Originally posted by DuelistDelSol:
Part Four: Heroic Tier Spells
Level 1 At-Will Spells
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Acid Orb (PHB2)
A rather boring power to start with, basically amounting to an acid-damage Eldritch Blast. It does have a Range of 20, however, which does give it some major legs, and it's always a good idea to have a Ranged Basic Attack in your pocket.
Arcing Fire (PH Heroes: Series 1)
To gain the benefit of the secondary attack, you have to take a penalty to the original attack roll (since the target needs cover from an enemy). Pointless.
Blazing Starfall (AP)
A low damage die it might have, it's still one of the most important spells in the Sorcerer's list. Why is it so important? Well, it's an At-Will Area Burst, the only one on this list, meaning you get to spread all of your static modifier love across nine squares of the board. By Paragon, you can admixture the Thunder damage type onto this power, expanding the burst size with Resounding Thunder and thus making this a
very strong At-Will for everyone. For Cosmics, the rider doesn't carry guaranteed damage, but it's still a decent punishment (especially on an at-will) for creatures who leave the zone. Requires good placement or forced movement to take advantage of it, however.
Burning Spray (PHB2)
The second of only two AOEs in the PHB2 Sorcerer's At-Will list. More damaging than the former, and carrying a very sweet rider for Dragon Sorcerers, it's unfortunately a little difficult to aim since it's an unfriendly Blast. It's still extremely good for Melee Sorcerers, however.
Dragon Sorcerers do gain a pretty nice anti-melee shield, which meshes wonderfully with their main strategy (defensive buffs).
Chaos Bolt (PHB2)
The only real saving grace about this power is that it targets Will. Otherwise, it's just a generic Psychic damage power. If you walk the
Wild Magic path, however, you gain a beautiful rider: until you roll an odd number on the attack roll, you can recast a lesser version of this spell at another enemy five squares away from each successive target. You won't get this every time, but if you can get lucky, prepare for what's oddly enough your best multitarget spell.
Dragonfrost (PHB2)
Sweet, you add a push to a decently damaging cold-damage Ranged Basic Attack. Other than that, it's nothing special, unless you build specifically around this power (Dragonborns especially).
Energy Strobe (D381)
While it is a Ranged Basic Attack, it does overlap with, and is worse than, Acid Orb, and the d6 roll incorporated in this power does almost nothing for you.
Ensorcelled Blade (D390)
Now this is interesting: it's a weapon power! You can only use this with Daggers, but it has the Arcane keyword, so you get your damage bonuses all the same; plus, it gives you a marvelous defense feature against the target. Done against a target that's isolated on the board with you, this will put them in a lose-lose situation that's fun to exploit. It's also a replacement for your Melee Basic Attack, making this a great power to consider for Dagger Sorcerers, even if STR-based.
Lightning Strike (AP)
The secondary benefit of this power isn't all that bad, especially when you can smack a minion a large distance away while still damaging the target you want to actually inflict substantial damage on, but it's nothing more than that.
Storm Sorcerers can transfer the damage from their Storm Soul the same way. Wasteful if your secondary is a minion, and the secondary will still never come up in solo situations, but it's a nicer way to divide your damage between two distant targets than the original power. However, there comes a point to where the damage just does not scale well enough to consider keeping past Heroic or so...
Storm Walk (PHB2)
Just having a shift incorporated into a Ranged power doesn't make this worthy of anything. There's very obscure and obtuse strategies you can exploit with this, but certainly none that really apply this early.[/sblock]
Level 1 Encounter Spells
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Bedeviling Burst (PHB2)
Considering the large reach of the burst, having it be a Close Burst isn't too bad, even given the focus for Dexterity-based Sorcerers, and either way, they get a very large push on one or two targets. The damage is a tad low, but certainly not bad. For Wild Sorcerers, there's incredible repositioning potential, though the keyword here is "potential".
Explosive Pyre (PHB2)
The ability to potentially damage up to nine (and depending on the positioning of enemies, perhaps even more) creatures with 1 attack roll, and have all the damage incorporate your modifiers, is insanely good. There has been no errata on this power as of yet, so enemies will double up on the damage if they both start in the area and move within the area.
Familiar Fires (D386) [Familiar]
All this has over Thunder Slam below is that this does Fire damage over Thunder damage. Still great damage for a level 1 Encounter single-target power, but almost redundant. If you have an Arcane Familiar adjacent to the target, however, you can give yourself a horrifyingly good boost to the attack roll, making this one of the Familiar Sorcerer build's best spells.
