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Role Features... Controller left out?
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<blockquote data-quote="Mal Malenkirk" data-source="post: 4303065" data-attributes="member: 834"><p>It's hard to seriously discuss the issue if you go so far left-field.</p><p></p><p>I guess all I can say is that I think you are wrong. </p><p></p><p>Take a cleric, which you IDed as having better Area of effect powers. What kind of Area effect does he have? Only the Wisdom build can make a claim at being a controller. So let's see Lvl 1-10 : </p><p></p><p>There is Divine glow, encounter 1, targets only enemies but that's a close blast which means the cleric has to be pretty much in melee. Decent, less powerful than Force orb which has range, covers as many square and also discriminate its enemies.</p><p></p><p>There is Beacon of hope, daily 1, but it's a close burst that does no damage and therefore won't kill minion. Oh, it's a great power, but that's because of the combined healing effect to the weakened condition. It's not much of a crowd control effect.</p><p></p><p>Daily 5 has Consecrated ground. That's a close burst 1, a sustainable radiant field. Very cool, strong for defense, but not controller stuff. And it has to compete with Spiritual Weapon . If you have a rogue in the team, Spiritual Weapon will always win (It gives combat advantage! Weee!).</p><p></p><p>At level 9, the wisdom cleric could takle the Flame strike power, range 10 burst 2 (25 squares), 5 ongoing damage. Indeed a true wizardesque power which main advantage is targeting only enemies.. Of course, at the same level a wizard could be using Ice Storm. Range 20, burst 3 (49 square), same damage, immbolizes targets, slow those that were missed. Plus the area becomes difficult terrain for the rest of the encounter (Difficult terrain + Slow ? Any melee monsters wastes at least a full round just trying to get out of there!). It doesn't discriminarte between friends and foes, yet for crowd control, need we elaborate on which power is better?</p><p></p><p>The melee cleric could pick divine power. Decent even though it's a close burst 2 because he will be built for melee so it's okay.</p><p></p><p>And that's it for the first 10 level!</p><p></p><p>Only a single ranged area power, and one that is crushed at comparable level by the wizard's power for the purpose of crowd control! You want to infringe on the Wizard's role with that? It's a joke. It's not even close. We can't argue seriously if you pretend otherwise.</p></blockquote><p></p>
[QUOTE="Mal Malenkirk, post: 4303065, member: 834"] It's hard to seriously discuss the issue if you go so far left-field. I guess all I can say is that I think you are wrong. Take a cleric, which you IDed as having better Area of effect powers. What kind of Area effect does he have? Only the Wisdom build can make a claim at being a controller. So let's see Lvl 1-10 : There is Divine glow, encounter 1, targets only enemies but that's a close blast which means the cleric has to be pretty much in melee. Decent, less powerful than Force orb which has range, covers as many square and also discriminate its enemies. There is Beacon of hope, daily 1, but it's a close burst that does no damage and therefore won't kill minion. Oh, it's a great power, but that's because of the combined healing effect to the weakened condition. It's not much of a crowd control effect. Daily 5 has Consecrated ground. That's a close burst 1, a sustainable radiant field. Very cool, strong for defense, but not controller stuff. And it has to compete with Spiritual Weapon . If you have a rogue in the team, Spiritual Weapon will always win (It gives combat advantage! Weee!). At level 9, the wisdom cleric could takle the Flame strike power, range 10 burst 2 (25 squares), 5 ongoing damage. Indeed a true wizardesque power which main advantage is targeting only enemies.. Of course, at the same level a wizard could be using Ice Storm. Range 20, burst 3 (49 square), same damage, immbolizes targets, slow those that were missed. Plus the area becomes difficult terrain for the rest of the encounter (Difficult terrain + Slow ? Any melee monsters wastes at least a full round just trying to get out of there!). It doesn't discriminarte between friends and foes, yet for crowd control, need we elaborate on which power is better? The melee cleric could pick divine power. Decent even though it's a close burst 2 because he will be built for melee so it's okay. And that's it for the first 10 level! Only a single ranged area power, and one that is crushed at comparable level by the wizard's power for the purpose of crowd control! You want to infringe on the Wizard's role with that? It's a joke. It's not even close. We can't argue seriously if you pretend otherwise. [/QUOTE]
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