Mongolia Jones
First Post
Okay, let's examine your example. So, you say 8 standard monsters. No elites or solos, and a large number of low hitpoint enemies. So in other words, a very nice group for Firestorm. I'll assume, as you did, that all attacks hit.
180 hit points for normals is not low hit points. At 19th your average fighter will have 160 hit points, 175 with Toughness.
Assume half hit and half miss, thats 59 or 39 damage (average 49). Still more than a wizard can do on a 100% rate rate with his most devastating spell.
Okay, so after you hit them the first time, let's assume that 2/3 of them have ranged attacks, so they retreat to outside the range. Let's assume the others attack you normally, and so take the Firestorm damage. Then the 2/3 use ranged attacks on you. You and your party completely mops up the 1/3 enemies in 1 or 2 rounds, with some assistance from your Firestorm. No more damage from Firestorm.
Your right, the "artillery" opponents will probably get hit once with the Fire Storm, then run away. But at least I will do striker damage, and artillery types don't have as many hit points to boot. They say ouch to Fire Storm.
Besides, it's much easier to kill an artillery type with 110 hit points than 160 hit points. Ask any striker.
A far as I'm concerned, the ongoing damage of Fire Storm is gravy, the first round damage alone make it a great power.
Okay, same situation but with Evard's. You trap about 4 enemies, (like you said) and since you can tell which ones are melee and which aren't (most likely), the ratio is more like 1/2 melee or more (probably more). So, you and your party mop up the rest of the encounter while they sit there, and the ranged guys inside also get some plinks at you and your party. Then, you all focus fire the ranged guys inside, before killing the melee guys. Some enemies could be pushed in the field or could escape, but these factors weren't considered.
But then again, your Evards is completely USELESS in dealing with ranged opponents, as they will still use their standard actions to attack your party. Boo, to the wizard for not controlling.
We could instead consider a situation with elites and/or solos as well, where Evard's would have even more advantage.
Why you shouldn't use Evards on Solos
1. You have to roll to hit (he has high defenses)
2. Solos/Elites have high saving throws (they can jump out easier)
3. Once out of the Evards (very likely) you have to
---a) successfully roll an attack with a push power
---b) successfully roll an attack with Evards with your minor
---c) assuming a 30% success to hit (roll 15+ on d20) on both means a measly 9% hes back in the Evards (only to save on a 5+ and jump back out next round)
4. If the solo isn't in the Evards (very likely), you have to blow a Minor action for nothing to keep it active
Fire Storm vs Solos Elites: (not recommended as this power is designed for a group)
Guaranteed 39 damage, possible 59 damage.
If the solo stays (like a demon would), guaranteed 18.5 damage.
If the solo leaves, make note to self and cast power on a group next time.
Er, no. It's Wizards (the company) making a bad design choice, since the War Wizards aren't very good at their role (either Controller or what a War Wizard is supposed to do). If you are comparing a "pure damage" War Wizard to some cleric spells, yes the cleric has some pretty ridiculous advantages at some levels. But even then, it's only on a few levels, and it's with a suboptimal (IMO) path.
IMO I don't think you really know if it's a suboptimal path. I think your only saying that to say it. It looks pretty good to me.
So what your saying is, that WoTC has designed a game where:
A wizard can be a:
-Control Wizard (footsie ftw) - page 157
And a Cleric can be a:
-Battle Cleric (Melee) - page 61
-Devoted Cleric (Heal) - page 61
-War Wizard (AoE damage God) - page 157 (as I have demonstrated well enough)
Yep, I will agree with that.