fearsomepirate
Hero
As I already posted, my experience in these matters is 4e D&D not 5e D&D. But what you say here is absolutely true for 4e.
The weakest damage dealer in the 4e game that I GMed was the invoker/wizard. He was probably the weakest combat character overall, too - he was also the party "skill monkey"/ritualist.
But at low levels (when he was mostly wizard) his effects like AoE daze (Colour Spray) or AoE hostile teleport (Twist of Space) and at high levels (where he's mostly invoker) his effects like AoE blindness (Glyph of Radiance) and AoE domination (Compel Action) were super strong. Even Thunderwave (AoE push) is pretty good.
At least in 4e, another relevant consideration in combat maths is who takes the damage? In our 4e game the fighter and paladin had enormous depth in both healing surges and the ability to trigger those surges during combat, and it wasn't necessarily their lack of hp/surges that would drive the rest cycle. I know that 5e uses different healing mechanics, but an important part of battlefield control isn't just action denial but also controlling who is exposed when to what sorts of attacks.
There's a lot of 4e DNA in 5e, more than many people realize. However, one of the biggest substantial difference between 4e and 5e is how many rounds a combat lasts, thus effects "swing" a combat a lot more drastically. At high levels, if the entire party gets advantage, they will typically do between 150 and 200 damage in a single round. Add a round of action denial on top of that, and your BBEG often goes down before even gets to wipe his nose.
That's a bit off. You said "There are plenty of things a wizard can do if a monster has good saves" and were asked to be specific. When you had it displayed how bad much of that specific list is you want to change your tune from "plenty of things " to something but not something that your willing to suggest or stand behind as a good option when a monster has good saves. That last condition is critical because there are a ton of monsters with energy resistance/immune along with good or great saves and/or magic resistance to give advantage on the saves.
No, I'm quite willing to stand behind all of those things (except Polymorph, since I had neglected the size of the Marilith) as good options. I'm just not really interested in parsing out point by point why I disagree with you, because you keep stating the same thing in different ways and overlooking the same things.