I must come to the defence of Squirrelloid in that finding an optimization technique has nothing to do with having a name for yourself. I certainly took some lumps originally when my suggestions went against the estabilished norm. Optimization techniques should be based on their merit more than the name of who posted them.
Squirrelloids debuff-centered optimization strategy with the Orb is definitely a viable strategy - and he should be commended for first bringing it to light - and showing how a Wisdom-primary wizard does it better than anyone else.
That said - I can also understand where X-Codes is coming from regarding a "tone of superiority":
Let me reiterate, since I've only said it twice so far in this thread: Choosing Wis over Int is choosing power later over power now, and vice versa.
16 16 int/wis is necessary if you ever intend to be a control mage
These are the two posts I disagree with most. Probably number 2 more than number 1 (I think number 1 is wrong - but number 2 is stifling).
I like your debuffer mage option - but I disagree - and even am coming to resent the consistant assertation on your part that it is the ONLY way to make a control wizard.
I suppose you think TM20 should also lose his superior attitude for stating his beliefs equally vociferously?
There is a difference though.
Now it could be said I did a similar thing with the "God Wizard" role. However, I chose to create my own term for my build - so that it stepped on nobody elses toes, nor did it attack others ideas for wizard-builds. There was room for God and Batman and DM's wizard suggestions and others if anyone had bothered. I never suggested a God Wizard was the only option for wizards (in fact I repeatedly said the opposite) - but I got to set the rules for what qualified as "A God Wizard" because I made up the term. It was one option for a way to define your wizard's role. It restricted nobody else's creativity.
You can label your build a "Control" wizard, but you don't get the right to tell others whether their builds fill the "Control" wizard role. Control isn't your term. By suggesting that any build I come up with that doesn't fit your build's requirements isn't a control-wizard IS stepping on my toes. It also creates needless confrontation - I've always been open to other ideas - but only resent it when mine are considered not worth considering. Furthermore, being the stubborn-mule I am, I will continue with other builds and simply argue with you that they are valid, however, someone who is new to optimization might be cowed, and not give us their idea - which may have merit.
You also I think place too much merit on the "math". You have mathematically proven that the bonus for the extra +1 in wisdom grows in effect with level when using the orb - while the +1 Int gives a static bonus. However, you then expand that to mean that specializing in the Orb is the only option for a Control Wizard - which has nothing to do with the math. It has to do with actually sampling the spells and considering all the different options - and playing them, and gathering testimonials, and gathering personal experience. You set your own controlled environment to make your comparison "The Wis and Int wizard cast this (save ends) spell - and the math shows that the Wis wizard is better at it, by greater effect as you go up levels, so therefore any other build is inferior at Control." If your controlled environment was every spell ever cast - then the math would be irrefutable. However, the amount of (save ends) spells a control wizard casts is
variable. That is a variable your math ignores, because we don't know yet what that variable is. If that variable equals 0, suddenly your math is worthless.
I personally welcome another wizard optimizer to the community - in my view, there can never be enough because I like to steal ideas from all of you. However, I think you post in a way that is unwelcoming of future wizard optimizers - which is not cool. It is also closed to any contributions I may bring - which naturally I don't like even more.
Can you really say without a doubt that you can't make a control wizard without Wisdom? I guarantee you aren't 100% certain - because none of us know the rules that well yet. So why close your mind? The point of a community like this is to share ideas - not constrict them. What if the variable that is the number of control spells you cast that can use the Orb really was 0? Why would that wizard need an 18 wisdom? If every spell he casts is a good Control spell - then how do you get the right to suggest it isn't a control wizard?
Consider the possibility of a Control Wizard that is not dependant on Wisdom or the Orb for a moment. Just consider the
possibility.
The more I look at the wizard spell selection, and I mean the WHOLE wizard spell selection - the more I like Battlefield Control (No save allowed). Yes - there are lots of decent debuff spells - but I don't like having to put an 18 in a stat to have a spell last against a single opponent, when I can just choose a spell that lasts and lasts with no save or attribute requirement. Weird - I had the same impression in 3.5 - that's why I was always talking about Fogs and Walls. To me THAT'S battlefield control - and wisdom is not required.
I've always considered spells that target the battlefield to be "battlefield control", while spells that target enemies to be "Debuffs". That's just my take though. Doesn't really matter I guess - I've always figured a good wizard does both, and buffs too.
So here's the question: Can you make a high level wizard with spells that are exclusively control spells that are all good, without being a slave to (save ends) status? Because if you can - then Wisdom suddenly becomes optional for a Control Wizard.
