Miscellaneous Posting P1
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Originally posted by angrymojo:
I'd actually put being blinded as a more crippling condition for ranged creatures than melee. If you're a melee creature and you're blinded, you gain major penalties and have a hard time hitting and doing damage. If you're a ranged creature and you get blinded, you're completely out of the fight.
Originally posted by shimeran:
Blinded is worse if your opponents keep moving. In that case you have to play "guess the square" in addition to taking the -5 penalty. However, enemies that use close and area attacks don't have to worry about the penalty and have a better chance of guessing the right square by covering more of them. We ran into a nasty scenario a few sessions back where the entire party was blinded. The only one to not get heavily screwed by this was the party's wizard with her thunderwave and cloud of daggers.
Overall the blind ratings look about right. Artillery tend to care the least about being blinded. It's inconvenient but unless the party spread out quickly it probably won't affect their effectiveness too much. If anything, I'd almost be tempted to push it down to 2 for area heavy artillery. However, it does rate higher for mult-attack artillery without area effects, so 3 is a decent average.
The only thing that seems off right now is that push might be undervalued for controllers. Some of those have auras that boost nearby allies and shoving them away from their allies can deprive them of those benefits. This is actually more of a leader thing, but there's no entry for that and controller is the closest match.
Originally posted by ruroshin:
Daze is also very useful for 2 other things:
1. for letting either you/allies from disengaging from melee since dazed creatures don't get opportunity action so you can just walk away from them. Good if you want to escape from melee or letting your strikers pass the soldiers/brutes to get to artillery/controller easier.
2. To stop immediate actions from creatures. e.g. Orcus Tail Lash is pretty nasty, its an immediate reaction that can stun you as soon as you move adjacent to him. Daze him and you don't have to worry about it.
Originally posted by Kurald_Galain:
Could you sort those lists alphabetically, it'd make them easier to read.
Originally posted by Squad:
Thanks for putting this together alien! I definitely find it helpful to assess the usefulness of various effects on the different enemy roles. Combine that with a consideration of the average defenses of each enemy role (so that you can actually hit the target reliably), and you've got a pretty good base of information for assessing the powers of Wizards and Druids for their effectiveness at controlling the board.
A couple comments . . . your ratings for weakened did seem a bit high to me (4 out of 5 for every role except controller). As you say, it's better to prevent an attack from happening in the first place, and most of the negative status conditions can do just that. Weakening seems more like a 3 to me - it's usually useful (as opposed to situationally useful), but it's not that powerful an effect. Other status conditions can also help your allies hit the target, which weakening does not do, and that should factor in as well (in much the same way that damage still matters even if you're not a striker).
I also thought the ratings for pushing, pulling, and sliding might be a bit high across the board. I guess part of the problem is that the usefulness of such powers depends on how many squares you can move the target. An Artillery sitting at 20 squares away isn't really going to be effected much by being pulled or slid 3 squares. For those powers, it might be better to give them some parathentical ratings and remarks, like Pull - 2 (4 if you can pull a ranged enemy into melee range of an ally).
Originally posted by jetpack:
Daze is also very useful for 2 other things:
1. for letting either you/allies from disengaging from melee since dazed creatures don't get opportunity action so you can just walk away from them. Good if you want to escape from melee or letting your strikers pass the soldiers/brutes to get to artillery/controller easier.
2. To stop immediate actions from creatures. e.g. Orcus Tail Lash is pretty nasty, its an immediate reaction that can stun you as soon as you move adjacent to him. Daze him and you don't have to worry about it.
I agree. For most opponents daze is not that great because the creature normally only has one action a round that is damaging. However, when you are taking on a solo such as a dragon, or the as mentioned Orcus, daze becomes extremely powerful. Solos are solos because of the multiple damage actions they get to use in a single round. Anyone who has been on the wrong side of a claw, tail sweep, breath weapon all in one round can attest to that. Remove that and they are just an elite with more hit points.
Originally posted by matthewstryker:
However, when you are taking on a solo such as a dragon, or the as mentioned Orcus, daze becomes extremely powerful. Solos are solos because of the multiple damage actions they get to use in a single round.
