Zurai
First Post
Clerics are good at type 1 and can rarely perform type 2.
The spells in question in this thread are just as viable at type 2 as any wizard spell bar Legion's Hold.
Clerics are good at type 1 and can rarely perform type 2.
Well that sucks... I guess your party doesn't want to play like a team, then yeah, Wizard has a huge disadvantage... though, you are unlikely to freeze all enemies in the effects. If you do, you are hugely controlling the battle already, and the actions of a couple of your teammates *may* not be too harmful to your overwhelming victory. If they decide to move next to the immobilized melee monsters inside an Evard's.... get some new teammates...
Well my point was that if the wizard did manage to get all of the enemy combatants trapped, then either he wasted way too many of his resources (dailies) or he got lucky, but either way the battle will be significantly easier. I'd rather not use my powers and win easily than do something reckless and jeporadize the entire party. I don't care about hitting with powerful powers, I care about winning. Maybe I'm just more team oriented than others, but I think of the party as a group that works together efficiently and effectively to win a combat, not a bunch of people trying to show off their cool powers. Again, my group could be quite different from others' groups/feelings, and again, I'm not saying there would be anything wrong with that if you do play like that, just that I don't play like that, and the concept seems foreign to me.I think the frustration comes from the players and is simply expressed through the characters. It's like, "Ok, combat time!" and everyone pulls out their powers sheet to decide what they want to lead off with... and then 1 player starts throwing zones in front of them, preventing them from using any of their own cool powers or abilities unless they are willing to step into it and take the same damage as the foes. Yeah, they could plink away with a basic ranged attack, but why have all these cool powers (that only work at melee range) if you don't get to use them? Even if the battle is going your way because the Wizard is doing well, how fun is it for the players of melee combatants to just stand in a line and wait, round after round, for someone to come through, or to just use basic ranged attacks? Wasn't the point of 4e to give every class cool powers and abilities they can use?
It is the best among the level 29 spells.
And it has a "save ends" effect on a miss unlike the salutation, with spell focus that's possibly an extra turn of combat advantage, no OAs, and flanking.
But you're right - Destructive Salutation is nothing to scoff at!
Cheers, LT.
Because it also keeps your party out of the combat, or it hurts them as much as your enemies. In my party of 4, I'm the only real ranged attacker. One other character has a few ranged attacks, but then has to stitch to melee, and the other 2 characters are 100% melee. Preventing the rest of my party from using their abilities/powers leads to my party getting pissed off with me, and on multiple occasions charging through my damaging zones just to get at the foes, even though they suffer just as much as the enemies. The other characters have threatened to attack me if I put up another damaging zone in their way again, as they consider it to be "helping the enemy!"
The real major benefit of the Cleric spells, besides their greater damage, is the fact that they automatically only target enemies. You can throw an Astral Storm on top of a furious melee battle between the rest of your party and a half dozen enemies and neither you nor your allies has to worry 1 bit about collateral damage. The Wizard doesn't get that choice far too many times
You can answer your own question by comparing what damage the wizard spells do of the same level. You may then realize what all the hub bub is about.
Just think about it, if you saw an enemy cast an Evard's what would you do? I'll tell you what you would do, you would push pull and slide to use the power against the enemy.
At this level, if the defenders, leaders and strikers in your party can't control the battlefield then you probably shouldn't bother using Evard's cuz it will just make a bad situation even worse. If on the other hand your party can handle the situation, well then Evard's will just get in their way.
The beauty of Fire Storm is that it can never be used against you. It will work just about in any situation. And don't dismiss the damage, 40 points plus 18 points per round against to 6 to 10, 180 hit point, n-2 monsters should not be dismissed so easily.
In an epic level fight, where a push, pull, and slide can come just as easily from both sides of the battlefield, I choose Fire Storm over Evard's or Cloudkill any day or any place.
Because when you look at Warlock and Ranger powers you have to add 3d6 damage/round on top of what is listed.Roxlimm... I may be misunderstanding, but those don't sound like any reason that meteor swarm is better. They'd all be just as effective, if not more effective, using astral storm.
That is to say, if you gave the wizard an Int-based Astral Storm, would anyone 'prepare' Meteor Swarm over it?
The spells in question in this thread are just as viable at type 2 as any wizard spell bar Legion's Hold.
I hope you mean blast, and are talking about a Resounding Thundered, Arcane Reached, Thunderwave. Otherwise, did they come out with another Dragon magazine? (lol)(excuse my while i pimp my at will, ranged 2 burst 4 AoE which also knocks back non-minions to be dealt with later)
Agreed. (though more damage never hurts... well actually, I guess it does...)AoE damage is control, but you only need 1 point.
Because when you look at Warlock and Ranger powers you have to add 3d6 damage/round on top of what is listed.
Oddly you might prefer to miss with Destructive Salutation if you have Orb mastery & the Orb of Continuance. That guarantees 3 round stun on a given mob, using your enc & daily orb powers. If you hit saves at -9 say with the orb encounter penalty on an Archvillain er Solo are only 65% likely to stick so 27% ish of getting 3 rounds. Against an Elite it's good odds (well 50%) & normals are buggered.