IDK, my 4.0, PH+ArcanePower Eladrin Wizard McFighter > WotST rocked pretty hard while the campaign lasted (broke up low-Paragon), he had to work at making best use of 'all-creatures' AEs and sustain powers and the like (because, not only was I designing him to evoke an old-school elf-fighter/magic-user, I was pedantically avoiding the spells picked by another player's wizard in another campaign - and she'd picked most of the better spells!).Later 4e controller powers do tend to be better in general, because the early ones are pretty crap.
Ironically, one of the spells I didn't get to take because it was new, and Ms. Draco had chosen it... it really seemed a very good spell, enemies finally melee your 'clothie' and, BOOM, no AoO, they get pushed away and you're free to move to a safer spot. FORT is the low defense for some monsters - you don't pull it out for brutes, obvious. Not a lot resists Thunder. It seemed like a great at-will until inflation kicked in.That's the issue right there.
Thunderwave blows.
Maybe not in this thread of mostly-4e-friendly-fans.Somehow I feel if this was a barbarians howl of fearsome might people would freak.
That is how the player uses it... he is indeed a human with three.
Thing I see is situationally it can have value until along comes Beguiling strands, which is like having the super expertise feats... which blow out a bunch of others that had flavor or situational value. Instead of adding options they effectively take them away (or with a player less tapped in to optimizing, build traps of them)
I just found this power to be an 'easy mode' that Wizard gradually got put in over time, capped with Essentials and its rewrites of encounter powers, etc.
Taking the area down to Blast 3 would help.
IDK, my 4.0, PH+ArcanePower Eladrin Wizard McFighter > WotST rocked pretty hard while the campaign lasted (broke up low-Paragon), he had to work at making best use of 'all-creatures' AEs and sustain powers and the like (because, not only was I designing him to evoke an old-school elf-fighter/magic-user, I was pedantically avoiding the spells picked by another player's wizard in another campaign - and she'd picked most of the better spells!).
Post-E wizards just seem, IDK, 'too easy.'
Even though the challenge of playing an early-4e wizard was quite different from playing a 1st level 1e fighter/magic-user, there was something fun & nostalgic about it.
Ironically, one of the spells I didn't get to take because it was new, and Ms. Draco had chosen it... it really seemed a very good spell, enemies finally melee your 'clothie' and, BOOM, no AoO, they get pushed away and you're free to move to a safer spot. FORT is the low defense for some monsters - you don't pull it out for brutes, obvious. Not a lot resists Thunder. It seemed like a great at-will until inflation kicked in.
Maybe not in this thread of mostly-4e-friendly-fans.
But 4e controller powers tended to be beyond the pale, because of needing to provide the role's support, and the wizard's lost sight of that pale somewhere in their review mirrors c2010...![]()
I know there was a lot of complaining about the wizard getting 'nerfed' in 4e, initially, and there never was a solid definition of what being a controller meant.Hey my PHB only eladrin wizard was pretty good too, but I still think a lot of the PHB wizard stuff is woefully underpowered and not very controllery.
If you do find yourself melee'd with no ally right nearby to help, pushing the enemy away, so you can then take a full move to a safer position isn't bad, at all. And it does work for the same kinds of tricks as BS does - set up a zone, push enemies back into it &c - it just isn't quite as prone to abuse, since it's a smaller area/push and you do have to look out for allies, so those tricks become more about interdiction, making certain positions bad places to be that enemies will avoid, than about inescapably doing nasty damage with some vicious zone.The problem with thunderwave is that if you're in a position to use it (ie not hit allies and hit multiple enemies closing in on you) you're already probably screwed and that piddly damage push isn't going to do squat.
But 4e controller powers tended to be beyond the pale, because of needing to provide the role's support, and the wizard's lost sight of that pale somewhere in their review mirrors c2010...![]()
That's the issue right there.
Thunderwave blows.
Close blast three, effects allies, Vs Fort, thunder damage, and a rider dependent on Wisdom.
It's at best a pick for a human wizard with an extra at will to burn.