This is true. Daze becomes more important when it inhibits a second attack and not just a move or minor action.
I guess the hard part with a guide like this is controlling for party composition. Status effects that grant combat advantage are a lot more valuable, for example, if you've got a rogue in the party.
Originally posted by vaelan:
If you're a ranged creature and you get blinded, you're completely out of the fight.
Ranged attackers can use Perception to discern the square of a target as easily as melee attackers can.
Originally posted by Squad:
I guess the hard part with a guide like this is controlling for party composition. Status effects that grant combat advantage are a lot more valuable, for example, if you've got a rogue in the party.
I think that's why the OP just focused on the effects on the enemy roles. Combat advantage is to some extent useful for everyone, so that could be factored in, but I think a discussion of party composition should generally be avoided here. Don't get me wrong, it's relevant information, but leave that to the individual to factor in.
Originally posted by klivian:
I think that's why the OP just focused on the effects on the enemy roles. Combat advantage is to some extent useful for everyone, so that could be factored in, but I think a discussion of party composition should generally be avoided here. Don't get me wrong, it's relevant information, but leave that to the individual to factor in.
It is something that deserves consideration in a discussion thread though.
Take, for example, knocking a target prone. Usually useful on a melee enemy, but if your party features several ranged members (spellcasters and archers), knocking enemies prone becomes much less valuable as your allies take a penalty to-hit, since this is the opposite of what a controller wants to do.
Originally posted by Squad:
Take, for example, knocking a target prone. Usually useful on a melee enemy, but if your party features several ranged members (spellcasters and archers), knocking enemies prone becomes much less valuable as your allies take a penalty to-hit, since this is the opposite of what a controller wants to do.
Yeah, I see your point. I guess considerations of party composition might pop up more frequently than I originally thought.
Could party composition considerations be dealt with in the general notes on the effects rather than in the breakdown by enemy role? For example, if the OP includes notes specifically on prone, it could include something like . . . "Adjust the value of a Prone effect by -1 if the strikers in your party are mainly ranged." The earlier suggestion about Combat Advantage could be handled in the same way. Any condition that grants Combat Advantage could include the note "Adjust the value of this by +1 if you have a Rogue in the party". Would that work best to handle considerations of party composition?
Originally posted by alien270:
These suggestions/comments have been great! I've made some changes to the ratings based on the discussion. I think the next section that I'm going to work on is a discussion of the different conditions. This will be more generalized that giving a rating based on role, and it will also be easier to include things like walls and AoEs. After that, I will probably start a section on party composition (so keep those thoughts coming, as the sheer variety of different class/race combinations is daunting, as any one person has only limited experience in game). And of course no controller guide would be complete without a discussion of the strengths/weakness/differences of the Wizard, Druid, and Invoker (this will start out as very general, especially for Invokers since I haven't looked at the class much).
Originally posted by mkill:
[MENTION=52224]alien[/MENTION]: Nice to see someone started the work for other roles. Keep it up, I'd love to see more. Here are some ideas for other chapters:
- Keeping yourself alive: Controllers are usually the most fragile member of the party, so you either need to beef yourself up or add mobility to stay out of reach.
- Melee controllers (Wizard of the Spiral Tower, Wildshape Druid)
- Teamwork with defenders, leaders, strikers, and a second controller
- How to handle boss fights against single, tough enemies
- Wizard: Blast allies yes/no, reducing collateral damage
Originally posted by akhorahil:
You need a "6" for Stunned and a "7" for Dominated.
("6" - Monster can't do
anything. "7" - Monster helps you.)
Also, those two will
always have those numbers, regarless of monster role, so just put it on the top instead of putting them in every list.
Originally posted by klivian:
[quote [MENTION=52224]alien[/MENTION]: Nice to see someone started the work for other roles. Keep it up, I'd love to see more. Here are some ideas for other chapters:
- Keeping yourself alive: Controllers are usually the most fragile member of the party, so you either need to beef yourself up or add mobility to stay out of reach.
