Marimmar
First Post
My advice would be to just let him have fun. I have no idea about the wilder's energy ray but usually the pure energy spells cannot keep up with monster HPs later on. At around CR10 monsters tend to have way over 100 HPs thus reducing damage spell effectivity.
Here's my take on what to really worry about...
- Barbarians with reach weapons and power attack, cleave, and great cleave doing 30+ damage per hit
- Mages with greater invisibility and fly raining down fireballs (only 7th-10th) after that
- Mages with disintegrate spells and quickened true strike (11th+)
- Clerics with harm spells
- Rogues with two-weapon fighting and either blink or greater invisibility
~Marimmar
Here's my take on what to really worry about...
- Barbarians with reach weapons and power attack, cleave, and great cleave doing 30+ damage per hit
- Mages with greater invisibility and fly raining down fireballs (only 7th-10th) after that
- Mages with disintegrate spells and quickened true strike (11th+)
- Clerics with harm spells
- Rogues with two-weapon fighting and either blink or greater invisibility
~Marimmar
Last edited: