At last I am ready to post some of the research I have been talking about with regard to the wizard. Some of the comments and numbers Squirrelloid has shown in the Char-Op forums have been invaluable guides, but they largely confirmed what I already suspected. I'd also like to give a hat-tip to Tony Vargas who inspired this title with his infamous Article "Bards DO Suck" which was the first attempt at a serious look at the problems of the 3.0E bard in what was then a new system.
Rather than to hold everyone in suspense, I have concluded that Wizards do in fact Suck. By "Suck" I mean they are sub-optimal and substandard at tactical control both as the term is commonly defined and as Wotc defines it. This is a very strong statement, but unfortunately the data backs me up. Let's start by reviewing some of the relevant data.
Average Monster Stats/Powers:
Level 1: AC: 15 Reflex Def: 13 Fort Def: 13 Will Def: 12 Average Hit Points: 29
Level 6: AC: 20 Reflex Def: 17 Fort Def: 19 Will Def: 17 Average Hit Points: 89
Level 11: AC: 26 Reflex Def: 22 Fort Def: 23 Will Def: 22 Average Hit Points: 176
Level 16: AC: 31 Reflex Def: 28 Fort Def: 30 Will Def: 28 Average Hit Points: 256
Level 21: AC: 35 Reflex Def: 33 Fort Def: 34 Will Def: 33 Average Hit Points: 283
Level 26: AC: 42 Reflex Def: 39 Fort Def: 40 Will Def: 37 Average Hit Points: 466
The above is a list of average Monster Attributes in the Monster manual (excluding minions which are a special case...but they too have defenses in line with the numbers posted above for their level). I have not adjusted it or normalized it by level (as Squirreloid has elsewhere). Even so some things become immediately clear:
1. Defenses increase about 1 per level. Note that PC defenses and attacks only improve by 1 every 2 levels. That means that every other level, you have to find an extra +1 to hit somewhere in order to keep up. Fortunately that isn't too hard until late epic levels. As I indicated Squirilloid has already shown this in Char-Op under "The Mathematics of Optimization", but basically if you start with a 16 stat in your primary attack stat, and improve that stat each chance you get, AND get level appropriate weapons and/or impliments, then your chance to hit your typcial defense will be about 50%. For the rest of this article we will assume that a "base" 16 character hits a level appropriate challenge 50% of the time. It's a simplification I admit, but it's one that's close to reality and makes the analysis much easier.
2. Monster hit points increase at a vastly accelerated pace when compared with PC hit points. Remember that after first level, a PC hit point gain is flat (modified only slightly by feats and constitution stat gains). However, monster seem to increase their hit points by a factor of five (or more) every ten levels. What this means is after low (1-3) levels, it is disadvantagous for the party to trade hit points with monsters. In fact I suspect that this has caused many early TPKs. I call this the "Padded Sumo" effect.
Now let's look at wizard damage. I will assume for the moment, that we are talking about a wizard that starts with an 18 Int (subtract one from the damage if the wizard starts with a 16 Int). I will assume that the wizard is improving his Int every chance he gets. I am also looking at damage only regardless of other spell or type of spell (except at-wills).
Best Wizard Spell Damage (at-will, single target, Area of Effect):
Just one look at the numbers reveals the obvious. The wizard damage doesn't keep up with monster hit points. It doesn't even come close. Basically once you've hit paragon level, your best damaging powers (which you can do once per encounter at best) do only 10% of the damage needed to defeat the enemy if you hit at all Once you are reduced to at-wills, you almost may as well shoot spitballs at a monster for all the damage you can do. Basically, your best attack will do 5% to defeat the monster once per encounter. The moral of the story here should be obvious: Trying to control the battlefield by damaging monsters either solo or in an area is sadly and badly suboptimal. Unfortunately this is the sort of 'control' that Wotc seems to want the wizard to have.
That means that the best wizards aren't ones that worry about damage (against Wotc's advice I mght add) but instead worry about status effects. Those status effects revolve around saving throws which a creature gets to throw off at the end of his turn (usually, there are specific exceptions). Unfortunately, the average time that any creature is under a status effect is less than one round. This is fairly easy to show mathematically.