Frostbind (PHB2)
Being single-target really hurts this, and you need the right set of allies around you to have the penalty to Reflex against one person mean anything. The damage is pretty nice, though.
Mists of Disarray (AP)
It's an Area Burst against Will, which is definitely welcome, but the damage is just barely higher than your lone Area Burst at-will, and the mass push is kind of lame. That is, unless you're a
Wild Magic
user: catch a lot of enemies in the burst, and it's almost guaranteed that you'll be able to eject a few of them into great positions. What's weird, though, is that you may actually want to keep them in some sort of formation - perhaps even not move them at all - so that you can bomb them all again. Depends, though.
Pinning Bolt (AP)
Excellent control - prone+slow is a pretty darn good combination, but you're a Striker first. And the damage on this single-target power isn't anything worthwhile.
Ray of the Moon (AP)
After thinking it over, I can't really say much positively about this power. The damage is low, the damage type not overwhelming, and the control element is lackluster and really needs careful planning to fully exploit. Not excited about this one. Only worthwhile for
Cosmic Sorcerers, since the penalty will always have some sort of effect, even at this low of an amount.
Tearing Claws (AP)
A legitimate friendly close burst that does alright damage and pushes to get everyone either out of your way or repositioned. Not as strong for
Cosmic Sorcerers, since this will negate a lot of their aura benefits should they decide to push.
Dragon Sorcerers, however, can allow themselves some excellent repositioning, since you'll have plenty of space to move around.
Teleporting Strike (D390)
Ugh. It's Ensorcelled Blade, but the secondary effect requires another hit to function. It's a good secondary hit, and the teleportation beforehand can almost guarantee combat advantage, but it's too many things that have to come together to work.
Tempest Breath (PHB2)
A bit of a buff to damage over Burning Spray, and, in my honest opinion, a better defensive buff, especially with the Concealment rider for
Dragon Sorcerers: everyone hit by this power cannot gain combat advantage, which ever since MM3 came out is much more important than it used to be. I have no problem with this power.
Thunder Slam (PHB2)
It's the damage of Familiar Fires and the control of Tearing Claws in one decent single-target package. Rather blasé, but it's workable, even though you do have some strong AOEs in this list.
Thundering Roar (AP)
Weirdly enough, this power has the Fear keyword, which certainly isn't a common trait for Sorcerer powers. It echoes too much of Tempest Breath, however, with a sort-of-but-not-quite-the-same effect but no Soul rider. Also, having that Fear keyword both makes it better and worse, as it meshes with some strategies, but a few monsters will be immune to the effect of this power.
Wave of Light (D386) [Familiar]
Yet another 2d6 Close blast 3, but with an effect that can give you a little bit of Leader influence over some of your weapon-based allies. For Familiar users, their rider is an underrated quality in my opinion - using your Familiar as the origin square instead of yourself gives you much more freedom as to what gets targeted and what doesn't (important considering the unfriendly nature of this power). Anything that gives you a bigger influence over the board is excellent.
Whirlwind (AP)
The damage is actually quite solid for an Area Burst, and the effect is cool, but hard to plan for. Proning charging enemies not far enough away doesn't do all that much, and it's very hard to have other people take advantage of it, unless everyone else goes after you.
Storm Sorcerers can center the burst on an ally, giving you incredible freedom as to where to drop an AOE, but weirdly enough, the effect being what it is may matter less, unless there's a lot of Artillery surrounding the target. Take careful consideration and fire when the timing is best.[/sblock]
Level 1 Daily Spells
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Blinding Bolt (AP)
It's awful damage for a level 1 daily, and it being single target doesn't help at all, but it's a full-round blind, with a pretty good aftereffect attached. The miss is very lackluster, however, and I can't really recommend it on those grounds.
Chaotic Strike (D386) [Familiar]
Some massive AOE damage, with a very large push attached. The even/odd roll attached to this power is rather meaningless, but don't worry about that. It does need good positioning to work (it's an unfriendly CB1), and you do have to wade in the front lines, but it's definitely awesome. The Familiar rider is largely unnecessary, and requires your Familiar be in the exact right place for enough of your enemies to be affected.
