Otherwind Stride and Thundering Gust are also, IMO, balanced. TG can either be used to slide enemies away from you so that you can walk away, or you can sacrifice a bit of the AoE in order to gain immunity to melee attacks for one round. OS, on the other hand, requires you to already be surrounded in order to maximize it's potential as an AoE, and is a short teleport. Odds are that any creatures you missed will just charge after you on their next turn. We may as well ignore the non-immunity to ranged attacks, because both powers share that. OP boards aside, they seem balanced to me. TG can make me immune to melee attacks no matter what. OS only makes me immune to the melee attacks of creatures it hits. I'll go so far as to say that not requiring an extra move action would make TG too good!
You might not be seeing all of the tactical possibilities here.
The 5 main different ways to gain the flight immunity with Thundering Gust are:
1) The Sorcerer moves up (or shifts) within 10 feet of foes, Blasts, then uses an Action Point to fly away. Disadvantage: the Sorcerer can only attack foes in a 2x3 and used up an action point to get the immunity. Assumption: the PC can move to a spot where the foes are all nicely arranged for a partial blast and allies are not.
2) The Sorcerer moves up (or shifts) within 5 feet of foes, Blasts, then uses an Action Point to fly away. Disadvantage: the Sorcerer probably gets OAed and used up an action point to get the immunity. Assumption: the PC can move to a spot where the foes are all nicely arranged for a blast and allies are not.
3) The Sorcerer is already within 10 feet of foes, Blasts, then uses a Move action to fly away. Disadvantage: the Sorcerer can only attack foes in a 2x3. Assumption: the odds of the situation being this perfect without allies being in the blast zone at the start of the PCs turn are extremely slim. The easiest way to accomplish this is to be 5 feet behind another melee PC who has an action shortly before the sorcerer's, the ally attacks and then shifts back next to the sorcerer. The sorcerer than blasts. Alternatively, if an allied PC whose turn is shortly before the sorcerer's uses a power to slide PCs and NPCs around, it can be arranged. But, it's typically not that easy to manage this type of group cooperation encounter in and encounter out, just because of how chaotic encounters tend to be.
4) The Sorcerer is already within 5 feet of foes, Blasts, then uses a Move action to fly away. Disadvantage: the Sorcerer probably gets OAed and again, the odds of the foes already being arranged well for this are slim. Better than in case #3 because NPCs might be 5 feet away attacking the sorcerer, but a situation where NPCs are in blast formation and other PCs are not and the Sorcerer doesn't have to move first is a bit rare.
5) The Sorcerer is already within 5 feet of foes, Blasts, uses a Move action to shift back one, and then uses an Action point to fly away. Disadvantage: the Sorcerer used up an action point to get the immunity and the odds of the situation being like this are identical to #4.
All in all, none of these 5 are that likely or appealing.
Granted, with the proper set of magic items, other powers or allied assistance, a Sorcerer might be able to pull this off a little easier. For example, Drow Sorcerers have an easier time because of Cloud of Darkness. But from actual game experience with TG, the melee immunity from the fly rarely happens in actual game play. The moon and stars are just not aligned well enough and often enough. A lot of times, the Sorcerer can only catch one foe in the blast to get the immunity, or the Sorcerer does the slide instead of the fly because the slide has a larger tactical advantage.
The slide aspect of this power is often more worthwhile and doable than the fly immunity aspect, so the very fact that the Sorcerer has a choice means that he'll be using the fly immunity less often by definition.
The fly immunity here is mostly illusory. With it being an encounter power, a storm sorcerer might be lucky to get the fly immunity once per adventuring day, a few more times if his PC allies go out of their way to help with it or he finds a racial or other trick. The immunity odds are slim or resource costly (like using an action point or risking an OA).
Let's look at the different ways to gain the immunity with Otherwind Stride are:
1) The Warlock moves up (or shifts) within 5 feet of foes, Bursts, teleports away. Disadvantage: if he doesn't hit, foes are not immobilized. Assumption: the PC can move to a spot where foes are in the burst radius and allies are not.
2) The Warlock is already within 5 feet of foes, Bursts, teleports away. Disadvantage: if he doesn't hit, foes are not immobilized. Assumption: the PC has foes and not allies around him. The likelihood of this is actually fairly high. Melee NPCs will sometimes move up and attack the warlock on their turns, so it's even expected that this situation will occur on occasion.
So, the warlock has two basic ways in which this can occur, and one of them is fairly likely. The warlock typically gains concealment from Shadow Walk when using this power and can often teleport behind other PCs to make it harder for the NPCs to still attack him. If he hits any NPC, that NPC is immobilized and not only does the Warlock get melee immunity from that NPC, so can all of the other PCs. Even a Defender fighting an immobilized NPC can typically shift away and attack/charge a different NPC.
And the Warlock never has to use an action point and/or provoke an OA to pull this off.
And just like the Drow Sorcerer can use Cloud of Darkness to help out, an Elven Warlock can use Elven Accuracy to help out. In other words, yes, there are ways to improve the odds for the Sorcerer, but there are also ways to improve the odds for the Warlock as well. That's pretty much a wash.
Tactically speaking, the melee immunity from OS is hands down better and easier to achieve than TG because the Sorcerer typically has to have just the proper set of somewhat rare circumstances to pull off the TG immunity. The situation for the Warlock comes to him because melee NPCs will come up and attack him from time to time. He doesn't always have to set it up. The DM will set it up for him. And the type of foes who come up to him and attack him tend to be melee foes: the perfect type of foes to immobilize. And the Warlock immunity often helps out the entire party, not just the Warlock. Even a single immobilized foe is a foe that might not attack anyone else for the next round.
Sure, the Sorcerer might be safe in the sky, but the attacked NPCs that s/he left behind still can attack with any of their attack abilities. If NPCs are attacking a Sorcerer with melee attacks, they have already gotten behind the front PC line. The NPCs attack and knock out the party Leader instead of attacking the Sorcerer. Opps.
And this does not even take into account the other advantages that teleport has over fly that I mentioned up thread. For example, a grabbed Sorcerer pretty much needs to use the slide aspect of this power and cannot gain the immunity. A grabbed Warlock just uses the power.
And sorry, but slide is nowhere near as potent as immobilization unless you can slide the foe off a cliff or into hindering terrain. Yes, those situations do occur, but the immobilization is just that much stronger than slide as a general rule. Slide rarely prevents foes from taking actions or forces them to use sub-par ranged attacks.
In fact, one of the enjoyable things that evil DMs can do is have monsters immobilize melee PCs and then shift back. It's a hoot and you'd be surprised at how quickly a player will have his melee PC go acquire a ranged attack somehow after that happens a few times.
I suppose this may be one of those cases where we'll have to agree to disagree...
Probably. I do know which of these two powers that I can take better tactical advantage of as a player. They are not even close to being even.
Course, I can easily find a lot of difference in utility and power between two same level powers for the same class, let alone different classes. I sometimes wonder about D&D power designers. They don't seem to understand the concept of balance because there are many powers for many classes at many levels where there's only a few really good powers and a lot of pretty darn mediocre or lame powers.
