Grading At-Will Powers

While I'm not a big fan of Ray of Frost, I still think that it is a great defensive power, but very specialiced.

The number one Enemy of a Wizard are Skirmishers, since they have big move and can easily ignore the defenders in the front ... they are simply made to harass the ranged characters. The thing is that Fortitude is not the strong point of a skirmisher and if they got hit the wizard can then simply move backward and is out of range for the skirmisher.

So it is great against skirmishers (and lurkers) but the least useful at-will against enemy already locked down by defenders.
 

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Ray of Frost and Illusionary Ambush are the wizard's anti "nonmelee" powers. Ray of frost is for fast melee users and keeps them from running around slapping people. Illusionary Ambush makes controllers, artillery, and ranged leaders miss. From my experience, when the enemy group is not 75% big dumb brutes, minions, and soldiers; you'll find your self loving these two. Like elves and gnolls.
 

While I'm not a big fan of Ray of Frost, I still think that it is a great defensive power, but very specialiced.

The number one Enemy of a Wizard are Skirmishers, since they have big move and can easily ignore the defenders in the front ... they are simply made to harass the ranged characters. The thing is that Fortitude is not the strong point of a skirmisher and if they got hit the wizard can then simply move backward and is out of range for the skirmisher.

So it is great against skirmishers (and lurkers) but the least useful at-will against enemy already locked down by defenders.
1/ Skirmishers (and lurkers) have a worse Will than Fortitude.

2/ Slow is only useful for half the power's range (from 6-10 squares).

3/ Slow is only useful if there aren't any Defenders between you and it.

Now, if Ray of Frost let me Immobilize a single foe, it'd be worth targeting Fortitude. Immobilize is useful from 2-10 squares away. They could lower the damage and I'd still consider it useful.

Cheers, -- N
 

2/ Slow is only useful for half the power's range (from 6-10 squares).

Thats not true. After shooting Ray of Frost you still have a Move Action left, which give you more space than he could travel with two slow move Actions (besides Run, which would grant everyone Combat Advantage and -5 to attacks).
 

Thats not true. After shooting Ray of Frost you still have a Move Action left, which give you more space than he could travel with two slow move Actions (besides Run, which would grant everyone Combat Advantage and -5 to attacks).
If you think separating your Wizard from the rest of the party is a sound tactical move, go for it.

Next character, don't make a Wizard.

Cheers, -- N
 

I think you're underrating illusory foes a bit there - the penalty to attack is solid and combine with enfeebling strike and psychic lock and it puts a solo (the likely recipient of multiple at-wills for damage) in a pretty unenviable place.

I don't think so. The math speaks for itself, even against solos.

With a high Int 60% chance to hit (Will being an easy Defense) and a -2 for the opponents attacks (note: most foes gets one attack in a round, but there are some that get more), that's 6% of the times it is used that it actually affects combat in any way. If a Wizard uses it 4 times per solo encounter, the control aspect of this only affects an encounter one encounter in four and then only for a single attack.

The damage part of it affects ~60% of attacks, but then so again does the other (non-Scorching Ray) single target At Will powers.

Yes, it can combine with the abilities of other PCs. But, the control aspect of it rarely comes into play. And, it is only one attack that it stops every 4 encounters. The Wizard doing Scorching Burst on 3 minions can stop 6 or more attacks in 1 encounter using one power instead of using 16 powers. That's control. That's saving resources FOR the solo encounter coming up.

That said, I do mostly agree.

Yeah, it's hard to argue that Wizard At Will powers have a lot of control capability.
 

If you think separating your Wizard from the rest of the party is a sound tactical move, go for it.

Next character, don't make a Wizard.

Cheers, -- N

To be fair, he was talking about getting away from the enemy, not the party. "Farther away from the guy chasing you" and "Same distance from (or closer to) the rest of the party" are not mutually exclusive.
 

Every time so far I've been worried about a character dying it has been a result of someone getting even just 7-8 squares away from the party and getting tied up by multiple monsters while the rest of the group had their own problems to deal with.

Getting isolated is way more scary in this edition than in previous ones.
 

I think you can only grade powers in context, rather than between classes. So with that in mind, here's my take.

*CLERIC*
7 / Lance of Faith
7 / Priest's Shield (Righteous Brand is useless without allies around, this isn't)
9 / Righteous Brand (but its really good WITH allies around)
8 / Sacred Flame (small damage decrease from LoF, but great side effect)

*FIGHTER*
8 / Cleave
8 / Reaping Strike (cleave and reaping strike make a great combo because they're each best against different things)
5 / Sure Strike (this isn't that bad at higher levels, but is never great)
7 / Tide of Iron

*PALADIN*
7 / Bolstering Strike (maintain a damage buffer of temp hp)
7 / Enfeebling Strike
6 / Holy Strike
8 / Valiant Strike (bonus to hit! bonus to hit!)

*RANGER*
2 / Careful Strike (sucks because twin strike is better)
5 / Hit and Run (not bad but nimble strike is better)
8 / Nimble Strike (guarantees mobility, forever, with an at will)
9 / Twin Strike

*ROGUE*
8 / Deft Strike (its like tumble, at will. shift out of reach, then deft strike back to your chosen square)
7 / Piercing Strike
7 / Riposte Strike (a good standby for str rogues)
7 / Sly Flourish (a good standby for cha rogues)

*WARLOCK*
8 / Dire Radiance (can be used to control movement. hit with it, then position yourself to obstruct)
6 / Eldritch Blast
8 / Eyebite
7 / Hellish Rebuke

*WARLORD*
6 / Commander's Strike
6 / Furious Smash
6 / Viper's Strike
6 / Wolf Pack Tactics (none of these leap out at me, all are ok though)

*WIZARD*
7 / Cloud of Daggers (secretly, this just does 1d6+int+wis, with wis on a miss, the rest of the text rarely comes up)
7 / Magic Missile (only good for range, but not bad if paired with scorching burst since you need one single target at will)
7 / Ray of Frost (good if you're a cold focused caster with the right feats)
9 / Scorching Burst (the best of the best, AoE on tap)
7 / Thunderwave (good, but not great, the need for a close blast can be better filled with encounter powers)
7 / Illusionary Foes
 

I also don't get why people think Slow is so great. I would never pick Ray of Frost over any of the other At Will single target powers. Slow is pretty lame unless combined with something like Difficult Terrain AND Prone (with just one of these, a Slowed creature can still sometimes charge, both are needed to prevent a charge).
I talked to 3 CSR for the fun of it asking how slow is supposed to work. 2 of the 3 said it allows a move of up to 2 and no more each ROUND. Period. double moving for 4 or running being the key there.

The 2nd one said it was as you mentioned (can double move for 4). I think the greater then 2 is taken from the part where if your slowed while moving, if you've moved more then 2 stop.

In anycase, I've used the majority opinion on slow (max of 2 move, period, save for forced movement) and it has found new and often painful respect.

It is not the best thing since sliced bread for sure. But with a max 2 move, it can hold off some (especially skirmishers and lurkers) monsters for 1-2 more rounds.

I suggest ya try this ruling and you too will like the effect more.
 

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