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*Dungeons & Dragons
Breaking The Eldritch Knight (Eberron)
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<blockquote data-quote="Ancoulainn" data-source="post: 9866537" data-attributes="member: 7056539"><p>Yeah, if you're a big Eldritch Knight with Mark of Storm and Great Weapon Master, so you'll have to be in the frontline anyway, it's a different story. But I still wonder whether CME would be the better choice over Spirit Shroud unless you can precast it. If not, it looks like this:</p><p></p><p>Round 1+ with Spirit Shroud: 2d6+1d8+9 per attack, so 20.5. At level 13, that's 61.5 with three attacks.</p><p></p><p>In Round 1 with CME, you do nothing else. Even if you take Polearm Master, you cannot use Pole Strike after using the Magic Action. Same applies to Dual Wielder. In Round 2+, you then do 2d6+2d8+9=25. At level 13, that's 75 with three attacks. If you use Polearm Master with a Glaive, you get 3x(1d10+2d8+9)=69.5+1d4+5+2d8=86. With Dual Wielder and Nick, you get 5x(1d6+2d8+5)=87.5.</p><p></p><p>Based on that, you need at least 3-4 rounds of combat before CME catches up with Spirit Shroud and overtakes it, assuming you maintain concentration throughout. And that's comparing a third level spell with a fourth level spell. Quite frankly, the spell went from a busted spell that was nowhere ready for release to a spell that is hardly worth talking about. I know there are plenty of people, including Treantmonk, who love CME and at first glance, they have a point. But when you think further about it and give it a second look, there's simply not enough there.</p><p></p><p>The only major advantage I can see is if you have an Eberron campaign that ends before level 13 in which you can take advantage of the Potent Dragonmark feature once per day and cast CME at level 7. </p><p></p><p>But in comparison, you can grab the Mark of Passage and have a Flying Mount by level 7 and rain bolts/arrows/fireballs/etc down while staying out of reach. Even Mark of Sentinel with Bigby's Hand at level 9 can be situationally better when grappling a huge target is what you need.</p></blockquote><p></p>
[QUOTE="Ancoulainn, post: 9866537, member: 7056539"] Yeah, if you're a big Eldritch Knight with Mark of Storm and Great Weapon Master, so you'll have to be in the frontline anyway, it's a different story. But I still wonder whether CME would be the better choice over Spirit Shroud unless you can precast it. If not, it looks like this: Round 1+ with Spirit Shroud: 2d6+1d8+9 per attack, so 20.5. At level 13, that's 61.5 with three attacks. In Round 1 with CME, you do nothing else. Even if you take Polearm Master, you cannot use Pole Strike after using the Magic Action. Same applies to Dual Wielder. In Round 2+, you then do 2d6+2d8+9=25. At level 13, that's 75 with three attacks. If you use Polearm Master with a Glaive, you get 3x(1d10+2d8+9)=69.5+1d4+5+2d8=86. With Dual Wielder and Nick, you get 5x(1d6+2d8+5)=87.5. Based on that, you need at least 3-4 rounds of combat before CME catches up with Spirit Shroud and overtakes it, assuming you maintain concentration throughout. And that's comparing a third level spell with a fourth level spell. Quite frankly, the spell went from a busted spell that was nowhere ready for release to a spell that is hardly worth talking about. I know there are plenty of people, including Treantmonk, who love CME and at first glance, they have a point. But when you think further about it and give it a second look, there's simply not enough there. The only major advantage I can see is if you have an Eberron campaign that ends before level 13 in which you can take advantage of the Potent Dragonmark feature once per day and cast CME at level 7. But in comparison, you can grab the Mark of Passage and have a Flying Mount by level 7 and rain bolts/arrows/fireballs/etc down while staying out of reach. Even Mark of Sentinel with Bigby's Hand at level 9 can be situationally better when grappling a huge target is what you need. [/QUOTE]
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