Think about it this way, does the warlord often have difficult decisions where two people need his inspiring word? Usually for our group there's just 1 person who is in danger. If you ever get to a case where everyone has taken significient damage, somebody is either being reckless or not defending the party properly. Monsters with blast powers can change this but blasts are usually encounter abilities and rarely do 1/4 of a PC's hps on their own.
That being said, there's not too much difference between a B+ and a A- so the power really could go either way. I don't think it has the flexibility to rate an unqualified A but it does have the raw power in certain situtations.
Inspiring word and healing word are different in that you usually reserve them for people who are in the bottom 1/3 of their hit points. I totally agree that there are few rounds when two people are both in danger of going down (though it happens fairly frequently over the course of a career) it's not really that important to this power. We're talking about pc's all having taken some damage not all being bloodied. My experience has been (admittedly we play in a dangerous campaign) that by the time someone is down to 25-35% of their hit points then everyone is damaged to some degree. 15th level pc's have roughly 80-130HP's if we wait until the defender has taken 90-95 damage (our fighter and rogue get targeted a lot in melee) the odds that the cleric and wizard have 20+dmg is very high. 5 x 24-34 = ~140 hp's of healing without a surge. That's a pretty giant impact on a combat. I agree stand the fallen is also very powerful but it does cost 5 surges AND if you miss there's no benefit. Missing with renew the troops is still 70'ish healing. That's a very very large benefit. Both these powers scale well with levels. At level 30 this power might heal 300HP's on a hit (the miss values don't scale as nicely so there is a decreasing ROI with advanced levels).
This poses an interesting question. My personal belief is that PC hit points are approximately twice as valuable as monster hit points. i.e. if your rogue is standing in the middle of a group of creatures doing 25-30 damage per round but taking 15-20 in return you're probably getting a negative net return in terms of projected victory int hat encounter. I would be interested in hearing other peoples perspective on this. In fact i'm going to start a new thread.
here
One thing that you might be overlooking is that it an escape action only takes a move action and thus can be attempted twice and it targets the wizard's weakest defense (athletics vs fortitude) making it very likely that at least 1 creature will escape and move away. If both creatures escape and move then the wizard has to spend 2 movement actions and his minor to attempt to reacquire his targets. Giving up your move action is a big deal as you often have to shift to get away from an adjacent monster or move to get line of sight on another. I agree that the hands can do quite a bit of damage but you sacrifice too many of your own options for it be an A level power.
great point on the double move, but doesn't that effectively mean that a monster's turn is wasted by the hands? Spending your move action to do damage hardly seems a waste. In fact I think the spell is only enhanced by creatures escaping the grab. If one creature escapes and one doesn't I have the option to use my move action to grab the escapee. If that hits I get a free "clap" so I've scored for 6d10+30 dmg without using a power, I have at least one creature grabbed (burning up their actions) and admittedly I've spent all my actions they're very well spent. If I miss with the grab (I might use an AP or force a reroll if I have that ability looking to score the 6d10 whammy) but I still have one creature held for my minor, I can move if I'm pressed by a bad guy or I can take a standard and unload an encounter power. The perception that this power is using too many actions is faulty. Wizards generally deploy a daily and then ride that daily through an encounter. This lets them preserve their other dailies for the rest of the day. I can sustain this with a minor and use my move and std elsewhere, but that's rarely going to the case as most times this spell gives me the option of making two attacks by trading my move for an attack. 2d10+10ish. How many powers let you attack with your move action? This doesn't even factor in the effect that the grabs are having on burning up two monsters actions.