Chromatic Orb (PHB2)
The first of several "Chromatic" powers that the Sorcerer possesses. They all favor DEX-based Sorcerers, but most of the best effects don't care about your DEX modifier, and even a tiny modifier will oftentimes work. We start off quite well with a piledriver of a damage roll, and the effect works whether you hit or miss, like the other "Chromatic" powers.
Cosmos Call (AP)
A rather poor echo of the previous power, but it does have the advantage of targeting Will and not containing riders that might injure your party. Unfortunately, unlike the previous power, you only get rather bad damage on a miss, so that kinda sucks. Cosmic Sorcerers can pick their benefit, which is a much better effect, though you're probably going to choose between ongoing Radiant (save ends) or dazed (save ends).
Dazzling Ray (PHB2)
Yessir, that's a 6d6. You want good single-target powers, you take this one: not only does it do wonderful damage, but it even targets Will! And if that weren't enough,
Wild Sorcerers can throw in a massive attack penalty against attack rolls the target makes against you. Keep in mind, it is single-target, and for all other Sorcerers it does jack-all else. But it's still quite notable as a power that's equivalent to the highest ends of 3[W] damage.
Dragonfang Bolt (PHB2)
Kinda hard to rate this power - it's guaranteed damage against two targets in range, which is great, but all hitting does is give you whatever triggers on a hit, and ongoing 5 poison damage. It's a bit trite, but there's no denying how useful this power is.
Grounding Rebuke (D374)
Something you do lack as a Striker is out-of-turn attacks. As everyone except Cosmic Sorcerers has almost no call on their immediate actions, this is excellent extra damage to contribute to your DPR, on top of giving you some great defensive and control ability. Not a bad choice at all.
Howling Tempest (AP)
Glorious. It's an Area Burst that does Thunder damage, automatically qualifying it for some great feats; and while the primary effect is lame, the amount of sliding you will do with this power and its resulting autodamage zone is mind-boggling.
Ice Javelins (AP)
The damage is nothing spectacular, but it is guaranteed(ish), and against three targets within 10 squares of you, giving you excellent field of presence with this power. Not a bad choice.
Lightning Breath (PHB2)
Again, you really don't have a lot of use for your Minor Actions, so you'll have this up for quite awhile. It gives you a bit of protection against multiattackers, and the start-up damage is quite good, especially for a blast.
Dragon Sorcerers amplify the effect greatly; plant yourself in the middle of the field and annoy your enemies, and you can get this to really add up over time.
Shocking Magnetism (AP)
The one thing that's missing from this power is something that would equate to an encounter-long pull effect (at least until you dismissed the effect). Otherwise, the start-up is very solid, but the effect needs supreme preparation to make sure it not only doesn't damage your allies, but damages enough of your enemies to be usable.[/sblock]
Level 3 Encounter Powers
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Acid Claw (AP)
A decent pseudo-AOE for Dragon Sorcerers, but really lackluster for anyone else, especially Storm and Wild Sorcerers. Double-tapping into your Strength modifier certainly won't go amiss, though.
Dancing Lightning (PHB2)
Pretty much the same power as Acid Claw, but with a better damage type and a better splash effect that isn't conditional. A better choice overall unless you have a very high Strength modifier.
Essence Prism (AP)
This rating assumes you're a Wild Sorcerer, who can tap into the conditional, yet rather useful power. Decent range, but shame it does nothing else.
Flame Entanglement (D386) [Familiar]
Almost completely overlaps with Familiar Fires; the effect is mediocre and the Dragon Sorcerer rider may never come into use.
Flame Spiral (PHB2)
The amount of discussion put into the wording on the Effect line of this incredibly robust power has been the focus of these boards quite a few times. I've always seen the effect as only giving one instance (as the effect depends on the enemy being in certain locations on the board, not necessarily whether it runs circles around you), but most DMs and players see it differently. If your DM agrees with the assertion that the damage happens upon each time an enemy moves into different squares surrounding you, boost this to
Gold. Either way, this is a terrific friendly Close Burst, and one of the Sorcerer's best powers.
Ice Dragon's Teeth (PHB2)
A true ranged AOE, and being generally forced to target clumps of enemies far away from the main group means the slowing effect matters much more. Quite a nice choice.
