Forked Thread:Secondary Ability > Cleric and Wizard Controll

Goumindong

First Post
Forked from: Secondary ability benefits - why the wizard inconsistency?

Falling Icicle said:
I think you need to reread the PHB, particularly the Cleric prayers. Pay close attention to the target entry in their area effect prayers, and you'll notice how they only affect enemies, whereas almost every Wizard spell affects creatures, meaning it hits allies as well as enemies. Compared to prayers like Firestorm, Flamestrike, Astral Storm, etc, one simply can't conclude that Wizards get the best control powers at every level they gain powers. Clerics are, in many ways, better "controllers" than Wizards are!

No they aren't. There is no way that anyone in their right mind could constue Clerics to be better controllers than wizards.

They have 2 powers that are marginally better at dealing AoE damage to enemies and have no significant control elements aside from that.

Those powers described are daily and as such inherently less efficient than Encounter AoEs, which the wizard gets plenty of. As well, it can easily be shown that the powers simply are not better than equal or lesser wizard powers of similar type.

And all of this is before you get into the wizard specific abilities and paragon paths which only apply to wizard powers(or now artificer powers, since they are arcane and have spells.)

The two powers in question are Firestorm and Astral Storm. One of them does more damage because its "hit component" does higher damage, and one of them does more damage because it is all damage types and so ignores most resistances. Flamestrike is right out, its simply not better at damage than lower level wizard spells, let alone equal level wizard spells.

So lets look at that first. Flamestrike does vs ref, area 2, 2d10+wis and 5+wis ongoing(save ends), with 1/2 on miss(no ongoing).

But you don't have to look far to see that even low level wizard spells are better. Flaming Sphere(wizard daily 1) does 1d4+int/round in an area 1... but you can move it... and you can sustain it with a minor action... and you can make 2d6+int attacks continually as a standard. Over the course of a battle. The flaming sphere will be doing more damage than the flame strike simply because the flame strikes damage peters off after an average of 1.8 rounds(or something).

The same thing happens at the wizards level 5 dailies with stinking cloud. Except not only does stinking cloud persist as a minor action(and so will average many more than 1.8 rounds of extra damage), but you can knock enemies into it for 1d10+int, and another 1d10+int when they start their turn. Oh, and you can move it, and it blocks line of sight.

Now blocking line of sight is important, because at level 9(when you get flame strike). Enemy artillery is going to doing on average 2d6+5 or more damage/round/enemy. Which means that you need to factor in that these artillery which can simply ignore the cleric cannot ignore the stinking cloud and have to either move through it(1d10+int at the minimum likely more) or give up actions.

For every attack you prevent that is 1/5th of a parties action you gain. I.E. stopping that attack is like giving yourself another turn. Two artillery getting LoS blocked from the stinking cloud means that you another another get essentially free hits on other enemies.

So the equivalent damage that stinking cloud does(by both preventing incoming) and increasing outgoing starts to spike up much higher than flame strike on a spell that already did more damage out of the box.

The same thing happens when you consider Fire Storm. Fire Storm does a lot of damage out of the box and pretty decent continuing damage... And its even sustainable so there are no arguments regarding the Cleric losing damage to a save.

But it doesn't prevent any damage. While something Evards Black Tentacles will. Especially something with low reflex, like a brute or soldier. Brutes and Soldiers immobilized out of melee range not only deals damage to them, prevents them from attacking you(1-2/5 free actions/round) but also lets you easily gang up on artillery and skirmishers. I.E. the things that do the most damage. Fire storm might do a decent amount of damage, but an ice archon rimsteel, a fire archon blazesteel, or a goristro is going to shrug it of and ruin your day. Preventing you from attacking their skirmishers/artillery and dealing damage to you as well.

Such Evards is 1-2 actions ahead of flame strike per round and as it continues it just gets worse.

The best part is that since the wizard has a lot of knowledge skills and since melee enemies tend to hold melee weapons or look like melee monsters and have low reflex scores the wizard can pick and choose his abilities to correspond to the particular encounter, isolating the artillery to take down a lone brute/skirmisher/soldier, or isolating the brutes/skirmishers/soldiers in order to deal with the artillery.

This maximizes the ability of the wizard to control the battlefield and makes the powers presented explicitly better control powers than the Cleric has.