A normal monster makes a saving throw if he rolls a 10 or more (55%) on a d20. That means the expected rounds a monster is affected is an infinite sum that looks like this:
0.45*1 round+0.20*2round+0.09*3round+...... It works out to be less than one round.
That means your normal wizard even if he places a great status condition on a creature (like stun) can't keep it on him reliably. It's worse with leaders who get +2 to all saves, and really bad for Solos who get +5.
So basically if you build a wizard "straight" as Wotc recommends, you don't do enough damage to be useful in combat and your status effects don't last long enough to be useful either.
Finally, as Icing to put the proverbial cherry on top, let's compare the Wizard to the nearly "controller-like" class in the PHB: The Cleric.
Cleric Class Features: [LIST=1]
Armor: Cloth, Leather, Hide, Chain
Weapons: Simple Melee, Simple Ranged
Impliment: Holy Symbol
Defense: +2 Will
Initial Hit Points: 12+Constitution
Hit Points per Level: 5
Healing Surges: 7+Con Mod
Ritual Casting*
Healer's Lore
Channel Divinity
Healing Word
Wizard Class Features: [LIST=1]
Armor: Cloth
Weapons: Dagger, Staff
Impliment: Orb OR Staff OR Wand
Defense Bonus: +2 Will
Initial Hit Points: 10+Constitution
Hit Points Per Level: 4
Healing Surges: 6+Con Mod
Ritual Casting*
Spellbook
Cantrips
Arcane Impliment Mastery
Clerical Skills (One and pick three): [LIST=1]
Religion (req)
Arcana
Diplomacy
Heal
History
Insight
Wizard Skills (One and pick three): [LIST=1]
Religion
Arcana (req)
Diplomacy
History
Insight
Nature
Dungeoneering
Cleric Prime Stat: Wisdom Wizard Prime Stat: Intelligence
* Cleric gets two free rituals one of which must be Gentle Repose. Wizard gets three at first and two more at 5th, 11th, 15th, 21st, and 25th level.
Let's go ahead and cancel out common stuff on both sides of the ledger. The skills between a cleric and wizard are largely the same and both classes get the same number (and there is a lot of overlap). Likewise, the impliments themselves work the same way in both classes (both add attack and damage to relavent powers). [We will cover Implement mastery in a moment.] Both classes get the same Will defense bonus so cancel that out. Both get ritual casting (although the wizard does get more free rituals). That largely cancels out too.
So what's left:
Armor: The cleric wins this one hands down. It's not worth disputing.
Weapons: The cleric wins this one hands down too, but for the controller type, it's a small thing at best (nearly zero value).
Hit Points at all levels: Cleric, no question
Healing Surges: Cleric, no question
Healer's lore vs Spell book: Cleric comes out ahead on this one too. Healer's lore gets to add the best Clerical Modifier to all "heal" powers (which includes one of his class encounter powers) this is actually useful in combat. Spellbook? If the wizard had more useful spells, it might be different but as it is, twice zero for spells is still zero. The Spellbook while not worthless isn't as good as it sounds either.
Channel Divinity vs Cantrips: As a cleric once per encounter you can either get a +1 to attack or saving throw (and very few things give you bonuses to saving throws) or get a nice little power that's great against undead and acually pretends to scale with undead hit points per level (doing radiant damage). Cantrips? With the possible exception of Mage-Hand as a blocker (almost certain to be errataed), cantrips are pure fluff. There is nothing (with the one exception I've mentioned) you can do with a cantrip you can't do with mundane gear and skills. Cleric comes out ahead on this one hands down.
Healing Word vs Arcane Impliment Mastery: Healing word is OK especially if your ally can't spend the necessary healing surge on his own, but Arcane Impliement is mastery if and only if you picked Orb as your impliment. That's because the wizard is the only one that can get a scaling (by Wisdom) penalty to an effect save per encounter per target. So the wizard finally comes out ahead if he has a high wisdom and uses an Orb. That's pretty damned specific.
OK, so far the Cleric seems so much better than the Wizard, but that's not all there is to the story, right? Surely the Wizard makes up for his lack elsewhere with the wonderful spells he can throw, right? Unforunately, wrong. First of all the Cleric and Wizard get the same number of spells per day (all classes do). Secondly the Wizard spells aren't all that much better than their clerical counterparts.