Lightning Cuts (D390)
Incredibly simple, but awe-inspiring. Strikers ride on the basis of being able to use attacks that do not take up their Standard Action, and this Minor Action Weapon-vs-Reflex attack is one of the best in the business for Dagger Sorcerers. Far and away the strongest of the D390 lot.
Poisonous Exhalation (PHB2)
A pretty nice Close blast damage-wise, but the effect is a little wonky - Fortitude is actually not all that often targeted. If you're a Dragon Sorcerer and you tend to do so, however, enjoy the tremendous debuff this can bring.
Searing Sands (AP)
Honestly, this is a power only Cosmic Sorcerers should ever consider (and they have better options for Close attacks). This clashes horribly with Tempest Breath for Dragon Sorcerers without the rather nice Leadery benefit that that power contained.
Spectral Claw (PHB2)
Moreso a power to have in your toolbox than anything else. For
Wild Sorcerers, however, if you're somehow able to control if your d20 is considered even or odd, you can yank melee opponents out of formation and lock them down for awhile, which will help in contrast with the awful damage.
Stormy Emotions (DSG)
Our one dose of true Sorcerer support since D390. And what do we get? An unfriendly CB2 without a Charisma modifier attached to the damage roll that pushes and knocks prone. The dualtype cold and lightning sounds interesting, but it's nothing you can't really exploit or accomplish that you couldn't do by Admixturing onto
Flame Spiral - which, by the way, beats this power up and takes its lunch twice over.
Swirling Stars (AP)
Pretty much Ice Dragon's Teeth with no control. However, you can bump up the rating of this power by either being a Cosmic Sorcerer (in which targetting becomes much easier), taking Resounding Thunder at Paragon, or both.
Teleport Bash (D381)
The fact that the teleport is so random really does not help this power, especially as the damage is so incredibly low. And unless I'm mistaken, the rider on this power doesn't even function, as there is no such thing as a "Chaos Sorcerer". Woops. It's easy to interpret the rider as applying to Wild Sorcerers, and I doubt any DM is going to be that strictly attached to RAW in this fashion, but that still doesn't salvage this power.
Thundering Gust (AP)
The lowest damaging Close blast in the list, but it contains an amazing effect for
Storm and
Wild Sorcerers that must wander in closely. The Storm rider, however, is kind of weird: why you'd rather be able to fly than inflict a mass slide is beyond me. I guess the option's there...[/sblock]
Level 5 Daily Powers
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Acidic Implantation (PHB2)
This power has the potential to do some incredibly good damage to the primary target of the power (and spread out some rather nice damage all around), since you double-tap static modifiers on two successful hits, but you need some prime positioning for the best results. As the hit line determines whether the target is relocated or not, and the secondary attack completely depends on where the target is at the end of the primary's resolution, you need the board set up to where both possiblities will both spread the damage satisfactorally and not be an inconvenience to your allies.
Blinding Blade (D390)
Blinded (save ends) is nothing to shake a stick at, but considering the size of Dagger dice, the damage is unabashedly mediocre, and the Miss benefit not much better.
Corruption Orb (AP)
While I suppose it's nice to have guaranteed ongoing damage this early, your Warlock cousins were doing this 4 levels ago, with better damage dice and a marginally better damage type.
Everywhere and Nowhere (D390)
You really do need a better way than this power to keep yourself invisible after the initial effect wears off, but with that in play, the autodamage from this power could add up over time.
Glacial Armor (AP)
After doing some pretty good AOE damage, you enwrap yourself in some excellent defensive bonuses, both static and repelling. Fits exactly in line with how
Dragon Sorcerers operate, and the damage type meshes well with
Cosmic Sorcerers. Certainly not terrible for any Sorcerer, mind you - the shield will help deter stragglers for the more Ranged oriented of you.
Moon and the Stars (AP)
A two-target power already puts this at a pretty nice echelon, and being able to choose between two damage types whether you hit or miss (and two pretty darn good benefits if you hit) makes this very much worth consideration.
Palest Flames (PHB2)
Completely awful on its own, but with a lot of party members wielding Frost weapons and the like, this could turn into utter hilarity. It's not exactly the best to prepare or hope for such an instance outside of one-shots, though.
Pinning Darts (D386) [Familiar]
The amount of damage dealt is pretty nice, and the effect is solid... but not on a single target daily. At least it's guaranteed immobilization. Ignore the Familiar rider - why you're wasting Standard Actions just for the chance to do At-Will Immobilization for a limited and random duration is beyond me.