Astral Storm is a pretty potent damage power. But as a sustainable damage power it doesn't hold a candle to wizard level 25 powers. As a burst damage power it barely compares to wizard level 25 powers. As a burst power Elemental Maw does nearly as much damage and stunns, knocks prone, and teleports the enemy(typically into something unsavory, like right between a defender and striker, over a pit, or 20 squares in the air[or 20 squares over a pit] for extra damage or simply removing them from the fight entirely]. Elemental Maw is nearly on par for burst damage before we look at the control it can do which can be plenty of saved actions which means even more effective damage.

As a sustainable power necrotic web comes up way to fast, doing more damage per round, not needing an attack roll, immobilizing enemies so they cannot leave the zone, and it doesn't need actions to sustain. Which means that it will keep going even if the caster is stunned(which Astral Storm will not), or if the cleric needs to dedicate actions to other endeavors.


And through all of this we haven't even figured in the wizards increased AoE and control in encounter powers or with at will powers(such as knockback, to ensure that enemies stay in those zones and controlled area where they lose actions) which Clerics simply do not have.


Keep in mind that its already been explained how low damage push all powers can be more powerful than selective push powers, that Wizards get these abilities much earlier(Encounter: AoE Push vs ref is 4 levels earlier), they they get Arcane Reach, Spell Focus, Arcane Mastery, and Spell Accuracy, as well as extra AoE damage and control in nearly all of their paragon choices(the best of abilities which do not apply to other classes abilities)
 

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Forked from: Secondary ability benefits - why the wizard inconsistency?



No they aren't. There is no way that anyone in their right mind could constue Clerics to be better controllers than wizards.

First off, comments like this are not allowed here. You can disagree without stating that everyone who disagrees with you in your very first sentence is out of their mind.



Secondly, in the other thread which started this discussion, I stated that Wizards do not get the best control spells in the game. I did not state that Wizards were not the best controller in the game.

You changed the conversation to that. I agree with you on that. Wizards do have more control spells and more opportunities for control, hence, they are the best controllers. If you want to continue to debate that Wizards are better controllers, I won't debate you on that.


However, Clerics often get better control spells in many cases at the same level due to the fact that many of their control spells target enemies whereas most of the Wizard control spells target creatures. This is a huge boon for Clerics, even if the spell itself is weaker. And at some levels, the spell itself is not weaker.


Let's take first level as an example:

Cleric Level 1 Encounter
Channel Divinity: Turn Undead - Undead only, damage, push, and immobilize
Cause Fear - Single target move away, provokes opportunity attacks. For first level, this is pretty decent movement control, especially when combined with other effects.
Divine Glow - Enemies damaged in blast plus allies +2 in blast. Damage, but targets enemies which makes it real nice around Defenders.

Level 1 Daily
Avenging Flame - Single creature damaged and target can save against damage, or it can attack, that choice is a control.
Beacon of Hope - Enemies in burst weakened plus healing allies. Again, enemies, not creatures.
Guardian of Faith - Cleric's weaker version of Flaming Sphere (requires attack roll)


Level 1 Encounter
Chill Strike - Single creature damaged and dazed
Icy Terrain - Creatures damaged in blast plus prone and difficult terrain

Level 1 Daily
Flaming Sphere - Single creature damage, mobile, damages adjacent creatures (damage only, no control)
Freezing Cloud - Damage only
Sleep - Single creature slow and possibly Unconscious


While it is true that in some cases here, the Wizard's power has more control or is more powerful, it is also true that the Cleric's have more control in some cases as well.

Avenging Flame is much more controlling than Chill Strike.

Beacon of Hope is much more controlling and useful than Freezing Cloud. Freezing Cloud does damage. Heal/Debuff many vs. damage a few. Debuff tends to be more controlling than damage (unless the damage bloodies or kills the opponents, then it has some measure of control).


At a given level, none of the Cleric spells should be better control spells than Wizard spells. But, this is not the case (and especially not the case at higher levels).

17th level Encounter Enthrall vs. Titan's Crushing Fist. No contest here, in fact, no contest against any of the Wizard 17th level Encounter spells (against a single target, Ice Tomb is not really better because allies cannot target that foe).
 


Hmm. Why?

Because Wizards are Controllers. That is their role. Nobody (from a different role) should be better at their role than they are.

Clerics emulate the control of Wizards and often do so at a given level better. That is not good. At that same level, Wizards do not heal better than Clerics. Wizards do not buff better than Clerics. Wizards do not debuff better than Clerics, etc.
 

Hmm. Why?
1) Wizards are suppose to be better controllers than clerics
2) Wizards give up a lot to be good at that role, fewer HP, worse armor.
3) Wizards do not get better heal/buff/leader powers than clerics at any given level.

