Just as a reality check, the average standard 19th level monster is going to have around 200hp, the average elite monster will have 400, and the average solo is going to have 900. If firestorm does 39 damage on average and not have any other negative effects on a creature, how do you classify it as superior to a spell that can take multiples of these creatures out of action for several rounds?
This is not 3.5e- you can no longer take creatures out in a single round unless they are minions. I don't think there's much of a doubt that Evard's is a far superior spell to firestorm. Both take out minions equally well. Fire storm does a bit more damage while Evard's keep creatures out of combat. That's a no-brainer to me.
I don't care what the PHB says, damage in and of itself is not efficient and not control.
Just as a reality check, the average standard 19th level monster is going to have around 200hp, the average elite monster will have 400, and the average solo is going to have 900. If firestorm does 39 damage on average and not have any other negative effects on a creature, how do you classify it as superior to a spell that can take multiples of these creatures out of action for several rounds?
This is not 3.5e- you can no longer take creatures out in a single round unless they are minions. I don't think there's much of a doubt that Evard's is a far superior spell to firestorm. Both take out minions equally well. Fire storm does a bit more damage while Evard's keep creatures out of combat. That's a no-brainer to me.
To expand on that: In 3E, damage spells weren't control, because there were so many spells that simply shut down targets, whereas damage doesn't deny any actions before it kills the target - and actions are vital in D&D, i.e. action economy-wise, damage spells often did nothing.Control as per 4e includes AoE damage. 4e couldn't be more plain on that matter.
It is the best among the level 29 spells.You know, I keep seeing people go on and on about Legion's Hold...
To expand on that: In 3E, damage spells weren't control, because there were so many spells that simply shut down targets, whereas damage doesn't deny any actions before it kills the target - and actions are vital in D&D, i.e. action economy-wise, damage spells often did nothing.
In 3E, control is the denial of actions.
In principle, that hasn't changed in 4E - BUT: 4E shifts to a team effort and there are less hard status effects. Due to this, you don't have as much other spells to shut down targets completely. In 4E, you can usually hinder them but not deny your opponents actions (Legion's Hold is an impressive exception is hence probably the best control spell around - and more powerful than Astral Storm, as encounter spell even more so).
In 4E, control is more about making the actions of the enemy group less good or the actions of your group better.
The status effects achieve that rather impressively, damage does it more subtly:
You soften up targets for the strikers - in 3E, that wasn't necessary as the frontline hitters had enough damage output AND because shutting down complete is so much more useful. In 4E, monsters have a lot of extra hit points - even a dedicated striker will need several attacks to bring it down.
If you soften it up, you sort of get "extra actions" for the striker (and possibly high-damage defenders), because he can kill targets with less attacks.
Cheers, LT.
Well that sucks... I guess your party doesn't want to play like a team, then yeah, Wizard has a huge disadvantage... though, you are unlikely to freeze all enemies in the effects. If you do, you are hugely controlling the battle already, and the actions of a couple of your teammates *may* not be too harmful to your overwhelming victory. If they decide to move next to the immobilized melee monsters inside an Evard's.... get some new teammates...Because it also keeps your party out of the combat, or it hurts them as much as your enemies. In my party of 4, I'm the only real ranged attacker. One other character has a few ranged attacks, but then has to stitch to melee, and the other 2 characters are 100% melee. Preventing the rest of my party from using their abilities/powers leads to my party getting pissed off with me, and on multiple occasions charging through my damaging zones just to get at the foes, even though they suffer just as much as the enemies. The other characters have threatened to attack me if I put up another damaging zone in their way again, as they consider it to be "helping the enemy!"