- Melee controllers (Wizard of the Spiral Tower, Wildshape Druid)
- Teamwork with defenders, leaders, strikers, and a second controller
- How to handle boss fights against single, tough enemies
- Wizard: Blast allies yes/no, reducing collateral damage[/quote]
Squishyness: Not always, I'm starting a campaign tomorrow where my wizard will have the highest AC in the party (17 thanks to Leather and Staff, the Warden and Barb only have 16s)
Blast Allies: The answer is always yes. A catchphrase from my last campaign where I played the wizard was "Do what the wizard tells you" because when it's the wizard's turn, bad things happen
Alien: Your section on prone is slightly incorrect, prone enemies only grant combat advantage to those who make melee attacks against them, so a crossbow rogue does NOT get CA
Originally posted by alien270:
Blast Allies: The answer is always yes. A catchphrase from my last campaign where I played the wizard was "Do what the wizard tells you" because when it's the wizard's turn, bad things happen
I disagree with you on this one, but you do have a good point about other party members "doing what the wizard tells [them]." The wizard is in a difficult situation because he/she really has to consider what the best possible outcome will be. Will the damage done to the enemies outweigh the damage done to the party? And what about status conditions? What role are the enemies, and what are your allies defenses? If you're using a power that targets Fort, and the burst contains two enemy lurkers, your Fighter, and your Hellock, your attacks are less likely to affect your allies, but have a good chance of hitting the lurkers. Does it do ongoing poison damage? If one or both ally is a Dwarf they're going to have a pretty easy time shaking it off. The problem is that enemy hit points are NOT equal to ally hit points. Monsters generally have more hit points but their attacks deal less damage, compared to Player Characters which have devastating attacks but fewer hit points (in general). Also, consider the fact that PCs usually need to conserve resources for future encounters, so not damaging them should be a high priority. The likelihood of the enemy's attacks hitting also needs to be factored in. Do the enemy's have low to-hit, and are engaging the sword and board fighter because they can't escape his combat challenge? Doesn't matter if your burst is more likely to hit them and miss the fighter; the battle can be won more easily by attrition, without risking injury to your ally (so you also need to consider, is
your attack more likely to hit than the enemy's?).
While this may sound overly complicated, keep in mind that a rough qualitative sense should be enough. You know if the enemies have been hitting frequently, and assuming your DM rolls in the open you should have a decent estimate of their attack bonus. You should also have a good idea of how the defenses of your allies differ from each other (besides, you could always ask other players what their defenses are if you're really worried about hitting them).
So now back to your point about the wizard telling the other PCs what to do. You'll make life easier for yourself and your allies if you're aware of positioning
before your turn comes up.
Tell the fighter to shift out of melee if the enemy will not be attacking between the figher's turn and yours (the fighter can delay and attack after the enemy to optimize your initiative order tactics). You'll be much more likely to minimize friendly fire if you plan your turn out before it's actually your turn. The wizard should constantly be assessing the pros and cons of their actions, and constantly scheming up ways to tip the balance in their favor.
Alien: Your section on prone is slightly incorrect, prone enemies only grant combat advantage to those who make melee attacks against them, so a crossbow rogue does NOT get CA
Thanks for catching that! It has been edited.
Originally posted by darknesscreeping:
Under which category is unconscious?
That's a pretty nice effect.
Originally posted by alien270:
Under which category is unconscious?
That's a pretty nice effect.
Indeed it is. I forgot about it, as it doesn't come up all that often. I'm thinking 5's across the board
It's been added to the "controller abilities" section.
Originally posted by bobthedog:
(the fighter can delay and attack after the enemy to optimize your initiative order tactics)
This (initiative) is something that deserves focus, IMHO.
Some status effects lose a lot of usefulness if you're not in the right place in Init. Examples:
Prone - You should act, followed by the melee PCs, then the Monster, then the ranged PCs. This way, the melee allies get CA and the ranged ones don't get the penalty. If the monster acts between you and your friends, all you've done is cost him a move action.
Immobilized or other "break the defense" statuses - You act, then the strikers, then the defenders, then the monsters. This way, the strikers can slip past the affected enemies, then the defenders move in to stop pursuit. If you're not in the correct initiative, the monsters might recover before the rest of the group has a chance to act OR they might recover before the defenders move in to hold them in place and fall back to get the strikers who slipped past (maybe even flanking with the squishies).