And the statement at debate:
4) Clerics get better control spells than wizards at some levels.

If statement 4 is true then there is a problem assuming statements 1-3 are true, and I'm certain 1-3 are true.
 

Because Wizards are Controllers. That is their role. Nobody (from a different role) should be better at their role than they are.

I blame the lack of wizard control features. If wizards had increased range or size with their powers, the powers could be on par.

It helps a bit once they get Spell Accuracy.
 

I blame the lack of wizard control features. If wizards had increased range or size with their powers, the powers could be on par.

It helps a bit once they get Spell Accuracy.

Level 21 is a bit late if Clerics have better control features at levels 1 to 20 (2/3rds of the levels).

Additionally, the number of squares omitted via Spell Accuracy is limited to Wisdom modifier. So, more MAD for the Wizard. Clerics do not have this limitation. Allies are not enemies.
 

Totally agree that 21 is a bit late - 11 is a bit late for Spell Focus too. As I've said in the past, I wish the wizard had its own set of control class features like the others have healing / striking / defending features.

I don't think Wizard really has MAD. You don't need much at all to have all that you need for Spell Accuracy at level 21. In addition, wizard uses other abilities _far less_ than other classes and Wisdom aids a defense and boosts other powers.
 

Secondly, in the other thread which started this discussion, I stated that Wizards do not get the best control spells in the game. I did not state that Wizards were not the best controller in the game.

I just went past the most common "problems"

Avenging Flame is much more controlling than Chill Strike.

For the moment, i am just going to address this by saying that you need to stop being disingenuous. Which is to say, it would be appreciated if you stopped lying indirectly.

I say this because Avenging Flame does indeed have a slight control feature. And so that makes it a "controlling power".

But its also str vs AC which means MAD for the Cleric.

But its also a melee attack which means the Wizard has 9 more squares of range.

But its also a daily power while the wizard power you are comparing it to is an encounter power. That means that the wizard power, being able to be used roughly 4 times per day, stops 4 times as many actions from occurring. As well, Avenging Flame can prevent NO actions at all if the enemy decides to eat the 5 ongoing damage(which it might as well do).

Beacon of Hope is much more controlling and useful than Freezing Cloud. Freezing Cloud does damage

These powers are not in any way comparable. One is a debuff/heal, and the other is damage. Freezing Cloud(the absolute worst of the wizard 1 dailies) is area denial and damage. Beacon of Hope is a leading power. Debuffs and Buffs are leading powers. Area and Action denial are controlling powers. There is a difference.

Cause Fear - Single target move away, provokes opportunity attacks. For first level, this is pretty decent movement control, especially when combined with other effects.

Already explained how AoE move is better than single target move, that it provokes is nice, but you do not get to place the enemy, and you do not get to place friendlies

Channel Divinity: Turn Undead - Undead only, damage, push, and immobilize

Is a class feature. Would you like me to explain what implement masteries do to control powers and factor that into each and every one as i have not been doing? Oh yea, and its undead only...

Divine Glow - Enemies damaged in blast plus allies +2 in blast. Damage, but targets enemies which makes it real nice around Defenders.

1d8+wis vs either Ranged 20 Enemy Only AoE at 2d8+int and 1d8+int[Force Orb] or 2d6+int blast 5. The +2 to attack is a leading power not a controlling power. Such, the power is explicitly worse than the wizard damage options.

Guardian of Faith - Cleric's weaker version of Flaming Sphere (requires attack roll)

So your argument is that Clerics get weaker spells now?

Note: The guardian has half the speed, half the range, and the sphere can make attacks at 2d6+int as well as its automatic damage.

Sleep - Single creature slow and possibly Unconscious

Sleep is an Area Burst 2 within range 20.

At a given level, none of the Cleric spells should be better control spells than Wizard spells. But, this is not the case (and especially not the case at higher levels).

Good lord no. While its true that none of the Cleric spells should be better control than the best control spells the wizard has, NONE ARE.

Classes need a range of options that overlap so that they are not homogeneous pieces of :):):):). Sometimes Wizards will want to pick up damage spells. Sometimes area denial spells. Sometimes forced movement. Sometimes action denial.

All of these attributes are better in different situations. So while a cleric power might be better than a wizard spell in some, so long as there is a better wizard controlling power its fine.

You're complaining that Flame Strike(that is the lvl 19 one right?) does more AoE than Disintegrate. Whop-do-do, because its not a better control power than Evard's, and Its the "i could use some hefty single target damage" option rather than the "i need area denial" action.
 

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