
Here's a link to the website I was talking about that lists your cross class powers.
If you scroll down to the third section, those are the cross class powers. It describes the level and class needed to unlock each power. I would suggest getting one of the DOT powers, one of the defense cooldowns, and Second Wind for tanking instances.
My personal suggestions for the most useful low level powers:
Feint - lancer 2 - reduces the enemy attack speed; poor for threat but good to reduce damage from melee bosses
Foresight - marauder 2 - increases defense for a short period; great for reducing physical damage
Featherfoot - pugilist 4 - increases dodge chance for a short period; another defensive cooldown
Venomous bite - archer 6 - puts a nice damage over time on the enemy; DOTs are great for threat if you put them on an enemy that is likely to live for more than ten seconds
Fracture - marauder 6 - another DOT; same idea as venomous bite, though venomous bite is more potent at the early levels
Second wind - pugilist 8 - an instant heal on a short cooldown; it's basically a free potion every two minutes; highly recommended
Powers I would avoid:
Skull sunder - marauder 4 - identical to savage blade but you can't combo it, making this power worthless for gladiator
Protect - conjurer 8 - while a 30 minute defense buff is great, your healer will bring an improved version that overwrites it; leave it for the conjurer
Impulse drive - lancer 8 - ideally you'll never be behind an enemy, making this less effective than your other attacks
If you scroll down to the third section, those are the cross class powers. It describes the level and class needed to unlock each power. I would suggest getting one of the DOT powers, one of the defense cooldowns, and Second Wind for tanking instances.
My personal suggestions for the most useful low level powers:
Feint - lancer 2 - reduces the enemy attack speed; poor for threat but good to reduce damage from melee bosses
Foresight - marauder 2 - increases defense for a short period; great for reducing physical damage
Featherfoot - pugilist 4 - increases dodge chance for a short period; another defensive cooldown
Venomous bite - archer 6 - puts a nice damage over time on the enemy; DOTs are great for threat if you put them on an enemy that is likely to live for more than ten seconds
Fracture - marauder 6 - another DOT; same idea as venomous bite, though venomous bite is more potent at the early levels
Second wind - pugilist 8 - an instant heal on a short cooldown; it's basically a free potion every two minutes; highly recommended
Powers I would avoid:
Skull sunder - marauder 4 - identical to savage blade but you can't combo it, making this power worthless for gladiator
Protect - conjurer 8 - while a 30 minute defense buff is great, your healer will bring an improved version that overwrites it; leave it for the conjurer
Impulse drive - lancer 8 - ideally you'll never be behind an enemy, making this less effective than your other attacks
I'm a tinker! Tinkerer? Hrm.... I'm an artificer! - Myxie Tryxle | Impressions and Memories