Otilukes on the other hand gives no option for escape if you hit. You know that the monster will be stuck there for 4-5 rounds or more if you target a leader or controller like the Drow Priestess who will be lucky to break out in 15-20 rounds. I don't rate it higher than a B power as it still needs to hit and doesn't do anything but hold a monster but it is still more "controlerish" than the hands.
more "controlerish" is fine but doesn't really speak to which is "better". I did just realize that otilukes has another advantage over hands. If you're an orb wizard you can lock in the immobilize on a miss. Probably not as good as other affects you could lock in but still an advantage. I agree otilukes might be devestating on some creatures in some situations. Drow Priest is a great example but, hands can snatch her up on about an 8 attack roll and hands have range 10 while she has range 5 with everything but her darkfire power so if she's grabbed and held in the 6-10 range her powers are greatly crippled and the other hand can snatch up a drow blademaster and beat her to death with it. My perception is there are a lot more situations where hands will have an advantage over otilukes. Even in this example, if you miss the priestess how much benefit are you getting from otilukes? My point being if you miss 45% of the time hands crush otilukes by a factor of 10. In the other 55% I think the two powers are close to equivalent depending on the situation. If otilukes had the reliable keyword how much better would it be?
Why does no one discuss stunning steel? It appears to me that two attacks both with stun is pretty mighty. Damage is low but the opportunity to stun two creatures or at least the high probability of stunning one seems pretty strong. Comparable to confounding arrows in a most favorable way to my perception.
*WARLOCK*
NA / Curse of the Golden Mist
C- / Fireswarm
A / Tendrils of Thuban
C- / Thirsting Maw
Tendrils of Thuban is an area immobilze that does good damage, and the sustain minor attacks again and immobilizes. With a little work you can keep a melee enemy locked down for a very long time with no way to get out (which is why I'm rating this as highly as I am, much to some folks' surprise I suspect). Solid damage, powerful control effect, nice sustain.
totally agree. This power is one of the best area damage powers because of the combination of immobilize and the mechanic for it to sustain itself through the new attack. Coupled with slide/push/shift/pull mechanics this power is potentially a lock in some encounters. Lasting frost/winter touched combo makes it frighteningly powerful. The flavor says the tentacles reach down from overhead (I know flavor has no game effect but...) how do you play this power or a power like it against flying creatures? I guess my first instinct is the burst 1 means it can hit everything in a 15' cube.
*WARLORD*
D+ / Make Them Bleed
B- / Renew the Troops
D- / Warlord's Gambit
Renew the Troops is basically Mass Cure Light Wounds (Utility 10) with slightly better range and healing a bunch less if you fail to hit. In truth, it would possibly be a better power if it did no damage and didn't make an attack at all. In the meantime, it is a big chunk of free healing which is still appreciated in the right circumstances. If you're not worried about surges, though, Stand the Fallen (level 5) is probably a better power so its rating can only be so good.
I don't understand why stand the fallen is better. Surgeless healing on a hit or miss at range line of sight means renew is much better. Surges are like firearms. You don't need one very often but when you need one you really need it. The definitive "we must long rest" resource is the minimum number of surges left in the party.
*WIZARD*
B+ / Bigby's Grasping Hands
C+ / Blast of Cold
B- / Otiluke's Resilient Sphere
A- / Prismatic Beams
A+ / Wall of Ice
Bigby's Grasping Hands is likely an action hog, potentially using up all of them in any particular turn, but grabbed is helpful, its damage is solid, and honestly clapping enemies together is a little hilarious.
I find the concept of "action hog" to be kind of questionable. If you have some reason to not use the hands you can sustain them for the price of a minor and move/std as normal. Wizards don't have a huge use for their minors (other than sustaining dailies) so unless you're planning on burning through many dailies in one encounter this is not a significant cost. When considering the action usage you have to say what else would I do with my actions? If you can unload a fireshroud on 7 targets and thereby get 3-4 ongoing 5's started by all means use your std to fire an encounter power but in a lot of rounds a wizard can stand still (if you're playing with sphere you frequently stand still to move the sphere, same with stinking cloud) and hands are super flexible in that you get to make numerous attacks on your move action over the course of an encounter. Even if you never get to "clap" them heads together you're going to repeatedly get to make two attacks in a round on targets up to 21 squares apart and beyond a respectable damage they wind up grabbed and almost forced to use at least one action to escape. Strength vs wizard reflex is not a great deal for a lot of creatures. That drow priestess is gonna be in a world of hurt if your reflex/fort defense are ~25 which by 15th level is almost a given, take great fortitude and she's really in trouble. If she does get lucky and escape, you simply scoop her up again. The sound of clapping drows fills me with joy
Otiluke's Resilient Sphere is a peculiar spell that won't be for most people, but it removes most enemies from the fight for multiple rounds (effectively for the fight, in a lot of cases), immobilizes on a miss, and can be used defensively in rare circumstances.