In other words, a controller should ideally have the highest Init among the PCs, without any monsters in between them. That way, delaying or readying is possible to adjust to specific tactics without giving monsters a lot of free turns.
Init adjusting doesn't have to occur in a single round, either. Some conditions work just fine independently of init placement (or conditions that last "until the end of your next turn"). It is mostly important for short-term conditions (Prone, penalties for "the target's next attack" or "until the end of the target's next turn") or for save ends, which
might be over in the target's first turn.
This can be expanded to Controller + Leader sinergy. You'll normally want to have it so that the Striker is buffed ("+1 to attack rolls before the end of the ally's next turn"), attacking a debuffed monster ("the next attack against the target has CA"_).
Originally posted by alien270:
I've started the "Controller Classes" section. I got a good amount done on the Druid, since that's the controller that I have the most experience with. And admittedly, the pro/con lists are very rough, but I haven't put much thought into them yet (just wanted to get something up there).
I think where I'm going to run into trouble is with the Invoker. I haven't looked at the class much, and I haven't played it at all. It'll most likely be the last class that I cover, and if anyone offers any suggestions about it I'll most likely just take your word for it
Originally posted by Squad:
I like the section on the Druid. A lot of good information there, but it looks like there's one mistake:
The biggest penalty for needing to be in melee vs. range involves Grasping Claws. Slow can normally be used at range to prevent a melee enemy from reaching an available target, provided said target is more than 4 squares away. The Druid has to work for this. You can charge with Grasping Claws, wild shape to shift away, and then move away, but if you started your turn in humanoid form that's no longer an option.
You can't charge, then shift and move away. Remember with charge:
No Further Actions: After you resolve a charge attack, you can’t take any further actions this turn, unless you spend an action point to take an extra action.
Originally posted by alien270:
I like the section on the Druid. A lot of good information there, but it looks like there's one mistake:
You can't charge, then shift and move away. Remember with charge:
No Further Actions: After you resolve a charge attack, you can’t take any further actions this turn, unless you spend an action point to take an extra action.
Ah, thanks for catching that. It's funny because I've made that mistake here before and been corrected. Guess I was more tired than I thought when I posted that
Originally posted by lucifernietzsche:
Awesome job. Thanks a lot because I've actually been wanting just such a thread.
All the debate about whether there should or can, or shouldn't or can't, be a martial controller class has me examining what the real boundaries of both the martial power source and the controller role really are.
This will help immensely in answering many of those very questions, kudos and thanks. Now I just have to find or create a similar thread for the martial power source and see how it all goes.
Originally posted by dewi:
As I see it... (and bear in mind that in practice I have the tactical nous of General Custer, so criticism gratefully accepted)
Basically, the striker wants to go after the high damage output low defence/hp enemies. The defender is stopping the enemy from going after the striker.
The enemy wants to do the same only in reverse.
So the controller is making sure that the PCs plan goes into effect, rather than the enemy lurker/artillery going after the striker, and the enemy soldiers stopping the other characters going after the enemy lurker/artillery.
The zen of the controller would be to put each enemy on ice until they stagger out one at a time into the waiting arms of the defender, who holds them put while the striker kills them.
More practically, the controller's job includes (in a rough priority order):
a) stopping the enemy from doing an end-run around the defender.
b) stopping the enemy from ganging up on the defender all at once.
c) getting the striker's targets into a convenient position for the striker.
a) and c) are to some extent the responsibility of the striker and defender. b) is pretty purely the controller.
Obviously the best way to do the controllers' job is to do enough damage to kill all the enemy, but if it was always that simple everyone would be a striker.
Originally posted by alien270:
So the controller is making sure that the PCs plan goes into effect, rather than the enemy lurker/artillery going after the striker, and the enemy soldiers stopping the other characters going after the enemy lurker/artillery.
The zen of the controller would be to put each enemy on ice until they stagger out one at a time into the waiting arms of the defender, who holds them put while the striker kills them.
