Its a bit of a necropost, but I have been looking to get into some 4e defense for a while. So I'll start here.
Okay, its clear a lot of people here don't understand basic tactics. I don't blame them, it took a while for me to figure why I would want to castle in chess.
Anyway, at wills have very powerful tactical purposes.
Lets look at the most basic, an at-will that pushes an enemy 1 space, aka, tide of iron.
Okay, the first example is the most basic example. You will encounter this situation quite a bit due to the fact movement doesn't vary widely.
Ranger moves back to gain some distance from the enemy.
And fighter is left with two choices.
1. He can do a simple damage attack like surestrike or his basic attack. If he does this the enemy can try attacking the ranger. Here I assume the Fighter makes his Attack of Opportunity, however since the fighter can only make one Attack of Opportunity per that enemy's turn, the enemy is free to charge ranger, hitting him. And placing ranger in a bad position.
2. Fighter can use Tide of Iron, which in addition to pushing the enemy back, lets him shift forward as well. (Important if lets say, the fighter had to move first to reach the monster.) Now should the monster get stopped by fighter's AoO, his charge won't reach the ranger.
Ergo Tide of Iron allowed the fighter to defend much better then he would have been able to otherwise. In theory he should this have been a two-weapon fighter, he should have tried bullrushing the enemy instead as defending the ranger is more important then trying to just deal the most damage himself. But thats just one other option.
As for the second example, this is a rescue.
Wizard is up against a wall with a monster in front of him. He does not possess a close range power. Its up to fighter to save him.
Fighter races over and uses tide of Iron to knock the enemy away. He chose not to shift forward as that would have given the monster to walk around the fighter and attack the wizard from a non-adjacent position.
So now the monster is marked and will get attacked by the fighter when it tries hitting the wizard.
These are just two examples, there are many others but they are far more terrain based, keeping an enemy mired in difficult terrain, pushing him into a flanked position and so on.
Anyway I hoped this proved that at-wills are more then a repetitive single action spam no different then 3.5's standard attack chains. They aren't fancy, but the fact that a fighter has to make the choice, "Should I just attack or is there a reason I would want to push the enemy?"
Means that there are meaningful choices to make even when you are down to at-wills.
In addition I would want to point out that Grab immobilizes the enemy, causes a -2 penalty to his attacks and lets you move an enemy as you wish. Which is useful quite often. And since sheathing is a minor action and it doesn't provoke an AoO, its far more useful in 4e then in 3.5.
Same with bullrushes and charges. If you don't have a power that imitates its effects these are good alternatives.
Lets see, as for the resource pool, seeing something as sub-optimal doesn't mean you are going to get to do anything with it. If you put all of your gold into buying magic items, by level 10 a party of 4 will each have 12.5 magic items, most of which will be lower then their level. This is using none of that money for expendables, skill challenges or rituals. Start selling off those items to get optimal, you are either going to d up with a lot of slots unfilled, or you are still going to be stuck with a lot of sub-optimal stuff.
But the fact is, sub-optimal>nothing.
Anyway, as every good munchkin knows, its the sub-optimal that are most often overlooked by the balancing team.
Besides, you can't expect every item to be equally useful, its an art not a science. Somethings are just going to not be as good.
And lets see, I agree that something as basic as setting stuff on fire have gotten more then a short mention on page 42 of the DMG. But I guess this way the damage scales with level and allows the GM more control.
One more thing a -2 penalty or a +1 to defense may sound pretty sucky, but you must think in context. Lets say you're a Rogue, If your Bard hits the enemies with a -2 penalty to their defense, your Fighter marks the enemy and gives you flank and your Psychic adds another -2 penalty to their attack, you are getting the equivalent of
a +4 to your attack and a +4 to your defense. Thats a 40% difference from at wills alone. And that'll stack with most ongoing stuff.
Not flashy but useful.
What I like most about 4e is that even as a melee character, I have something to think about, options to decide on and plans to make while the the wizard decides whether he wants to put the enemies to sleep, freeze them, electrocute them or set them on fire.
Course if he takes too long I'm back to feeling like I'm in 3.5.
