I went into this in an earlier response, but just on the basis of one ranger using Confounding Arrows it compares nicely, and that's not the full extent of possibilities for it. I don't want to set it as high as I did, but I also would never want to design something that had a greater bonus to attack, etc.
My point is that it's very party-dependent. The pregens at the LFR preview I played at Origins definitely weren't designed for the power, with only the warlock getting a real benefit. Everyone else was melee oriented except the wizard (who was poorly designed by not having Scorching Burst or Thunderwave).
Light blades and spears are -1 damage per W, so I get that... but what's wrong with flails?
Lower attack bonus than blades, less impressive feat choices than blades or hammers, not as many good choices for magic weapons, and the 19 Dex requirement for Flail Mastery is a killer. They're good for one thing - attacking people with shields (at Paragon tier and higher). Otherwise, you're usually going to be better off with a different weapon type.
I was totally going to have Righteous higher, but hitting Will is good stuff too. At the level you get it (even though it will definitely decrease in usefulness after that), it also heals a little less than a surge's worth any combat you're bloodied... and defenders get bloodied a lot.
It takes time to get bloodied. Furthermore, if the Defenders are being hit a lot, that's an even bigger argument for a power that grants temporary hit points...you won't have to worry about them stacking with other sources of temp HP if the targets burn through them.
Orb only works on at-wills... or did they errata that?
Not yet, though it should be just a matter of time - the duration extension is nearly useless on at-will powers. Regardless, the Orb of Inevitable Continuance can also extend a power by a turn, and it's not limited by the type of power.
It's very much an area burst 1 that screws opponents for a round if it hits. It just doesn't do anything else. So I have to weigh it not only against 'Well, what if a damaging power means that you'd actually kill the target a round faster' but also that it's not useful against minions, one of the top AoE targets.
Repeat after me - "there is more to wizards than damage potential and killing minions". Neutralizing opponents for a round as a controller is not a bad thing, especially if your objective is more than killing the bad guys. If you have to get to the magic gizmo, and you can immobilize a large portion of bad guys and make them whiff their attacks, it's a lot easier to achieve your goal.
If you just want to kill minions, you have Scorching Burst, and your other encounter and daily powers.
Yeah, I like fire shroud a lot... but I suspect I rounded down for targetting Fortitude. I hate doing that, but for an AoE that implies you're in melee range, I think I have to.
If you can hit more targets than you can with another power of the same level, then you'll end up with as many or more total hits even if you're attacking a higher defense.
While I agree, it is the largest and most usable (Area > Close, Burst > Blast) area attack at that level range. I could see lowering it, but being able to potentially hit an entire room's worth of guys early on with it is pretty good stuff.
I'd lower it to a straight B, personally. Fire Shroud does more damage and can hit more foes, and Color Spray just stomps it into the ground with the added daze effect.
I'll upgrade Maze of Mirrors, but I'm not sure I see it as being equal to Color Spray. Daze is more effective for enabling your allies (bonus to hit, sneak attack, moving without provoking, etc) and removing options, though the expected damage denial is in Maze's favor... and I don't consider close blast 5 worse than area burst 1.
Not having to step to the front line to use the power is a big plus in my eyes. Now, for a daily, I'm willing to put myself at the forefront of the battle. Otherwise, unless I'm playing a high defense build (like the
Iron Mage), getting that close seems risky to me.