Yeah, CoD is in many ways as good a choice as MM. The range is adequate for 95% of cases and the effect can come in handy now and then at low levels or for that oddball situation where its really worth a standard action to make sure a minion dies. However MM will be pretty good in those situations as well, so its kind of a tossup. Neither one would be my first choice if I had AP available.
That percentage may be accurate for your games, Mad Arab, but for other people the relevant question ought to be:
do you expect to engage enemies at ranges 11-20? If they're not sure, they can ask themselves:
- Can my whole party engage in long-range archery? If so, I should make myself able to participate.
- Am I the only one able to hit things at that range? If so, is it a big deal -- in other words, are the other party members low-mobility or high-mobility? If they're low-mobility and you're the only one able to hit range 11-20, then it may be useful to do so.
- Is there a real archer in the party? If you have exactly one archery Ranger, you may want to just let him handle the 11-40 range (which includes the 11-20 range).
Cloud of Daggers asks these questions:
- Is my Wisdom bonus +2 or higher? If yes, this power is as good as MM on a hit, and it was always better on a miss.
- Do I have anything else to use my Orb class feature with yet? The first (save ends) Encounter power in the PHB is at 3rd level. It sucks to have a class feature you can't use.
Expanded Spellbook CAN be a good option for a Wizard who is geared towards being a super utility caster
If Expanded Spellbook gave you more Utility powers, it wouldn't suck. As written, though, it does suck.
Cheers, -- N