Neonchameleon
Legend
It still blocks off a corridor. If you want to get past, you take D6+stuff damage. That's a choice and if the DM chooses to have the NPCs take the damage, it's also auto-hit for the Wizard. Who doesn't want a small area power that does auto-hit for normal damage?
The damaging Wizard Wall spells start at level 9. I don't think a first level At Will should be doing 3D6+3*stuff damage per foe. For an At Will, that's too much damage.
The point is they don't have to take that much damage. They just avoid the damn thing.
As for the way it is written today, there are Immediate Interrupt powers that could slide a foe right back through 3 or more squares today for xD6+x*stuff damage on that foe's turn. That's too powerful for an At Will combined with an Encounter that doesn't use up a Standard action.
Agreed. Here's another place where RAW doesn't work with RAI (and I'm pretty sure a Momentous Polearm Gambler could do some hideous things here). My house rule is that the pillar only triggers on elective movement as I believe that to be RAI.
Nearly all first level At Will powers are D6+stuff or D8+stuff for the damage portion. Allowing D6+stuff with auto-hit if the foe is forced into it per foe is way powerful enough. There is no need for 3D6+3*stuff in that scenario.
Agreed. IMO the intent of the errata was to remove tricks where people were forced into the storm pillar. The power needed nerfing in one direction or the other. And I do think one lightning strike per monster per turn would have been the better way. What I think is overboard is nerfing in both directions - one lightning strike per monster per turn on its turn.
With the "damage more than once per round, anytime in the round" type of house rule:
Standard Action Round One: Storm Pillar
Standard Action Round Two: Beguiling Strands
That could be as much as 5D6+5* stuff per enemy for an Enchanter if it were not damage once per round.
Not if it's one lightning bolt per turn. Then it would only be 1d6+stuff because the beguiling strands only work on the one turn. Now you could set up the rest of the party with push powers for extra damage and that would work well. But that would take all your standard actions.
He not only locks down foes on round one and possibly does damage to them, he also can do serious damage to them on round two. With just two At Will powers. This does not even take into account an Action Point.
And that's why they nerfed it - they just got the nerf slightly wrong. If you're metagaming, you can use big slide powers and readied actions to once more play "ring around the storm pillar". Low damage power + slide 4? Or Visions of Avarice + Orbmaster's Extended Pillar?
Even damage once per turn could get abused.
A little. But you're giving up one standard action to allow other people to do extra damage on their standard actions. Given that SP does no direct damage and the difference between slayers or thieves and warlords in to hit/damage output, you'd need at least two allies to hit with push powers before you were even measuring up to Direct the Strike.