More practically, the controller's job includes (in a rough priority order):
a) stopping the enemy from doing an end-run around the defender.
b) stopping the enemy from ganging up on the defender all at once.
c) getting the striker's targets into a convenient position for the striker.
a) and c) are to some extent the responsibility of the striker and defender. b) is pretty purely the controller.
Obviously the best way to do the controllers' job is to do enough damage to kill all the enemy, but if it was always that simple everyone would be a striker.
These are very important components of a controller's job, but I would zoom out a little, and look at the role from a bigger picture pov. Combat in 4e is much more than just strikers (on both sides) try to kill, defenders (on both sides) protect strikers. What you really have to analyze is what does the party need most, and you should be prepared to be able to provide that. This is going to vary from encounter to encounter, and will largely depend on party composition, as well as the composition of the enemy forces.
I wouldn't prioritize your a-c list in a general sense. Stopping the enemy from getting around your defender shouldn't be your highest priority if your allies are not particularly squishy, or if you have two defenders. Just be cognizant of what your party needs, and more importantly, what would screw your enemies over the most. If anything should be a "top priority," I would say that it would be causing your enemies to lose turns. Immobilize melee enemies, block LoS for ranged enemies, etc.
Depending on the setup, isolating groups of enemies can be very effective. In confined spaces, a wall could easily cut off half the enemies from the battle. This works REALLY well for minions. Just trap them; they can't get through the wall without dying instantly. If it's a wall of thorns or fire, normal enemies are slowed down by it.
Going along with that, you didn't list "stopping enemies from ganging up on the Striker." Example from my party: Avenger is at the top of the initiative, and rushes forward to attack a skirmisher (Banshrae warrior). An Iron Gorgon goes next, charges the Avenger, pushes and knocks him prone. Then the Banshrae goes, and using a recharge power (Staggering Palm), scores a crit and stuns the Avenger. Druid was next (and the rest of the enemies were higher in the init. order than any other allies): pops up a Wall of Thorns
on the Gorgon, and cuts off the rest of the enemies from finishing off the Avenger. The Ranger wades in and rescues the Avenger, and the two of them team up on the Banshrae. The rest of the party deals with the Gorgon and the other enemies (another Banshrae warrior and two Banshrae Dartswarmers). Had the Avenger been swarmed, the battle would have become much more difficult.
Originally posted by Andrelai:
How can Blinded ever be considered less useful than Blocked Line of Sight?
When you are Blinded, you automatically lose line of sight to everything on the battlefield, in addition to the other associated penalties.
When something is merely in your way, you can often move to see around it.
Originally posted by BlinkBlink:
Alien: Great work, I love this thread. A small suggestion: the "Controller effectiveness vs. monster roles" may benefit from either a) being formatted into table form (everything won't be in seperate s-blocks, which makes it harder to compare among different roles), or b) being color coded a la the Handbook colors (e.g. red=bad, sky blue=great) since many of us are now used to things being evaluated this way.
You should also note in the "weakened" section that, while it reduces the damage dealt, it does nothing to prevent the infliction of status effects. There are times when the status effects are far worse for you than the damage.
You can't charge, then shift and move away. Remember with charge:
No Further Actions: After you resolve a charge attack, you can’t take any further actions this turn, unless you spend an action point to take an extra action.
It should be noted that this limitation can be overcome with the very cheap (level 2) Boots of Adept Charging, which allows for a free shift after a charge.
Edited to add: you should also note that Walls (and to a lesser extent, Zones) don't require a to-hit role to be effective, which makes them especially attractive options for dealing with those enemies with really high defenses.
Originally posted by alien270:
A small suggestion: the "Controller effectiveness vs. monster roles" may benefit from either a) being formatted into table form (everything won't be in seperate s-blocks, which makes it harder to compare among different roles), or b) being color coded a la the Handbook colors (e.g. red=bad, sky blue=great) since many of us are now used to things being evaluated this way.
Great suggestions! I've color coded the ratings, and it looks much better.
You should also note in the "weakened" section that, while it reduces the damage dealt, it does nothing to prevent the infliction of status effects. There are times when the status effects are far worse for you than the damage.