So lets see: I'll take a look at every category at every level available - and need to come up with a great control spell option that does not require a saving throw - nor does it require a high wisdom to be effective.
At Will:Ray of Frost - easily the best at will - there are no battlefield control or buff options - and I'll take dual threat debuff/blast over straight blast anyday.
Heroic:Icy Terrain: Encounter level 1. Great choice, terrain modification that debuffs (knock prone) and blasts.
Flaming Sphere: Daily level 1. Conjuration - so blocks the enemy, does damage to adjacent creatures with no to hit roll - and lasts the whole battle. At level 1 - what else are you using your minor for? Yes - I agree sleep is awesome - but in a long battle with lots of rounds (hello 4e) - this choice also has merit.
Shield: Utility level 1. Immediate interrupt triggered by you BEING HIT, so it is never wasted.
Color Spray: Encounter lev 3. Benifits from Arcane reach, blast 5 that dazes and does damage.
Bigby's Icy Grasp: Daily level 5. Have a conjuration effect (enemy blocking) that grabs enemies and moves around for the whole battle - they have to defeat your Ref defence to break free. You know - that defence based off Int??? Rocks!!! It does damage too - no to hit roll if target has been grabbed previously.
Stinking Cloud: (OK same level as Bigby's Icy Grasp - but deserves an honorable mention)
Wall of Fog: Utility leve 6: This is a great battlefield control - yet somehow they consider it Utility. That's fine by me - I get more BC's/day that way. I loved fog in 3.5, and I love it in 4e.
Spectral Ram: Encounter level 7: Gust of wind for 4e - except it does damage too. Pushes, knocks over, does damage. Nice combo.
Winter's Wrath: (honorable mention - blast radius 2 - that's alot of squares of concealment - does damage too)
Wall of Fire: Daily level 9: Did a comparison of this against Blade Barrier (Cleric Daily level 9) - guess what - Wall of Fire trumps on multiple grounds. Awesome spell.
Blur: Utility level 10: +2 to all defences, and concealment from 5+ distance. More versatile defence than the other options at this level
Paragon:Prismatic Burst: Encounter level 13: Burst 2 that blinds and does damage.
Biby's Grasping Hands: Level 15 daily: Who says metamagic doesn't exist in 4e. We used to call this (Bigby's grasping hand - twin spell). Single sustain maintains both hands too - and you can bash the grabbed creatures together - which mechanically isn't all that awesome - but still is super-cool.
Wall of Ice: (honorable mention - this wall is ginormous!)
Displacement: Utility level 16: Immediate interrupt to make an enemy who hits you or an ally within 5 squares make a reroll to hit - and it's an encounter spell - I don't know if it's better than stoneskin or fly - but who can pick?
Crushing Titan's Fist: Encounter level 17: more than twice as effective as difficult terrain and damage in a burst 2. Actually - I think Force Volley and Ice Tomb are both mechanically superior and fit the requirements, but I just needed to type CRUSHING TITAN'S FIST!
Cloudkill: Daily level 19: Burst 5. Yes - burst 5. How many squares? Um - how about 121 squares. No to hit roll here - in the cloud? Take damage - enter the cloud? Take damage. Your defence scores are irrelevant. Keep it up forever with a minor sustain.
Epic:Mass Fly: Utility level 22: As usual - all wizard utilities are crazy-good. Mass fly or Time stop? God what a choice.
Acid Storm: Encounter level 23: Blocks line of sight, does damage, HUGE (burst 4), damage done requires no to hit roll.
Elemental Maw: Daily level 23: Burst 4 (again a huge size) and pulls everyone towards the center of the effect - and damages (you choose the type). Terrain is also difficult - so you pull your enemy backwards, and make his terrain difficult to go forwards.
Confusion: Level 27 encounter: Int is required to hit - but wis determines how far he can travel to attack his buddies. With wis 14 or 20 - this spell is great.
Legion's Hold: Level 30 daily: Blast 20 which means you are hitting lots and lots of enemies. There is a save ends status (immobolize) - though affecting the save of one victim isn't all that big a deal when you are affecting over 1600 squares. Wow - 1600+ squares - crazy.
So - in this list there are two spells that can benifit from either the Orb's save gimp (Legion's Hold) or Wisdom (Confusion) - but none come before level 27 - and both these spells are great even without a super-pumped wisdom. You can also pump Ray of Frost with an Orb to get an extra round - but not wis dependant in any way.
Are you ready to consider the possibility that Control can be more than your one build?
Today I'm increasing your G-Fu Squirrelloid, because your build deserved it and I never did give you G-Fu for it, but I ask that you consider that your build isn't the
only build...