect to a more balanced level.
Greater Aura: The duskblade aura is already incredibly powerful, almost to the point of being overpowered for any defender to have on constantly by default. Increasing the aura 2 to an aura 5 while simultaneously removing the only real restriction to its use with a heroic feat is pretty much guaranteeing it as a highly overpowered mechanism for a defender to have. At most, I would allow a feat to extend the aura to an aura 3 while completely removing the addition of close and area attacks to the benefit, which is still a significant increase in area of effect while remaining in line with the functionality that a single feat should provide.
Oppressive Malice: Considering the already large area of the aura, this feat is obscenely strong. A more balanced option would be to have the feat only apply to subjects marked by the duskblade while within the aura or to have the feat instead slow targets in the aura hit by the duskblade be slowed until the end of their next turn. Automatically slowing all enemies within close proximity of the duskblade is bordering on the strength of other defenders' daily powers.
Ultimate Aura of Unluck: Combined with the other feats available (increased value, increased radius, greater aura), this feat becomes way too potent, especially with the scaling benefit of the aura. You could easily make a duskblade almost entirely untouchable by enemies without activating dailies by using this feat. Some other commensurate benefit that doesn't directly make the already potent Aura of Unluck better would be better placed, from a balance perspective.
Crushing Malice: Once again, this aura does not appear to be too potent on the surface, but, when combined with the other feats listed, it becomes substantially too powerful. A more palatable option might be to instead have it apply only to marked targets or to have it apply only to adjacent enemies.
Feats corrected. Thanks for all the suggestions. The Duskblade is my main contribution to the wiki, so I want to make sure it's up to par.
The mentioned feat does not work as written. A creature granting combat advantage takes no penalty to defenses; however, a creature attacking with combat advantage gains a bonus to-hit.
Ah, thanks, I don't know what I was thinking with that. It's fixed now.
I'd called attention to it twice before, but someone kept deleting it. :3
I think the duskblade's changed since this was made. The Mark of Woe doesn't give a penalty to saving throws. Unless I keep overlooking it.
Yeah, thanks for catching that. The Mark of Woe has undergone quite a few changes.