First of all let's look at damage comparing a Str-Wis Cleric (the standard) with At-Wills, AoE, and Single Target damaging spells (and compare to the chart I've already shown for the wizard). I will make the same assumptions vis a vis Wisdom that I've made with Int vis a vis the Wizard. I will assume that strength is a secondary for the cleric (wis -2) with a Cha mod of +1. In short a very 'default' cleric build.
Best Clerical Spell Damage (at will, single target, Area of Effect):
Well there you go. The cleric doesn't exactly set the world on fire either with his damage (no one will mistake him for a striker), but notice that even in the wizard's own supposed speciality (Area of Effect spells), the Cleric does more damage than the wizard after all but the lowest levels. More to the point, the cleric also heals and buffs the party during combat helping other party members do their job better. Something the wizard can not do. So the Cleric acts as a controller AND acts as a leader too.
Oh, but what about status effects? Turns out that the clerical list is full of status effects. Clerics don't get a spell as sweet as sleep but check out Rune of Binding especially when combined with the Demi-God Epic Path. Such a cleric (free to any cleric) can hold Orcus himself in such a thing indefinately (which in 4E means five minutes). At lower levels cause fear is pretty sweet too even for a low Cha cleric.
So when another class that isn't a controller (cleric) does the controller's job better than the decidated controller (wizard), it's time to call it a day and conclude...all together now.....
Clerics are better at doing things than the classes that are actually supposed to be doing them? Wow, maybe things actually haven't changed very much from 3.5 to 4E...
Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha
"I see a lot of things completely left out... Status effects, various choices, how about radiant damage vulnerability/resistance compared to the wizard's ability to select multiple energy types. How about most rituals being arcane, and the wizard starting with one more, and more than likely ending up with more, due to his prechosen Arcana skill. How about the wizard having better implements? What about ongoing damage? What about utility powers? Did you take in to account most clerics' need to spread their abilities thin to cover both weapon and implement based abilities? If this were a court of law, I have poked enough holes in your statement to give reasonable doubt, so I rest my case." ^-^
"I see a lot of things completely left out... Status effects, various choices, how about radiant damage vulnerability/resistance compared to the wizard's ability to select multiple energy types. How about most rituals being arcane, and the wizard starting with one more, and more than likely ending up with more, due to his prechosen Arcana skill. How about the wizard having better implements? What about ongoing damage? What about utility powers? Did you take in to account most clerics' need to spread their abilities thin to cover both weapon and implement based abilities? If this were a court of law, I have poked enough holes in your statement to give reasonable doubt, so I rest my case." ^-^
Not really. For the most part in 4E, damage is damage is damage. The wizard doesn't get the battlefield tactical flexibility on deciding what damage to deal any more than the cleric does. Just a fact. Also radiant damage is one of the best damage types in the GAME (along with fire which the Cleric gets as well) because so many feats, and racial abilities synergize with this sort of attack. The wizard? Not so much to put it politely. Few things are resistant to radiant damage. Lots of stuff is resistant to other types of energy. This is a clear win for the cleric.
As for Rituals, the ritual that's too cumbersome and expensive to use isn't worth anything. There are five rituals worth having, and the cleric gets most of the key skills for them (admittedly so does the wizard). The wizard does have the edge in rituals because he gets more free, but rituals suck so hard for the most part, that it's not an edge worth mentioning.
As for the wizard having better impliments, the wizard has ONE better impliment: The Orb. If you bothered to read my article, you find I mention that. I think you will find if you were in a court of law that your case didn't produce enough to meet the preponderance standard let alone reasonable doubt.
One thing I'd like to point out is AoE damage. Yes, Cleric AoEs are hard hitting (and tend to have really handy secondary effects), but Wizards get more of them.
So, if you consider a battle situation, the Cleric can throw down his daily AoE which will hit hard, but is unlikely to be able to throw down multiple Encounters and Dailies like the Wizard. In other words, given a few rounds to work with the Wizard may more easily dish out more AoE damage.
Other than that I do pretty much agree with you. Wizards and their CC were so great in 3.5 that I think WotC maybe went a bit too hard on them. Most of the debuffs either do not last long enough or aren't significantly helpful enough to warrant having a Wizard in the party. Something like a Cleric would probably be more helpful.