Added.
It should be noted that this limitation can be overcome with the very cheap (level 2) Boots of Adept Charging, which allows for a free shift after a charge.
This is one of my favorite items for Druids! I didn't include it in my description because I think that it goes a little too in-depth for a general controller guide, but I'm glad it was brought up in this thread.
Specifically, it's amazing in combination with Primal Wolf (level 9 Daily). Primal Wolf allows you to knock an enemy prone after they're hit w/ a beast form attack for the rest of the encounter. A good way to eliminate said foe's action is to use Savage Rend to slide them one square, and this way they can't charge you after getting up (beware: they may still be able to charge your allies!). If you either don't have Savage Rend or would rather use Pounce to debuff the enemy, you can still pull the same effective trick by shifting yourself instead of sliding the opponent.
It also increases your chances of setting opponents up into flanking positions, since you have a slide and a shift to work with, even after a charge.
Edited to add: you should also note that Walls (and to a lesser extent, Zones) don't require a to-hit role to be effective, which makes them especially attractive options for dealing with those enemies with really high defenses.
Added in the descriptions.
How can Blinded ever be considered less useful than Blocked Line of Sight?
When you are Blinded, you automatically lose line of sight to everything on the battlefield, in addition to the other associated penalties.
When something is merely in your way, you can often move to see around it.
Hmm, I actually hadn't considered that. Is the general consensus that this is how blinded works? In the description on pg 277 of the PHB it simply says "You can't see any target (your targets have total concealment)." Is blocked line of sight implied by not being able to see your target, or is Line of Sight a specific battlefield condition contingent upon having an unbroken line from your space to the target's, which is assumed to exist unless a power states otherwise?
Losing LoS from being blinded makes sense, but I had (perhaps falsely) assumed that they were two distinct conditions. Although, after re-reading PHB pg. 273, I have a feeling that I was making LoS out to be much more like LoE than it actually is.
Blinded specifically states that the target has total concealment, and PHB 273 states that "if you can see a target but at least one line passes through an obstruction, the target has cover or concealment." Is it safe to imply, then, that if LoS is blocked any targets have total concealment? I guess the source of my confusion was the fact that the blinded condition doesn't simply state "you don't have LoS," yet it DOES specifically state that targets have total concealment.
Originally posted by songteller:
Is it safe to imply, then, that if LoS is blocked any targets have total concealment?
Nope. If LoS is blocked, then targets have cover or concealment, just as you quoted, based on why vision is blocked. However, Blinded is more specific: it provides total concealment. One could argue that Blinded doesn't block LoS, but since the only thing LoS does is provide cover/concealment, Blinded is *better* than normal blocking of LoS.
The advantage of a Wall is that it may block LoS for more enemies than a Blinded effect - and possibly also cause automatic damage. I think Walls are more flexible for this reason . . . but also more conditional, and less effective at stopping ranged attacks as well (providing only cover, versus the total concealment provided by Blinding enemies).
Originally posted by alien270:
Thanks for that insight Songteller!
I've updated the ratings for the different monster roles by decreasing LoS. I'd like to qualify the ratings by saying that I'm not equating LoS with walls; walls usually block LoS, but they also hinder movement, deal damage, etc. Blocking LoS alone seems like it's not that great of an effect, thus it is rated fairly low. However, in combination with the other effects of walls and/or zones that block LoS, these powers are quite effective.
Originally posted by alien270:
Updated with a "Tips, Strategies, and Tactics" section. Feedback welcome!
Originally posted by randomchanze:
I know it would be a major additional undertaking, but I would LOVE to see a list of spells that provide each condition.
As the discussion has pointed out, Blind/blinded is one of the best conditions to inflict on anything except for melee - but I've had a hard time finding (wizard) abilities that induce it.
Originally posted by ixbn:
I did not read thruogh the entire blog, but I think you missed one condition.
I came across this one in PHB 2, page 106.
Power:
Face of death,
providing your party with the sweet condition:
"helpless" after the first failed save!
Free crits (Coup de grace) for everybody without any reply from the enemy.