Reeling Torment (PHB2)
This power has a lot more going for it than one might think at first glance. It's a Charm power, with the Psychic damage type, and against Will; on top of which, it's guaranteed Control, and the damage isn't half bad. Stuff some other conditions onto the enemy, and you can give it nightmares until it saves against this.
Serpentine Blast (PHB2)
The damage, at face value, is the best in terms of damage to one target, but the power does nothing else; the targetting benefit brought up in the attack line is duplicated by a couple of implement expertise feat benefits, and so this power really is nothing special. In that regard, it pales in comparison to Dazzling Ray and the like.
Slaad's Gambit (AP)
Well, hey, look at that: an Immediate Interrupt daily that does guaranteed damage and plants you at a safer point on the board, preventing damage that was done to you and giving you much more freedom as to where to launch future attacks. I'm sold.
Sun's Illumination (AP)
While this power deals no damage at all on a miss, it produces a very strong movable and sustainable zone that forces enemies within to grant combat advantage. The skill bonuses are minor and probably will never come up in the heat of combat, but the secondary benefit will accentuate a Leader role you oftentimes don't exhibit. Plus, it's AOE radiant damage, and that's definitely notable.
Thunder Leap (PHB2)
A pair of thunder-typed Close bursts that incorporate all of your static modifiers and allows you to deal damage in two large swaths of the board is incredible, and only gets better in Paragon when Resounding Thunder comes into play.[/sblock]
Level 7 Encounter Powers
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Blazing Bolts (AP)
There's pretty much no reason for Dexterity-based Sorcerers to ever use this power, as the double-tap of ability modifiers and the splash damage will mean absolutely nothing to you. For Strength-based Sorcerers, however, you'll be able to add your Strength modifier twice on your primary targets, and the splash damage will be at least somewhat significant. A decent choice.
Chaos Ray (AP)
A bit of a premature rating - it's not clear whether the target or the caster gets to choose where the target goes. Even if you could choose, it's marginal repositioning on a single-target power that doesn't do all that much damage.
Chaos Storm (PHB2)
I would highly recommend, if you don't have Blazing Starfall, to make this your target for Arcane Admixture (Thunder) at Paragon, since the secondary effect becomes much better for
Wild Sorcerers at that point. This is definitely a spell for Wild Sorcerers to toy with, as they also have a couple feats that revolve around teleporting enemies. Others may appreciate it being a Lightning AOE, but otherwise can pass.
Crushing Sphere (PHB2)
A rather boring force AOE that debuffs attack rolls. Hard to get excited about it.
Dweomer Dagger (D390)
In the same vein, the debuff instilled on a Dagger-based single-target weapon power isn't enough in the face of some truly awful damage. It's a marginally better debuff, sure, but there are better options here.
Horror Blast (D386) [Familiar]
Quite a big carpet of friendly AOE damage, with a nice push attached to it. The Familiar rider is kind of weird and requires sublime positioning to get it off right, but has the potential to be very powerful. Regardless, still one of the strongest powers in this particular list.
One Blow, One Echo (D381)
Rarely will the word "one" ever get you excited as a Sorcerer. You don't want to roll 1s on d20s, you don't want to have single-target Melee 1 powers, and you really don't want a power that does marginal damage to one target and a bit of delayed damage to someone who may not be there by the time your turn comes around again.
Rimestorm (PHB2)
Another friendly Close AOE power, this time a Blast 3; and instead of a push + possible prone, it's a guaranteed prone if you hit. The Dragon Magic rider may or may not come up, but Dragon Sorcerers do often target Fortitude, and perhaps your other teammates do as well. Great for Skirmisher-types.
Shout (PHB2)
Skyrim references notwithstanding (that gets more ridiculous if you hybrided Barbarian and took Dragonfoe Ragespell as your Paragon Path), this is a giant thunder AOE (close blast 6 at Paragon if you're keeping score) with some decent damage attached, but an effect that is one of the most conditional status effects in the entire game. Still holds its own, though.
Spark Form (AP)
This is the kind of power you find on Monk dailies, and they're some of the strongest in their own class's selections. The base damage is wretched, but you work in Cloth, meaning you won't have a Speed penalty and can thus deliver damage all across the board with veritible ease. It's a shame you need to enter the creature's space and can't just be adjacent akin to said Monk dailies, but this is still incredible for all types of Sorcerers.
