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Party optimisation vs Character optimisation
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<blockquote data-quote="Celtavian" data-source="post: 6550347" data-attributes="member: 5834"><p>Your experience mirrors my own. We have a vengeance paladin and lore bard, they are a huge help. I'm playing an evocation wizard. I do have to be more careful than a Abjurer. The ward ability starts off slow, but becomes immensely powerful at higher level. It is sickeningly powerful once the Abjurer can cast a 1st or 2nd level abjuration spell at will to constantly recharge it. </p><p></p><p>The vengeance paladin is amazingly strong. He does so much each battle that few other classes can match.</p><p></p><p>Lore Bard is a buff machine with that nifty cutting words which saves quite a few hits and quite a bit of damage nearly every battle. Recovering it all on a short rest makes it an almost every round ability. </p><p></p><p>My evoker wizard is starting to get more powerful. I like that this edition is focusing on different spells than the previous edition. Tonight I put a damage machine in motion using <em>Fire Shield</em>, <em>Animate Objects</em>, along with other attack spells as needed. I animated 10 darts and had them gangbang creatures for 10 attacks for 1d4+4 per attack. Took some NPCs that weren't powerful creatures down rather quickly. A <em>fire shield</em> on a martial, especially a barbarian, does more damage than the creature's attacks. Throw in a <em>fire bolt</em> or another attack spell now and again, you truly increase overall party damage substantially. I'm finding the Evoker does the most damage layering with several spells at once. I try to pick spells with useful features besides pure damage. You can even command your objects to attack one round, then the next round use a bonus action to command one or two of them to use the Help action to give advantage to an attack. <em>Animate Objects</em> has never been this useful as far as I can remember.</p><p></p><p><em>Wall of Force</em> is an amazing defensive spell used to set up buffing against enemies that can't bring it down. You can protect your entire party while you heal and buff, even in the middle of a heated battle.</p><p></p><p>At higher level if you have time to plan, you can create a temporary spell reservoir using <em>Simulacrum</em> with a second wizard capable of concentrating on a spell. Or you can use it to bring some extra martial power, preferably a ranged attack. It's a very flexible spell if you have cash to use it at 7th level or can use it for free with a <em>wish</em>. This second caster can do stuff like allow you double <em>counterspell</em> and buffs or a huge number of <em>animate objects</em> sticking away on some creature. The options are plentiful. </p><p></p><p><em>Planar Binding</em> allows you to call in additional party support for either martial damage, give advantage, or other functions depending on the nature of the creature. <em>Planar Binding</em> is the spell that makes <em>gate</em> more useful than it appears. I figure as more books come out with interesting planar creatures, it will make for some interesting customization for party support. Hopefully they come out with a planar creature or elemental that can do some healing.</p><p></p><p>The wizard's ability to adjust spells and cast rituals out of his book make him unequalled in flexibility. This is a real asset to the party. Even a spell like <em>Leomund's Tiny Hut</em> or <em>Contact Other Plane</em> can provide defense and intelligence in the middle of dungeons with minimal time wasted. You can cast <em>Contact Other Plane</em> with little chance of going insane at later levels allowing you to foresee danger easily. </p><p></p><p>Wizard, Bard, and Vengeance Paladin in any party is a strong combination with almost any 4th.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6550347, member: 5834"] Your experience mirrors my own. We have a vengeance paladin and lore bard, they are a huge help. I'm playing an evocation wizard. I do have to be more careful than a Abjurer. The ward ability starts off slow, but becomes immensely powerful at higher level. It is sickeningly powerful once the Abjurer can cast a 1st or 2nd level abjuration spell at will to constantly recharge it. The vengeance paladin is amazingly strong. He does so much each battle that few other classes can match. Lore Bard is a buff machine with that nifty cutting words which saves quite a few hits and quite a bit of damage nearly every battle. Recovering it all on a short rest makes it an almost every round ability. My evoker wizard is starting to get more powerful. I like that this edition is focusing on different spells than the previous edition. Tonight I put a damage machine in motion using [I]Fire Shield[/I], [I]Animate Objects[/I], along with other attack spells as needed. I animated 10 darts and had them gangbang creatures for 10 attacks for 1d4+4 per attack. Took some NPCs that weren't powerful creatures down rather quickly. A [I]fire shield[/I] on a martial, especially a barbarian, does more damage than the creature's attacks. Throw in a [I]fire bolt[/I] or another attack spell now and again, you truly increase overall party damage substantially. I'm finding the Evoker does the most damage layering with several spells at once. I try to pick spells with useful features besides pure damage. You can even command your objects to attack one round, then the next round use a bonus action to command one or two of them to use the Help action to give advantage to an attack. [I]Animate Objects[/I] has never been this useful as far as I can remember. [I]Wall of Force[/I] is an amazing defensive spell used to set up buffing against enemies that can't bring it down. You can protect your entire party while you heal and buff, even in the middle of a heated battle. At higher level if you have time to plan, you can create a temporary spell reservoir using [I]Simulacrum[/I] with a second wizard capable of concentrating on a spell. Or you can use it to bring some extra martial power, preferably a ranged attack. It's a very flexible spell if you have cash to use it at 7th level or can use it for free with a [I]wish[/I]. This second caster can do stuff like allow you double [I]counterspell[/I] and buffs or a huge number of [I]animate objects[/I] sticking away on some creature. The options are plentiful. [I]Planar Binding[/I] allows you to call in additional party support for either martial damage, give advantage, or other functions depending on the nature of the creature. [I]Planar Binding[/I] is the spell that makes [I]gate[/I] more useful than it appears. I figure as more books come out with interesting planar creatures, it will make for some interesting customization for party support. Hopefully they come out with a planar creature or elemental that can do some healing. The wizard's ability to adjust spells and cast rituals out of his book make him unequalled in flexibility. This is a real asset to the party. Even a spell like [I]Leomund's Tiny Hut[/I] or [I]Contact Other Plane[/I] can provide defense and intelligence in the middle of dungeons with minimal time wasted. You can cast [I]Contact Other Plane[/I] with little chance of going insane at later levels allowing you to foresee danger easily. Wizard, Bard, and Vengeance Paladin in any party is a strong combination with almost any 4th. [/QUOTE]
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