I also skipped the defensive use though it's hard for me to imagine many chances for this (restraining the dominated might be one). I did however take another look at sphere because of this and it occurred to me that the drow priestess example might be flawed in that the priestess can have her minions cut her out in a round or two (the group in the proposed encounter level 15 can do about 90 damage in a round average more if you let the warriors flank) if you throw in some grimlock minions like the other encounter they can bust her out in a round which effectively would make sphere equivalent to giving the party a surprise round. This also brought some interesting questions to mind. Can drow warriors gain CA vs an otilukes sphere? Does the drow priestess aura still work through a sphere? (I think so)
Prismatic Beams is a large close burst of enemies only that actually does solid damage and dazes. It's pretty unforgiving of low rolls, but its expected damage output can be quite high and dazed enemies are easy to disengage from.
I agree this power can be pretty potent against a group, and it has the huge upside of only impacting enemies but if you don't get at least 4 targets what is your expected outcome? If you get 4 targets I would think on average you get about 1 creature hit by all 3, 1 creature hit by 2 powers, 1 creature dazed and one creature missed. Something like 3 dazed, 2 with ongoing 5 one of which took 17 ish damage and the other which took 34 ish. So assuming you get a clump you probably score about 75 damage and 3 dazes with this spell. If the targets are more spread out you have a much smaller return offset by the rare cases you might get 6 targets and score 4 dazes, 100+ dmg. Don't get me wrong, I like this spell, but bigby's seems equally as effective even in the best case where you score a pile of dazes (bigby's will score a pile of immobilizes over the course of the encounter) but this spell can strike out or have low impact on certain encounters (any encounter with less than 4-5 monsters will severely limit this power) where as bigby's will not have that limit and bigby's will almost always win out in damage production and since neither is likely to put a 15th level monster down right away I think the repeated application of 2d10+Int far out weighs the burst of 2-6 2d6+Int's that you'll likely gain from this. Reviewing powers is obviously highly subjective and there's never going to be a 100% right answer when powers are close but I think bigby's gets a bum rap and the grabs are a lot more powerful than they get credit for. The automatic damage to held creatures is giant, how many automatic damages are there that get 4d10+20'ish?
Wall of Ice is absolutely brutal. You get automatic damage against any enemy you put next to it, can truly screw certain enemies if they're trapped inside it, etc.
Totally agree. This has everything a wizard can hope for, it can control by blocking or separating enemies into smaller groups and it can cause serious damage in the right terrain. Can you drop wall in a square that's occupied? What happens?
APC, if you strongly feel that immobilized is better than dazed, then simply consider all immobilized powers to be an appropriate amount stronger in grading.
I feel they both are strong. Situationally better at times with a slight edge to immobilize as it's often more likely to lead to a no attack action turn for the monster.
If you were ranking conditions on a scale from 1 to 10, how would you rank the following?
Great question! I used decimals because I feel daze and immobilize are really close, my initial point was always that immobilize was being treated as less than daze by other posters when they're really pretty close and i think immobilize has a slight edge.
Stunned - 9.0 - short of dead or dominated this just rocks.
Dazed - 5.8 - if they can charge it's a small benefit but CA is always nice and taking away an action is always good.
Immobilized - 6.2 - it's more likely to limit a bad guy to no attacks than daze, and can lock someone in damaging terrain but also hurt by teleport and doesn't grant CA.
Prone - 3 - takes away an action to get up, but the bad guy has options, can charge etc. CA is limited to adjacent or else I would probably call it a 4. There's also no chance of it being ongoing like daze/immobilize/stun.
Weakened - 3 - doesn't take away an action but it can cut down on average expected damage by a small amount and it can be ongoing.
