Grasp of the Grave - are miss and hit virtually the same?

It's very situational since you need some way to keep enemies within the radius (may or may not be a challenge depending on circumstances. And the damage is necrotic, which is among the most frequently resisted.

Perhaps the best approach is to target a large area which covers your own party since it targets enemies only. You can then sit inside the zone and wait for melee monsters to come in closer. But a lot of brutes and soldiers won't worry about the daze too much - they'll still be able to charge in, plant themselves next to the fighter and stay put. And it's not like a monster standing next to the fighter is going to have a lot of use for a move action anyway. Skirmishers are probably most disadvantaged by the zone, and artillary are likely to ignore it unless space is restricted.

Any monster that wants to move away to another target and risk a fighter OA can just charge. And against other melee types you'll just be provoking an extra OA, which is nice for the party but not broken nice.

The biggest difficulty will be the 5 damage per turn, but compared with spells like Stinking Clound that's not a singificant concern. Which is really why Grasp of teh Grave isn't a problem - there are better spells, or at least equally good spells for the wizard at the same level.
 

log in or register to remove this ad

Perhaps the best approach is to target a large area which covers your own party since it targets enemies only. You can then sit inside the zone and wait for melee monsters to come in closer. But a lot of brutes and soldiers won't worry about the daze too much - they'll still be able to charge in, plant themselves next to the fighter and stay put. And it's not like a monster standing next to the fighter is going to have a lot of use for a move action anyway. Skirmishers are probably most disadvantaged by the zone, and artillary are likely to ignore it unless space is restricted.

I am pretty sure that will be my PCs tactics with this spell, which is one of the reasons I feel it is overpowered for its level. Melee focused monsters who engage the party in the zone will experience a lot more effects than just the loss of a move action. As the daze lasts from the start of the creature's turn until the end of the wizard's next turn (as per the compendium), it could conceivably mean that in addition to the loss of actions, the creature will grant CA, not be able to make Opp Atks, not be able to flank, and not be able to use Imm. Actions for most of the round.

IMO, this makes the power too powerful for its level.

For now, I am going to allow it as written in the character builder (thanks for pointing out the difference Caliber), which has the zone daze until the end of the creature's turn, rather than the wizard's turn. If it still plays overpowered against other L5 powers, I will look to use one of FunkGBR's suggestions.
 


It's very situational

No, it really isn't. There are astoundingly few situations it isn't extraordinarily good.

Even if was a one-shot 'everyone in the area is dazed one turn and takes the automatic damage' it would still be quite respectable.

The biggest difficulty will be the 5 damage per turn, but compared with spells like Stinking Clound that's not a singificant concern. Which is really why Grasp of teh Grave isn't a problem - there are better spells, or at least equally good spells for the wizard at the same level.
There are no better spells that I know of at that level. Stinking Cloud is the best comparison, however. It's movable, but requires a sustain, does greater damage but more enemies are immune to it, affects allies with both the darkness (hindering the party's attacks) and damage, and it's easier for enemies to avoid since they aren't dazed. There are situations where I'd want to have both, but I'd always recommend Grasp of the Grave over Stinking Cloud for anyone, and Stinking Cloud is crazy good.

Out of curiosity, have you seen the spell in action? I've seen both it and Stinking Cloud used many times, and there is a notable power gap.
 

The biggest difficulty will be the 5 damage per turn, but compared with spells like Stinking Clound that's not a singificant concern. Which is really why Grasp of teh Grave isn't a problem - there are better spells, or at least equally good spells for the wizard at the same level.

Stinking Cloud is generally considered the best Level 5 Wizard Daily.

Let's compare it to Grasp of the Grave:

Both are Standard Actions to cast
Both are Area burst 2 within 20 squares

Both Target: Each enemy in burst

Grasp of the Grave targets Reflex
Stinking Cloud targets Fortitude
Small advantage Grasp of the Grave since Ref is lower than Fort on average

Both do 1d10 + Intelligence mod on a hit.

Grasp of the Grave also dazes target on a hit.
Stinking Cloud has no extra effect.
Big Advantage Grasp of the Grave

Grasp of the Grave does 1d10 + Intelligence modifier on a miss
Stinking cloud does no damage on a miss
Big Advantage Grasp of the Grave

Grasp of the Grave creates a zone that lasts until the end of the encounter.
Stinking Cloud creates a zone that requires a Minor action to sustain.
Advantage Grasp of the Grave

Grasp of the Grave zone is stationary
Stinking Cloud zone can be moved
Advantage Stinking Cloud

An enemy that starts turn/enters the Grasp of the Grave zone takes 5 damage and is dazed
An enemy that starts turn/enters the Stinking Cloud zone takes 1d10+INT mod damage
I'd say Advantage Grasp of the Grave

So in total, it's not even close- Grasp of the Grave is better is almost every aspect where the two spells differ than the previously "best" Level 5 Daily.
 


