- Don't have to hit to trigger FoT's effect either.
- Effect of FoT has a burst 3 area. With a cleric staying in range of the biggest grouping of monsters, you rarely have a problem keeping the effect on everyone.
- You could activate the effect of FoT before entering combat as well... although why you would want to is beyond my comprehension.
- A -2 to hit can potentially counter more damage than a flat 5 damage resistance.
- Ok, so it has one advantage, countering 5 ongoing damage.
- FoT only requires a minor to sustain as well.
- Only one way to counter FoT as well.
FoT, however, has the MASSIVE advantage of a burst 3 attack against creature's will's to daze them (save ends). Dazing half the combatants radically alters the battlefield. They can't make op attacks, so you can all move freely around, or retreat easily. Only one action means knocking things prone or shifting/pushing/sliding effects are much more powerful, and granting combat advantage to everyone.
Resist 5 is nice, but a -2 to enemy attacks is potentially more powerful as it counters effects as well as the damage, and the damage countered over the course of a battle could potentially be far more than the resist 5 does.
MoG pushes 3 and knocks prone on a hit, too. That eats a monsters move action standing up, and they grant CA while prone, and take a -2 to hit if they attack while prone.
A zone is easily avoided by ranged monsters.
A zone is easily avoided by dragging/pushing/pulling/teleporting your allies out of it.
Save ends effects last an average of one (1) extra turn against minions and standard monsters (55% chance of save every round). Against a solo or elite, they will last only 1 round, at most.
A -2 to hit makes a *difference* on a hit roll only 2 of 20 possible rolls (10% of the time). The rest of the time your -2 has NO effect. For example, if the monster needs a 15 to hit your allies, the -2 only makes it miss if it rolls a 15 or a 16 on the die. Anything else will still hit, or would have missed anyways.
To get the daze effect, you have to hit the monster, which may be difficult depending on your stats - MoG's DR effect helps your party whether or not you hit, whether or not they move around.
MoG allows your cleric to 'raise shields' on the team, then move to a safe location to sustain it. FoT means your cleric has to stay in easy blast/burst range of the biggest concentration of monsters to be effective...which invites them to counter your FoT by blasting you.
Under some *specific* circumstance, FoT *might* possibly be better than MoG...but the other 99% of the time, MoG absolutely rules. Use MoG in some adventures and see for yourself - it is far more effective in play that it seems on paper, bordering on broken even.