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Cloud of Daggers can prevent flank. You shouldn't consider only the character in a vacuum.
Note: Cloud of Daggers for an Orb user can be put into three squares at the same time (one extended one in round one, one standard action on round two, one action point on round two) which can really screw up enemy tactics and help party tactics. Sure, it doesn't last long, but it can really screw up a Paladin marked opponent (maybe even a minion) if he has to walk into a CoD in order to attack the Paladin (or take damage from the mark). Ditto for Fighter marked synergy with CoD. If the marked opponent moves out of the CoD, the Fighter gets to attack.
Lots of synergies with Cloud of Daggers. Like you said, you shouldn't consider only the character in a vacuum.
I guess this depends on your DM, but I find a lot of the area denial arguments about CoD unpersuasive. If a enemy has to choose between losing a turn or getting blasted by range another round vs simply charging through the daggers, I think he is going to go right through them. Similarly to try and finish off that pesky wizard that is whittling him down, its probably well worth the damage just to get flanking and smack the squishy with his big attack.
The daggers have no status effect, its usually going to be a measley 2 or 3 HP of damage which is not much against the inflated HP of 4e creatures. All things equal no one is going to step in that square for the fun of it. But in the life and death of combat where every round is critical, not losing a turn or avoiding a bad tactical situation, outweighs the minor deterrence it provides.
Still the damage alone can be an argument over MM, but as a 'control' spell its pretty weak.
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