Both Target: Each enemy in burst

Stinking Cloud is every creature in burst. Advantage Grasp.

Grasp of the Grave also dazes target on a hit.
Stinking Cloud has no extra effect.
Big Advantage Grasp of the Grave

Stinking Cloud's blocking line of sight is actually potentially interesting as an extra effect, but it hinders often enough that I'd still have to go big advantage to Grasp there.

Grasp of the Grave zone is stationary
Stinking Cloud zone can be moved
Advantage Stinking Cloud

This is actually a Big Advantage.

An enemy that starts turn/enters the Grasp of the Grave zone takes 5 damage and is dazed
An enemy that starts turn/enters the Stinking Cloud zone takes 1d10+INT mod damage
I'd say Advantage Grasp of the Grave

I'd agree, but I will note that stinking cloud does _considerably_ more damage when all is said and done. If you've got a group that functions well with the LOS-blocking aspect of stinking cloud or doesn't have a real front line to keep enemies within a non-mobile zone, you might have a reason to take stinking cloud over Grasp.

But... autodaze is so immensely good that I'd still have trouble.
 

No, it really isn't. There are astoundingly few situations it isn't extraordinarily good.
It is because the composition of the party, the monsters and the terrain can significantly alter the advantage of the power.

Out of curiosity, have you seen the spell in action? I've seen both it and Stinking Cloud used many times, and there is a notable power gap.
Yes, I've used Grasp of the Grave, Stinking Cloud and Visions of Avarice on several occasions.

In my experience, Stinking Cloud is the most universally effective due to the mobility of the cloud and the significantly increased damage. Grasping Grave is highly effective in some situations, but in many cases the monsters will either suffer little impediment (especially if used on ranged attackers) or else will take a turn to move beyond the range of the spell rendering it redundant. In confined spaces Grasp is certainly more useful.

Personally I rate Visions of Averice higher than Grasp of the Grave in heroic tier (where immobilise is a serious impediment) since many of the benefits are comparable in practice (you can easily flank an immobile target for CA, and you're not likely to provoke an OA) and it not only prevents the monsters from avoiding the effect but even draws them in.

I find that either Grasp of teh Grave offers no serious impediment or else the monsters take the time to get out of range. Situations where neither options is available to the majority of targets are relatively rare.
 

It is because the composition of the party, the monsters and the terrain can significantly alter the advantage of the power.

And this is different from the other power options... how? Seriously, though, even if you assume that _all_ Grasp does is a single round of auto damage and daze... it's extremely good.

And that's ignoring the fact that the creatures need to move out of the zone (provoking OAs) and taking no other action (upping it almost but not quite equivalent to stunned).

And the fact that once they all move out, the party's ranged can move into it and stand there as a way to avoid melee attacks.

Yes, I've used Grasp of the Grave, Stinking Cloud and Visions of Avarice on several occasions.
Excellent, those are the top tier choices for comparison. In an ideal world, I'd love to see all of them revised. One question - are you using the character builder version or the dragon/compendium version?

In my experience, Stinking Cloud is the most universally effective due to the mobility of the cloud and the significantly increased damage. Grasping Grave is highly effective in some situations, but in many cases the monsters will either suffer little impediment (especially if used on ranged attackers) or else will take a turn to move beyond the range of the spell rendering it redundant. In confined spaces Grasp is certainly more useful.
Do you find stinking cloud's blocking line of sight to be helpful or hindering? Do party members ever get hurt by its damage? Do you find that monsters melee with the party as a way to avoid being hit by it? When grasping grave is used on ranged attackers, do your melee not then engage those ranged? If not, why was it used on ranged at all? Do you not find stinking cloud extremely hindered by confined spaces?

