Paul Farquhar
Legend
This is true, monks cut through legendary resistance like a hot knife through butter.I still think the best way to deal with legendary resistances is to have a monk in your party![]()
This is true, monks cut through legendary resistance like a hot knife through butter.I still think the best way to deal with legendary resistances is to have a monk in your party![]()
My in my experience - that's twice every battle.I've been playing a character with healing word for a while now. I think I've cast it maybe twice.
Which is most of the time.It provides a piddling amount of hit points, so the only really good use for it is when another PC is down.
In actual play my experience is Healing Word = Resurrection at level 1.But in that situation, I am generally reaching for the big guns; the encounter is going badly and I need something to turn it around posthaste. And thanks to the bonus action spellcasting rules, healing word and big guns are incompatible. It's one or the other.
If the fallen PC has something that can turn things around, and if they get a turn before the monsters smack them back down, healing word can be the right spell. But those are two big "ifs." The other scenario I'd use it is when I have no big guns left to fire. But that's always a desperation play--I'm much more careful with my resources than the other players in my group, so if I'm low on gas, they're flat empty.
Healing word seems great in a white room. In actual play, I get far more use out of dissonant whispers and faerie fire.
YepIn actual play my experience is Healing Word = Resurrection at level 1.
Yeah, the "common wisdom" is that as soon as the cleric can get it - better get revivify (heck the DM at my last game at gen con made a point of mentioning how we better have it prepared!)My in my experience - that's twice every battle.
Which is most of the time.
In actual play my experience is Healing Word = Resurrection at level 1.
So, I have shown that this spell cuts through legendary resists almost as fast as a monk.This is true, monks cut through legendary resistance like a hot knife through butter.
Well, I disagree that Barbs is about the same speed. At least if you want to expend only 1st level spell slots on it. Because you will have to spend a slot first to cast a spell that causes a ST, and then spend another slot to cast barb. That's two slots per use of barbs, and two actions. Meanwhile the monk has to spend one attack (that can be only part of an action), and a ki point, for each attempt, that they will probably have more of and gets restored as a short rest.So, if Monks burn through LR, and Barbs is about the same speed, what does that say about Barbs?
Well, I disagree that Barbs is about the same speed. At least if you want to expend only 1st level spell slots on it. Because you will have to spend a slot first to cast a spell that causes a ST, and then spend another slot to cast barb. That's to slots per use of barbs, and two actions. Meanwhile the monk has to spend one attack (that can be only part of an action), and a ki point, for each attempt, that they will probably have more of and gets restored as a short rest.
Also, where do you get the 50% chance of not needing barb?
Yeah, in a fight with a legendary enemy the monk can afford to become a "LR spending machine". They can focus on depleting them without loosing much of their effectiveness. Meanwhile, a caster with Barb that focuses on that, risks loosing A LOT of their spell slots, and if the dice don't go their way, may end up in a situation where they spend all the LRs but don't have any significant spell slot to take advantage of that.Yeah, that's really in white room territory. Effectiveness will depend a lot on foe, on the caster AND on the slots remaining when the foe is faced. Monks, at least, recover Ki on a short rest. Wizards, Bards don't (sure Warlocks do, but they don't have enough slots to properly utilize Barbs!).
And there is a serious luck factor too!
Well, I disagree that Barbs is about the same speed. At least if you want to expend only 1st level spell slots on it. Because you will have to spend a slot first to cast a spell that causes a ST, and then spend another slot to cast barb. That's two slots per use of barbs, and two actions. Meanwhile the monk has to spend one attack (that can be only part of an action), and a ki point, for each attempt, that they will probably have more of and gets restored as a short rest.
Also, where do you get the 50% chance of not needing barb?
Effective against roughly 30% of monsters, so not too niche and against those monsters it is FAR, FAR better for a 1st levels slot.Protection from Evil and Good..... great spell, but niche.
Somewhat niche but more effective than barbs when it works.Absorb Elements....great spell, but niche (just not as niche).
Yes. healing word does a lot more than make a reroll and give advantage. To start with it uses a bonus, not a reaction. Second it gives back entire action sequences. An extra action for the party is ALWAYS better than advantage and almost always better than advantage and a reroll. On top of these benefits, it also heals.Healing Word....no
Goodberry.... only with life cleric cheese, otherwise not that great.
No you typically use it once and the benefits from that one slot you used last for days in many cases. It is a more powerful 1st level spell than Barbs in every way, shape and form.Find Familiar....great spell, but not one your using every day.
Bless is about as good as Barbs. I agree with that. It is not as powerful or as "game changing" as the other first level spells I listed above though.Bless.... probably the only other spell that could have the crown to me. Like this new barb spell, it is a spell that is great whether you are a 1st level caster or a 20th level one.
Most of the spells I listed above are better and if you use your reaction on your turn to make a save reroll and IF it suceeds (a big IF) your god wizard is going to usually get pummeled and lose his concentration because he has no reaction left for shield or absorb elements. These two spells, more than any others, are essential to the "god wizard".If you are player a "god" wizard (aka one relying on saving throws), there is just no better spell than this. Offense trumps defense, I would much rather have my opponents knocked out with a hypnotic pattern boosted by this spell than wait to use shield to protect myself. And again, that is not even accounting for the boost this gives your allies.