Good on paper, bad in play.

Assuming the Wizard wins initiative over the foes, that he gets 5 foes in an area, and he knows that Sleep is best used in this encounter:

With a 60% chance to hit, it hits 3 foes out of 5 on average.

Each of these save 55% of the time, so typically, the Wizard Slows 3 and makes 1 of these 3 unconcious (1.35 unconscious guys to be precise on average). That one comes out of unconsciousness typically within 2 more rounds.

You have to look at sleep in context of its most powerful use, which is with an orb wizard. With 16 wis, that's only a 40% chance for each person to save
 

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Oops I think I'm cheating at the mo I put 5 + con instead as my con is +3 nuts.

Still as a Dragonborn Fighter I like the advantage I get at bloodied otherwise I'd want to stay as far away from it as possible.

As I was charging a bad guy to smack it with my 2[W] encounter power, she launched a readied action to shoot me and I prayed she took me to bloody so I could get a better chance of hitting her ;)
 

With a 60% chance to hit, it hits 3 foes out of 5 on average.

Each of these save 55% of the time, so typically, the Wizard Slows 3 and makes 1 of these 3 unconcious (1.35 unconscious guys to be precise on average). That one comes out of unconsciousness typically within 2 more rounds.

So, 2 guys are slowed for 1 round and 1 guy is slowed for 1 round and then unconscious for 2 rounds. That's 2 to 5 actions that the Wizard has stopped (note: Slowed foes can still Charge 4 squares or use ranged attacks, so Slow might not do much of anything except against the unconscious guy).

I think that Slow means you move 2 and thats it. You can't move more than 2 by any physical means. (allowing move 2 and charge 2 or anything likes that renders Slow pointless). I can understand why you might rule otherwise, but it does contribute towards your poor opinion on Sleep.

Also (as someone else has mentioned), you slow all the targets on a miss too, so you've got 5 guys slowed for 1 round regardless.

Cheers
 


Boundless Endurance for a minor action is fairly decent, even if for once per day.

With a CON of 16, that's nearly the equivalent of a Healing Word every other round when bloodied at 2nd level. If not bloodied, sure it does nothing. But, the Fighter does not really need healing if he is not bloodied.

This allows the Leader to do other things as well (like do healing on other PCs, etc.).

How do you figure a fighter with 31 hp getting 5 back from regen when bloodied is the equivalent of 7 + 1d6 + Cleric's wis?
 



I think that Slow means you move 2 and thats it. You can't move more than 2 by any physical means. (allowing move 2 and charge 2 or anything likes that renders Slow pointless). I can understand why you might rule otherwise, but it does contribute towards your poor opinion on Sleep.

I'm pretty sure it's been clarified somewhere by WotC (wracking brain to remember where though) that you can do a double move. It simply reduces your move 'score' to 2.

Which also meant you could run, effectively doing a full round of actions to move up to eight squares.
 

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