Controller wizards do work well. You are correct that wizards don't do a lot of damage.
But I would like to reopen the discussion regarding the status effects. The Orb implement let's you give a creature a penalty to his saving throws equal to your wisdom modifier. Stack that with spell focus (and a starting wisdom of 16) and by level 26, you can give a -8 penalty to saves. Significantly better, no?
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One thing I'd like to point out is AoE damage. Yes, Cleric AoEs are hard hitting (and tend to have really handy secondary effects), but Wizards get more of them.
I'd add to this, that one of the nice things about AoE's is taking out swaths of minions. With minions, the damage doesn't matter; it's all about attack bonus, size of the area, and how many times you can do it per encounter. I haven't crunched the numbers, but it seems like the wizard is better than the cleric in those areas.
Controller wizards do work well. You are correct that wizards don't do a lot of damage.
But I would like to reopen the discussion regarding the status effects. The Orb implement let's you give a creature a penalty to his saving throws equal to your wisdom modifier. Stack that with spell focus (and a starting wisdom of 16) and by level 26, you can give a -8 penalty to saves. Significantly better, no?
I am so aware. In fact to get the most from this sub-optimal class, you really ought to start with an 18 Wisdom rather than an 18 Int (no worse than a 16 Int, however) and start with a Cha of 12...since any wizard worth his pointed hat will take Spell Focus at level 11. This actually tops out with DemiGod Epic at -11 saves which is impossible for normal monsters to make or -10 if going Archmage.
Combining this along with the first level sleep spell is broken. It's the 4E equivalent of Save OR Die. However, that does not mean the wizard doesn't suck. It means that the Orb of Imposition + certain badly worded status spells (Sleep) are broken. I saw the same thing early in 3.0 with the 3.0 Psion. The 3.0 Psion was unbeliviably weak but had a couple of broken combos. Did the combos make the Psion balanced? No. It merely forced anyone that got stuck with the Psion to play in a broken way.
Same here.
In addition let's look up all the wizard spells that impose save[ends] status effect. Naturally there is sleep which gives unconciousness. This is far and away the best (and broken) daily you'll ever see as a wizard. After that pickings get very slim indeed. There are 16 other status save [ends] powers other than sleep (17 if bloodmage). Of these all but four are immobilize or slow which don't significantly reduct the combat abilities of the enemies (they can still fight and teleport for example). The next status spell that even holds a candle to sleep happens at level 20 and only if you go Bloodmage. Otherwise only Legion's Hold (level 29) compares.
Basically a broken trick does not a suboptimal class save.
I'd add to this, that one of the nice things about AoE's is taking out swaths of minions. With minions, the damage doesn't matter; it's all about attack bonus, size of the area, and how many times you can do it per encounter. I haven't crunched the numbers, but it seems like the wizard is better than the cleric in those areas.
Not significantly and only at lower levels. At higher levels a surprisingly large number of clerical spells (both encounter and daily) are AoEs. Not only that but ALL classes get AoE attacks. If your DM is relying on minions to make the wizard feel useful, then there is a problem with the wizard.
I didn't read all your message (only the first half) and I'm still quite far to be able to take a position, since I didn't play a session yet on 4th ed., nor had I the possibility to compare well classes, Monsters and all yet... But I didn't get the above part (I took only the 26th Level as an example)...
- How can a Level 26th Wizard's max single-target damage be 34 (with Int counted in, if I'm not wrong), when Maze (Level 25 Daily Power) can deal 36 damage (3d12) plus Int?
- How can the max area damage be 35 if Elemental Maw (Level 25 Daily) can deal 36 (6d6) plus Int / or Necrotic Web could deal 24 (4d6) plus Int on first attack plus 4d6 per round until the end of the encounter to whomever stays in the area or enters it?
See also: Acid Storm, Level 23 Encounter / Chain Lightning Level 23 Encounter / Disintegrate Level 19 Daily (up to 50 +Int damage plus ongoing 10 damage) / other Spells...
These are only questions, maybe I didn't read some key sentence in your message, but if I didn't maybe you depicted a little less strong Wizard than it is...