Originally posted by alien270:
I know it would be a major additional undertaking, but I would LOVE to see a list of spells that provide each condition.
As the discussion has pointed out, Blind/blinded is one of the best conditions to inflict on anything except for melee - but I've had a hard time finding (wizard) abilities that induce it.
I was actually messing around with Druid attack powers in a spreadsheet a few weekends ago. My intent was to eventually come up with some way of displaying controller powers/effects such that I could compare the different classes. Major undertaking indeed! What I ended up doing was making columns for all of the different conditions, and listing powers that granted those conditions (with green, red, or grey fill corresponding to at-will, encounter, and daily, respectively). Sunbeam (D9) and Blinding Blizzard (D29) were the only blinds from the Druid's list.
The spreadsheet is a bit cumbersome, and a lot of effects don't fit perfectly into categories. Furthermore, I found that it didn't provide much info for the amount of effort. I haven't actually moved forward with it since then, but I came up with an idea for a second tab where I list all of the levels that Druids gain encounter and/or daily attack powers. The rationale here was that comparison's between the different controllers may vary depending on what level you're looking at, and looking at a class as a whole isn't as practical (since you don't get to keep all of your powers). In each level's row, I was planning on listing every effect/condition that a Druid could inflict with a power that level. Unfortunately this format doesn't lend itself well to quick, visual analysis. I toyed with the idea of doing a matrix with an "x" wherever a condition appeared in a level's row, but I don't think that this will help much visually, either.
Unfortunately, controllers are just notoriously difficult to compare. Even a simple count of how many powers a Wizard has that inflict a given status effect vs. a Druid or Invoker is overly simplistic since many of these powers may have additional effects, may be AoE or single target, may be save ends or "until the end of your next turn," etc. And of course whether a power is an encounter or daily has an effect on tactics and resource management.
Because controllers are a complex role, I would be hesitant to try to present their powers in such a simplified way (especially given how unwieldy even the simplification is). Take, for example, the Bard Daily, Compulsion (I know Bards are only secondary controllers but it was the first spell to pop into my head). At its core it's a forced movement power (at least that's what category it would fit into). However, it also goes into effect on the opponent's turn and prevents them from taking a move action that round. Position them so they can't charge and it's an effective single target lockdown power, functionally more similar to prone or dazed than most forced movement powers (which are typically used to set up flanking, get more mileage out of zones, etc., which Compulsion can still do). I can lump Compulsion in the same category as the Druid's Battering Claws since they're both forced movement, but that doesn't really shed any light on the differences or practical functions of the two powers.
Sorry for all of that text, especially since what it boils down to is that I'm not sure how to best present the abilities of controllers in a user friendly manner.
I did not read thruogh the entire blog, but I think you missed one condition.
I came across this one in PHB 2, page 106.
Power:
Face of death,
providing your party with the sweet condition:
"helpless" after the first failed save!
Free crits (Coup de grace) for everybody without any reply from the enemy.
Thanks for pointing that out; I'd initially thought that "helpless" was so self explanatory that it didn't merit inclusion, but after taking another look at that Wizard power I noticed that it can lead to a somewhat interesting scenario (it would seem that, by RAW, Helpless does
not necessarily mean that the enemy can't retaliate!). So I've updated the list of status effects to include Helpless (and I discuss this power specifically).
Originally posted by Kurald_Galain:
Power:
Face of death,
providing your party with the sweet condition:
"helpless" after the first failed save!
That's strictly inferior to the level-1 wizard power,
Sleep.
Originally posted by akhorahil:
That's strictly inferior to the level-1 wizard power, Sleep.
Face of Death has some other uses, though -- Immobilize (save ends) on miss is pretty awesome, and it's an Illusion (important for Illusionists, although it's pretty damned horrible against Duergar).
Originally posted by ixbn:
Nope!
First its immobilised (FoD) vs. slowed (Sleep) and after you saved against immobilised and/or ? immobilised/helpless its still slowed for FoD (SE).
So I would take FoD over Sleep anytime, because most of the time it is superior. And that is not even taking into account, that probably, although not explicitley RAW, helpless means just helpless - i.e. you are not able to do anything![/sblock]