You're right, I am surprised that you rate Tendrils of Thuban so highly. It's not a bad daily and it's probably better than the other options at level 15 but it still only inflicts immobilize which I say one of the weaker effects. Would you rate a power that did "immobilize (save ends) Saves against this power have a -5 to the roll" as a A grade power?
No but this presents tendrils badly. First tendrils does damage as well as immobilize. Second your example with the -5 (equating -5 to the chance you'll hit after a save) negates the ability of tendrils to reacquire it's hold on you in numerous ways. Someone knocks you prone or slows you in the area. You get thunderwaved back in... etc. save ends -5 to save is over as soon as you save and as such it's bound to end. Tendrils is vastly more likely to keep you held longer or get you again once you escape AND it's doing significant damage on top of it. It's value in combination with other things can't be ignored either. If you couple it with lasting frost and winter touched now the save would be effectively -6, everyone in the party is also gaining CA if they took winter touched (which is pretty likely if you have a wizard or warlock working this combo) and the damage is going up by about 30%. Any class that isn't the wizard who can put down a zone of pain is a serious threat since the wizard has so many ways to move you into it or keep you there. Pretty nice combo with positioning strike, and various fighter powers that push or slide you as well. Only thing that's bad about it is that it target fort which is usually higher on the tough monsters. The feat combo helps by making it 10% more likely to grab you again.
Consider the case of the poor Drow Priestess who is reduced to making +8 attacks against the rogue who should have a fort defense around 23 if he is an artful dodger and around 28 if he is a brutal scoundrel.
Who decides what defense you get to target on a grab escape? I've assumed it was the attacker. The escapee allowed to choose to make an athletics check vs fort (basically a strength vs fort if you're untrained) or a dex vs reflex if you don't have acrobatics.
They certainly can, with multiclassing and other features. They can also take their own lower level dailies. Or ones from other sources.
I should probably start a new thread but when it comes to multiclassing it's been my experience people take cleric or a striker class if they multiclass. Be interesting to see a fighter/rogue/warlord who took wizard and then traded out a daily to gain an auto damage zone. Pretty potent if your martial type is dropping stinking cloud on the battle field so the wizard can lock people down in the area. Are all those creature marked? Maybe someone should fork this to a new thread if we want to discuss it.
I think Bloody Path is one of the coolest powers, so I'm very sad that it's not more effective. If it were a move action, I think that'd probably do the trick.
anything that lets you do attacks with your move action is pretty powerful.
Fwiw, I'm playing an Inspiring Warlord now... and Stand the Fallen (level 5) is actually a better power for the play that I've experienced so far than Renew the Troops (level 15). In a Wight heavy area, Renewing certainly has a lot going for it, but Stand the Fallen is exactly as much damage and reliably more healing and running out of surges has oh so rarely been an issue.
how so? this confuses me in that stand can miss and do no healing where as renew does 10+cha even on a miss. line of sight and not using surges are also both benefits to renew. stand is clearly a nice power but so is renew and renew is clearly superior though you could possibly make an argument that level 15 vs level 5 it should be more superior.
How superior is wall of ice to stinking cloud? If you're in an outdoor adventure is wall vastly superior? Wall's damage is going to be primarily concentrated in the first two rounds or concentrated on 1-2 creatures encircled. The cloud can follow a moving enemy or enemies and keep doing damage far into the combat. d10+int vs 2d6+int isn't a huge change for 10 levels. granted wall can block movement in closed environments but as I pointed out sphere can follow the battle in open environments. It's a lot more likely cloud will be doing damage 5 rounds after it's cast than wall will. I think the upside of renew is similar to the upside of wall if not greater in that it can't miss.
That said, other groups seem to have issues with people running out of surges so I'll bump it upwards a little so at least it counts as an above average level 15 rather than an average one
Single most important resource a party has. We try to never get in an encounter when the rogue or fighter doesn't have 3 surges or more.
If melee are gaining CA against an immobilized target, then that highly limits the potential effect of the immobilize.
