WalterKovacs
First Post
Actually, Cloud of Daggers is basically just damage as well. With the wide open encounter spaces in 4E, it brings very little to the terrain equation.
And you are right. It is slightly more than just roll damage. Just not a lot more as per the other poster. Typically, pushing someone a few squares or slowing them is not a real lot of variety. Especially when you only have 2 or 3 choices when the good stuff runs out.
Pushing or slowing a character may not be a lot of variety, but that just means you have to be creative in their use.
A slowed character can't shift, and is stuck with having 2 motion. Slow can keep someone stuck in a flank [unless they move and provoke from both flankers] or keep them at a distance. There are similar helpful things that come out of pushing [heck, if nothing else you get them off of you].
Cloud of Dagger can be useful in tight passages, especially with orb mastery. If your party can move people around they can get a bit more out of it by pushing people into those squares. Also, Cloud is an area attack. This does more damage against swarms, and ignores concealment penalties.
Thunderwave is a close attack, which doesn't provoke [not to mention pushes people away from you] and it attacks against multiples.
Scorching is an at will ranged Area attack that hits more than a single square ... it's another thing that only wizards get.
So, ultimately, compared to other classes, you have Ray of Frost and Magic Missle ... the others are stuff other classes don't have.