heavily is a stretch. Pushing 2 squares instead of 3 isn't crippling, arcane reach is a tough feat to reach unless you're eladrin, then an initial 12 in dex means 15 at level 11 without any bumps on the 4/8 levels.
Pushing 2 instead of 3 isn't crippling but the wisdom push only works for orb wizards (who have an, imo sub-optimal choice and yes, i know about all the "omg stun orcus indefinitely" junk. You can only use the power sometimes, its only really strong when used against elites or solos, and the only powers that its valuable on are "Nova" powers that need to be stacked in difficult situtions rather than thrown out in pre-planned area defining powers to be as valuable as the area modification AoE's)
Thunderwave should probably be 1+wisdom or Secondary Stat of your Choice -1(or Choose between +Wisdom, Dex -1, Con -2)
Wizards are action challenged to some small degree and stuns and dazes can seriously hurt a wizards ability in an encounter. This doesn't make them less valuable than the fighter it just demonstrates that when they aren't stunned or dazed they're usually getting an action economy that allows them to gain attacks and damages with minors and moves. This is an upside not a downside.
The reason its a weakness is because without their sustianable powers they are not nearly as strong they would be otherwise. Sustainable powers need to be brought out early to be most effective. Stuns therefore don't just hamper your ability in this round(as it would for a fighter), but also hampers your ability in subsequent rounds as you are not able to sustain your power and it ends if you don't get a save before the end of your next turn. Dazes when compared to single action players(rogues/already marked strikers etc) either end the wizards ability to sustian their power(sans action point), or acts nearly like a stun(where most other players will still be able to attack and keep after their primary purpose)
Save ends powers are awesome. You can couple them with an orb wizard and seriously hinder one creature per encounter. You can simply get lucky and have a creature or two struggle for rounds to shrug off a condition that robs them of actions or defenses or mobility or all three. It can also mean free damage for rounds to come If you get 3-4 hits with fire shroud there's a better than even chance you'll get 30-40 extra damage and with a little luck you might be accumulating damage even 4-5 rounds later.
Save ends powers really aren't. You usually get 2 rounds total, which is only twice the effect of your encounter powers... The problem is first that they're competing with the more effective sustainable powers and second that their real strength can only be activated once per encounter(orb wizard), but their strength is being coupled with zones that deal damage. Now, zones that deal damage AND inflict save ends are great, but that is just icing on the cake and not a primary reason for those powers.
what's amazing about wall of fog? the -5 of stinking cloud works in both directions and wall of fog usually only is advantageous for one round.
The -5 is effective so long as there are ranged enemies. You can furthermore do nasty things by double moving a stinking cloud (you move it on your turn, then ready an action to move it again). You move it over your group for an enemies turn then move it back after they have taken damage and had a -5 penatly to their attack(preferably you then move it on top of other enemies or away from your group so that they take no penalties
Re: Wall of Fog. You stick the wall of Fog on
your own party. Wall of fog blocks line of sight, so no enemies can see you. But concealment rules say that you, if you're in the wall, can see out, because you can draw a line from one of your corners to theirs while they cannot draw a line from one of yours to theirs.
Similarly you can use it to restrict movement and make ranged attackers close.
I know, but that is not at all what he was referring to or I was responding to. The topic was the FEAT arcane reach, which is very good with the power thunderwave. The feat requires Dex.
The Feat requires dex and the feat is good with thunderwave so you need DEX and Wisdom and Int to use the feat with thunderwave which with wisdom is pretty easily one of the better at wills in the game.
Multiple Attribute Dependency...
Now, you could say that "you don't need thunderwave to be a good wizard" and you would pretty much be wrong. At-wills are essential to any optimal build and Thunderwave is easily the best with the others all being fairly lacklustre in the control department.(except maybe ray of frost) Unless you're content with not being a wizard for the majority of most fights you need thunderwave
The ability to add range on top of it(and extend its area to 4 and give you bonuses to defense for using it) are almost essential to its strength.(and its not like you don't get benefits from those feats when using other powers)
Case in Point: I am playing a level 6 dwarven wizard (18 Con, 14 wis, 16 int) and i regret not being able to push as far with thunderwave and my very low to-hit numbers.
The Wizard in my game is a level 9 Tiefling (22 int, 16 dex, 11 wisdom) and he regrets his inability to push anything with Thunderwave without Gauntlets of the Ram
Re:
Total of 41.
Yes, Staff of
Ruin: d10 crit die, +enhancement item bonus to damage rolls