I agree, I was pointing this out as a counter point when someone pointed out that CA was so valuable. I would always avoid moving adjacent to the immobilized creature and work on someone or something else while he was held. My point being that immobilize preventing the creature from being in combat is way better than the advantage of CA. End result, being charged and attacked by the dazed creature even though it's granting CA is inferior to the creature losing it's attack because it can't reach you.
Not really - but the immobilize trick is only useful on melee only monsters, so it was to show the effect of daze on a melee only monster. The defender can similarly shift back 1 square and the creature can't engage the defender so might have to charge someone other than the defender, possibly provoking, etc - I've actually done this with my fighter and stopped a monster's movement (and turn).
you're comparing "might" not be able to attack to definitely can't attack.
Similarly if you daze a ranged combatant, they have to choose whether to provoke OAs when they make a ranged attack or to fall back on a crappier melee option.
how is this different from immobilize? If you're adjacent to the archer he can't shift and fire he can just fire and therefore provoke an opportunity attack. If you choose to move out of range, he can't pursue you if he's immobilized. You do get +2 on the OA which is a small benefit but not as he'll likely choose the melee option.
Immobilize and Daze are both very good options, though worse than stunned. Immobilize is situationally useful. Daze is universally useful.
totally disagree. daze is equally situational. If a melee creature charges you he gets +1 ATT and you get +2 for CA. this is a tiny benefit compared to the possibility that a melee create can't attack at all.
I'd imagine so - but that assumes you're all that worried about preventing attacks. Focused fire and killing things prevents attacks too, after all
from a purely math standpoint limiting enemy attacks while maximizing pc attacks is the key to winning encounters. PC hit points being double the value of monster hit points taking away a monster attack is equal to granting two pc attacks of similar power. I agree focused fire is a great tool, I just don't see that the +2 from CA even remotely makes up for a lost monster attack. The extra damage accumulated from the CA is good for the party but over the course of a campaign I think you'll find that holding bad guys in adverse situations and/or preventing attacks from being delivered is equally valuable.
There's a shaman power that does back up the argument that you have to declare targets, then resolve:
Effect: Make the attack one more time against the same target or a different one.
I'm unsure of what is correct but resolving each attack seems logical and more fun.
That Effect is unnecessary if 'two attacks' allows you to resolve one attack then decide the next... so either the designer was misinformed on the rule, or the interpretation that you have to declare targets for all the attacks is RAW.
I don't think you can interpolate from a detail being added on the shaman power that it's purposely not added elsewhere because the editing is woefully inconsistent. RAW is based upon what is written not what is implied by an omission. Unless it says somewhere you must declare all targets of a power before resolving then the RAW is actually that you must declare all targets of an attack and some powers allow multiple attacks that are each resolved separately. The uniform damage rule is a little troubling to me and I think it's simply a time saver simplification at the expense of game play/reality. It certainly makes a lot more sense if one guy can be cooked by fireball but another standing just a few feet away can just be nicked. There are a lot of guys who would be dead if grenades always did the same damage to everyone in the aoe.
It was _theoretically_ broken before... if you've seen some of the explanations, it used things like multiple characters to setup a situation in which you hit on a 2 for all the attacks in the sequence, had +100 damage per attack, and had 3 or so rerolls to unroll 1s. At which point you were hitting 800 or so times so everything exploded. At 5 attacks, you can still setup that crazy stuff and it will do the 500 damage... so it's certainly powerful, but in the same situation Confounding would do the 300 damage and stun (save ends)... and Twin Strike does 200 damage... so, eh?
I don't see how it could do 100 damage per attack but I guess I could google optimization threads and find out what was discussed. in any event, if you burn up 3-4 other powers and actions to set up this situation how powerful is it really? I've never once had an attack roll hit on a roll of 2. We had a rogue put the serious hurt on someone with an attack roll of 6 and we thought that was pretty fantastic.
Do make sure when you look at a power that you look at it at more than just immediately when you get it, but also over the course of how long you have it... so level 15 through 28 you'll have this power.
great point, not all powers scale that well.
This is a great thread, thanks keterys.