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How good is the new MM? (Thread split)
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<blockquote data-quote="Aegeri" data-source="post: 5431642" data-attributes="member: 78116"><p>Except where the remaining creatures are flanking the fighter and you slide them out of CA (but are still marked so a shift won't work to regain CA easily). Possibly due to the higher potential damage, the monster doesn't even get a turn to attack that fighter in the first place (let alone his friend). When you just MM the monster pelts the fighter unconscious on its next attack because the +2 bonus from CA matters quite a lot for many creatures to hit a defender, you've failed your role in being a controller. So the slide 1 at-will is vastly superior choice to the MM, because it keeps your ally alive to finish off the monster (denying them a +2 bonus effectively, just as good as a negative 2 penalty). For that matter a psychic bolt will also have the same -2 penalty, negating the CA at least. Not to mention once again, that the higher damage might mean that the creature doesn't get a next turn to begin with.</p><p></p><p>All factors you don't consider, but are situations that occur extremely often and so make those important slides/penalties that normal Wizard at-wills impose more valuable.</p><p></p><p>The key argument here is if they are like this <em>on the wizards turn</em> and the wizard doesn't have something else to do. Like controlling an important enemy who might be threatening elsewhere. All of this comes back to the fact unless the PC is <strong>actively</strong> able to tell a creature is on less than 10 HP (or so) MM is a poor choice. Monsters have considerable variation in HP, meaning reliably trying to determine what their HP is not 100% reliable (especially when many creatures boost strength/con as their primary attributes). Then we have the final variable, which is that it actually has to be the wizards turn in the first place, when the creature is at sub 10 HP and that there isn't a more important target to deal with. A creature on sub 10 HP who is prone, immobilized and 5 squares away without a ranged attack is an irrelevant target for MM when there is a fully active monster about to knock you unconscious on its next turn adjacent to you.</p><p></p><p>The really simple counter argument here is that standard wizards can take the current MM as well. If MM was so efficient at this as you claim, why is it nearly always never taken over other at-wills? There is simply a good reason for this: <em>It's not that good and is a poor control power</em>. It's a nice bonus for a mage, but is rarely worth it for a normal wizard who isn't going to abuse wizards fury to ever consider taking.</p><p></p><p></p><p></p><p>This is the entire crux of the original argument that spawned this thread.</p></blockquote><p></p>
[QUOTE="Aegeri, post: 5431642, member: 78116"] Except where the remaining creatures are flanking the fighter and you slide them out of CA (but are still marked so a shift won't work to regain CA easily). Possibly due to the higher potential damage, the monster doesn't even get a turn to attack that fighter in the first place (let alone his friend). When you just MM the monster pelts the fighter unconscious on its next attack because the +2 bonus from CA matters quite a lot for many creatures to hit a defender, you've failed your role in being a controller. So the slide 1 at-will is vastly superior choice to the MM, because it keeps your ally alive to finish off the monster (denying them a +2 bonus effectively, just as good as a negative 2 penalty). For that matter a psychic bolt will also have the same -2 penalty, negating the CA at least. Not to mention once again, that the higher damage might mean that the creature doesn't get a next turn to begin with. All factors you don't consider, but are situations that occur extremely often and so make those important slides/penalties that normal Wizard at-wills impose more valuable. The key argument here is if they are like this [I]on the wizards turn[/I] and the wizard doesn't have something else to do. Like controlling an important enemy who might be threatening elsewhere. All of this comes back to the fact unless the PC is [B]actively[/B] able to tell a creature is on less than 10 HP (or so) MM is a poor choice. Monsters have considerable variation in HP, meaning reliably trying to determine what their HP is not 100% reliable (especially when many creatures boost strength/con as their primary attributes). Then we have the final variable, which is that it actually has to be the wizards turn in the first place, when the creature is at sub 10 HP and that there isn't a more important target to deal with. A creature on sub 10 HP who is prone, immobilized and 5 squares away without a ranged attack is an irrelevant target for MM when there is a fully active monster about to knock you unconscious on its next turn adjacent to you. The really simple counter argument here is that standard wizards can take the current MM as well. If MM was so efficient at this as you claim, why is it nearly always never taken over other at-wills? There is simply a good reason for this: [I]It's not that good and is a poor control power[/I]. It's a nice bonus for a mage, but is rarely worth it for a normal wizard who isn't going to abuse wizards fury to ever consider taking. This is the entire crux of the original argument that spawned this thread. [/QUOTE]
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