Personally I rate Visions of Averice higher than Grasp of the Grave in heroic tier (where immobilise is a serious impediment) since many of the benefits are comparable in practice (you can easily flank an immobile target for CA, and you're not likely to provoke an OA) and it not only prevents the monsters from avoiding the effect but even draws them in.
VoA is extremely powerful, no doubt. I believe it has its own thread where people are arguing over its potential broken-ness :)

I find that either Grasp of teh Grave offers no serious impediment or else the monsters take the time to get out of range. Situations where neither options is available to the majority of targets are relatively rare.
I'd be curious how that's possible. What is your group setup? Is it actually used tactically by whichever player has it? For example, by throwing it at a single ranged attacker that no one engages - that's pretty darn low on the totem pole... though even in that case it's still damage and effectively a one round stun. If, you play an entirely outdoors based campaign where you never engage more than 1 melee combatant and have close to no melee of your own that might explain some of the reaction, but that's a bit extraordinary for dnd.
 
Last edited:

And this is different from the other power options... how? Seriously, though, even if you assume that _all_ Grasp does is a single round of auto damage and daze... it's extremely good.
If all Grasp did was a single round of auto damage and Daze then it would be a pretty sub-par Wizard 5 daily given the other options available.

But I agree that the utility of all powers is dependant on a number of factors, that's essentially my point. It's also the same point I made about Visions in the thread about that power. Generally speaking, I would expect most half way competant wizard players to pick spells which work well with their group and to seek to employ them in the most advantageous situations, but that's not really evidence of an operpowered spell, just good tactics. When evaluating Grasp (or any other power) it's important to consider not only how effective it was when it was used, but also that several other fights might occur in any given day where the wizard chose not to use a given spell because the circumstances weren't best suited for it.

And that's ignoring the fact that the creatures need to move out of the zone (provoking OAs) and taking no other action (upping it almost but not quite equivalent to stunned).
It's a trade off, though. Assuming a monster is caught in the zone the DM has a choice. He can either stick it out, suffering the necrotic damage and just trading blows with an adjacent PC, or he can risk an OA to get out of dodge, in which case he effectively looses a turn and may take some additional damage.

And the fact that once they all move out, the party's ranged can move into it and stand there as a way to avoid melee attacks.
That's part of the situational aspect. Many parties find it perfectly easy to prevent attacks on ranged PCs without a protective zone. And, of course, the DM can weigh up the benefits and still charge monsters in to attack ranged guys, or make ranged attacks against them (if the monsters have decent artillary - the situational aspect again).

Excellent, those are the top tier choices for comparison. In an ideal world, I'd love to see all of them revised. One question - are you using the character builder version or the dragon/compendium version?
I'm using the character builder version, but only because we print out teh power cards and use those at the table. I wasn't previously aware of the difference.

It's interesting, though, that people are finding an increasing number of wizard daily powers too potent. Maybe the community as a whole should revise their expectations of wizard powers rather than the powers themselves? Prior to AP, a lot of people complained that wizards were insufficiently controllery, and now the complaint seems to be that they are too effective as controllers!

Do you find stinking cloud's blocking line of sight to be helpful or hindering? Do party members ever get hurt by its damage? Do you find that monsters melee with the party as a way to avoid being hit by it?
Helpful, no and usually. As a party, our standard tactic when "stinky" is in play (my group almost treats the zone as another party member, with the fighter saying things like "can you send Stinky to lend me a hand?") is to form a rough shield wall and heard the monsters towards teh melee line of fighter, swordmage and melee cleric, who then block them and pin them in place while Stinky covers the monsters and provides extra damage.

We're not a ranged heavy party so line of sight is rarely a concern and it usually benefits us to block line of sight for the enemies.

When grasping grave is used on ranged attackers, do your melee not then engage those ranged? If not, why was it used on ranged at all? Do you not find stinking cloud extremely hindered by confined spaces?
I usually use Grasping Shadows on melee types. Ranged types tend to start too far out and move away if the spell is cast early, and one the melee crew are in range of the enemy artillary I'd rather save the spell for a more advantageous occasion.

Stinky is either amazing in close confines (if the party has room to bunch up in the corner with the cloud covering everything else) or else a complete liability, in which case I wouldn't cast it.

I'd be curious how that's possible. What is your group setup?
We've got the three guys I mentioned earlier (fighter, swordmage and mixed-but-predominantly-melee cleric) plus my wizard. The fighter typically pins one or two guys down and the swordmage likes to mark one target near the fighter then shadow jaunt (shadar-kai) over to a different group of enemies and break out swordburst until they scatter, making easy pickings for the cleric or my wizard. Once we've thinned the crowd the swordmage heads back to help the fighter.

Generally speaking, Grasp adds nothing significant to our tactics, hence the other pwoers are more useful. Again, it's that situational element. As for the type of encounters, we're playing through the Scales of War campaign, which seems pretty mixed so far.
 

Remove ads

Top