A wizard has to work at it to avoid picking up anti-minion powers. So we only really need to pick powers for 4 groups of monsters, not 5. There are three options that appeal to my love of needless symmetry.Minigiant said:Controllers have to messed up enemy tactics. They need:
anti big tough melee guy powers (soldiers, brutes)
anti fast and sneaky melee creature power (lurkers, skirmishers)
anti minion power
anti ranged damage power (AOE damage controllers, artillery)
anti controller/leader power (nonAOE controllers, leaders)
But you only have 2 at will, 4 encounters, and 4 dailies at most. You have to either spread out your powers against a lot of types or foucs heavily on a few type. If you spread your powers, you only get 1 or 2 tries to control any given type for 1-4 turns. If you focused your powers, you put all the weight on your allies and are praying not to see many of the ignored types.
1)Select one encounter and one daily power for dealing with each category. If a few of the critters from the category appear in the encounter, hit 'em with the encounter power. If a lot of them show up, or if your encounter power doesn't stick, hit 'em with the daily. It provides partial success at least.
2)Select two encounters and two dailies for each of two categories. I recommend the two melee categories, because I suspect a monster team without some kind of front line is going to get eaten alive by defenders and strikers. This way you've got 4 options for dealing with each of your appropriate categories, and two of those options are certain to achieve something.
3)Select all of your powers to target one category. You'll have trouble being optimally useful in some battles, but when you run into your preferred target, you will own the battlefield.
One of the beautiful things about being a wizard is the spellbook. If you're hitting an orc camp, where you might expect a lot of brutes, you can load up your dailies with anti-brute spells. Your encounter powers will probably not be ready to target brutes, so you can use them for any enemies in the other categories that happen to be around.
While it's not the "have a wand for every possible situation" from 3rd edition, 4th edition's implements do have a variety of powers available. Carrying around a backup wand with a power that targets the category you are otherwise least equipped to deal with is entirely reasonable.Minigiant said:In 3rd, you could grab some wands and scrolls for special monsters and load your lower level slots with special spells and handle almost anything. In 3rd, when you hit someone with a condition, it stuck for a while.
In 4th, you're stuck with what powers you got and force allies to take what you can't handle. In 4th, when you hit someone with a condition, it sticks for a bit.
On the issue of durations, I suspect that the change is designed to keep combats dynamic. You can no longer permanently remove a foe from the entire combat with a single spell. So you have to keep an eye on what everybody is up to all the time.