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Low Level Wizards Really Do Suck in 5E
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<blockquote data-quote="KarinsDad" data-source="post: 6428549" data-attributes="member: 2011"><p>Awesome.</p><p></p><p></p><p></p><p>Yeah, the school of Illusion has some traction.</p><p></p><p>As for Flaming Sphere, I considered it. But, most combats last 3 to 4 rounds tops.</p><p></p><p>Even if I cast it in round one, that's at most 8D6 damage many encounters. Less most of the time. I was thinking that the potential 6D6 damage of Scorching Ray (without a concentration usage) in a single round is better than 2D6 per round.</p><p></p><p>It's a toss up. Flaming Sphere could definitely gain traction in a really tough and long fight if the wizard knows to cast it early. On the other hand from an action economy / resource POV, it's better to do a lot of damage quickly to decrease the number of foes (and not be using a concentration). Potatoes, putatoes.</p><p></p><p></p><p>As for Mirror Image, I purposely have not taken a single defensive for myself second level spell. I'm trying to focus on affecting the battle, not surviving the battle. Shield and Arcane Ward seem to be sufficient.</p><p></p><p></p><p>And True Strike before Scorching Ray is actually a bad suggestion as can be seen by the math below (AC 13, +6 to hit Wizard):</p><p></p><p>[code]</p><p>True Strike followed by Scorching Ray</p><p></p><p>0.8125 7 0.0975 14 7.0525 * 1</p><p>0.65 7 0.05 14 5.25 * 2</p><p> 17.5525</p><p></p><p>Scorching Ray followed by Chill Touch</p><p></p><p>0.65 7 0.05 14 5.25 * 3</p><p>0.65 4.5 0.05 9 3.375 * 1</p><p> 19.125</p><p>[/code]</p><p></p><p>Not only does True Strike do less overall damage, it does it a round later than in the second scenario.</p><p></p><p></p><p></p><p></p><p>Yeah. I was hoping that it would be a good "take a short rest whenever we want to" power that could really help out the party. There have been a few times where we wanted to take a short rest and couldn't. Haven't actually used it yet. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p><p></p><p>Grasping at straws here to help out the team.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6428549, member: 2011"] Awesome. Yeah, the school of Illusion has some traction. As for Flaming Sphere, I considered it. But, most combats last 3 to 4 rounds tops. Even if I cast it in round one, that's at most 8D6 damage many encounters. Less most of the time. I was thinking that the potential 6D6 damage of Scorching Ray (without a concentration usage) in a single round is better than 2D6 per round. It's a toss up. Flaming Sphere could definitely gain traction in a really tough and long fight if the wizard knows to cast it early. On the other hand from an action economy / resource POV, it's better to do a lot of damage quickly to decrease the number of foes (and not be using a concentration). Potatoes, putatoes. As for Mirror Image, I purposely have not taken a single defensive for myself second level spell. I'm trying to focus on affecting the battle, not surviving the battle. Shield and Arcane Ward seem to be sufficient. And True Strike before Scorching Ray is actually a bad suggestion as can be seen by the math below (AC 13, +6 to hit Wizard): [code] True Strike followed by Scorching Ray 0.8125 7 0.0975 14 7.0525 * 1 0.65 7 0.05 14 5.25 * 2 17.5525 Scorching Ray followed by Chill Touch 0.65 7 0.05 14 5.25 * 3 0.65 4.5 0.05 9 3.375 * 1 19.125 [/code] Not only does True Strike do less overall damage, it does it a round later than in the second scenario. Yeah. I was hoping that it would be a good "take a short rest whenever we want to" power that could really help out the party. There have been a few times where we wanted to take a short rest and couldn't. Haven't actually used it yet. :lol: Grasping at straws here to help out the team. [/QUOTE]
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