Thunder Bomb (AP)
A direct improvement to Ice Dragon's Teeth to the point of the latter's obsoletion; not only is it a thunder AOE, but it's an AOE slow with immobilization in the origin square. Unless you're really holding out on a Cold theme or can otherwise pierce Cold resistance, take this power in place of it - you won't regret it.
Thunder Wyrm's Jaws (AP)
Ranged and single-target, sure, but it actually does carry some decent damage dice and a rather nice benefit for Cosmic and Dragon Sorcerers, giving you a semi-reliable source of temporary hitpoints every encounter. Completely ignore this power if you're Dexterity-based, though: the temporary hitpoints will be way too small to justify this pick-up.[/sblock]
Level 9 Daily Powers
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Adamantine Echo (PHB2)
While it's not particularly impressive in the front end, it's a large area of guaranteed ongoing damage (and once again, it's AOE thunder damage, and you know what that entails), and it provides a sweet defensive benefits to you for those tough days on the road. However, something must be said for
Dragon Sorcerers: the AC bonus - which lasts all encounter - is based on your Strength modifier. Being able to jack up your AC to past Defender levels is a gorgeous benefit, replicated only by one of your best level 22 Utility powers, and as such I can find no qualms in rating this Gold for them.
Bounding Bolt (AP)
Don't let the massive wall of text lull you into a false sense of impression: all it does is pass along ongoing lightning damage should the primary (and secondary if it applies) targets fail their saving throws against the first bout of ongoing lightning damage. The base damage is guaranteed, to be fair, but it's not quite enough to put it too high up in the ratings.
Contagious Curse (PHB2)
In a very odd echo of some Warlock powers, you potentially deal a bit of damage and then subject it to inflicting a substantial amount of autodamage that incorporates all of your modifiers to everyone adjacent to the target, and where he starts is entirely up to you, as the slide is an effect. Wild Sorcerers can wreck the field senseless, however, as the amount of coverage literally triples if you get an even roll.
Flanking Familiar (D386)
[Familiar]
An incredibly boring name, but it does what it says on the tin: after doing some decent damage and adding an enormous bonus to your Familiar's defenses, your Familiar can now flank with your allies, as long as you have minor actions to sustain this effect. Combat Advantage really is not hard to obtain anymore, however, so the utility of this power has kind of passed us by.
Force Daggers (D390)
Were they that afraid to make AOE Weaponized Sorcerer dailies that did more than 2d4 damage at the outset? Really, the only things that save this power from being complete garbage are it being friendly and having an option for adding extra damage should you only target one creature. And unfortunately, that's the end of the Weapon powers for Sorcerers - massive potential gone largely to waste, save for a great At-Will and a fantastic Level 3 Encounter power.
Howling Hurricane (AP)
I just cannot say no. Especially for Storm Sorcerers, and especially at Paragon, this is a glorious mix of Control and Damage that even helps with relocating allies as well as enemies. It's very mobile (six squares as a move action), sustainable, and all around fantastic.
Ice Stalagmites (AP)
This power would be a lot stronger if the Effect actually happened on a miss as well, since it won't apply if the target never vacated a square. Otherwise, though, it's a triple-target daily with three opportunities for some substantial autodamage, and gives monsters something else to do besides beat up on your allies.
Prime the Fire (PHB2)
There is no question that if you want a good fire-based Sorcerer, you pick this power - period. The base damage is alright, but the effect is fantastic, giving dice-rolled autodamage should the target attack before your round comes up again. Also, keep in mind this autodamage will always happen, even on a miss.
Season's Malaise (AP)
This is a power you would want to crack while you're at the top of the initiative order in front of a long line of allies, so that your allies take full benefit of the kind of action denial this power puts forth. Otherwise, the damage isn't anything spectacular, nor is the ongoing damage.
Staggering Blast (PHB2)
Basically amounts to a single-target immobilization (or single-target prone) with some decent damage attached, the former of which takes up your immediate action. It's competent soft control, but it's nothing amazing. (Also, do you notice how many freaking powers they have that has the word "reeling" in the flavor text?)
Winds of Change (AP)
The coverage this friendly AOE instills is enormous, the damage is perfect, and the effect, both on the hit and on the Effect line is great for what this power does. If you're a close-power specialist, give this some serious consideration - it's probably the best power on this list overall.[/sblock]