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General Tabletop Discussion
*Dungeons & Dragons
Fire Bolt vs other Wizzard offensive cantrips
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6734041" data-attributes="member: 6787650"><p>For one thing, Ray of Frost stacks with Longstrider to allow you to kite. Every round you hit is a round the enemy doesn't get any closer at all, if he is a regular 30' movement dude. You hit him with Ray of Frost and retreat 40'; he Dashes for 40'. Repeat as desired. </p><p></p><p>Also it's great for killing oozes like Black Puddings.</p><p></p><p>Even better of course if you're already a Spell Sniper or if you have other ranged party-mates who are pouring on fire as well. You probably won't even miss the extra 2-3 points of damage from Fire Bolt in this case.</p><p></p><p>Chill Touch has the advantage of preventing regen and not being a ranged attack (so you can cast it in melee). Acid Splash and Thunderclap both do more damage than Fire Bolt in groups.</p><p></p><p>Fire Bolt isn't a bad default but it isn't dominant.</p><p></p><p><strong>Edit:</strong> If we're talking about non-attack cantrips too, Dancing Lights deserves a mention, as does Minor Illusion. Both of these can grant you or one of your buddies advantage on attacks and disadvantage to your attacks by obscuring your location. Minor Illusion does this simply: create an illusion of a bush and then fire out of it. (If you do this a lot, be prepared for your DM to come to a belated realization that terrain is a good thing, and have goblins fill their lairs full of <em>real</em> bushes to shoot out of for advantage. It doesn't take magic to plant a bush.) Dancing Lights does this trickily: in a dark place, cast Dancing Lights in the darkness up to 120' ahead of you (and then use your own action next turn to Hide while you maintain it). Now you just have to stay out of the enemy's Darkvision range (usually 60' or 120') and you can shoot them full of holes at advantage with longbows and Eldritch Blast. Effectively you're using Dancing Lights as a NARC Missile Beacon.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6734041, member: 6787650"] For one thing, Ray of Frost stacks with Longstrider to allow you to kite. Every round you hit is a round the enemy doesn't get any closer at all, if he is a regular 30' movement dude. You hit him with Ray of Frost and retreat 40'; he Dashes for 40'. Repeat as desired. Also it's great for killing oozes like Black Puddings. Even better of course if you're already a Spell Sniper or if you have other ranged party-mates who are pouring on fire as well. You probably won't even miss the extra 2-3 points of damage from Fire Bolt in this case. Chill Touch has the advantage of preventing regen and not being a ranged attack (so you can cast it in melee). Acid Splash and Thunderclap both do more damage than Fire Bolt in groups. Fire Bolt isn't a bad default but it isn't dominant. [B]Edit:[/B] If we're talking about non-attack cantrips too, Dancing Lights deserves a mention, as does Minor Illusion. Both of these can grant you or one of your buddies advantage on attacks and disadvantage to your attacks by obscuring your location. Minor Illusion does this simply: create an illusion of a bush and then fire out of it. (If you do this a lot, be prepared for your DM to come to a belated realization that terrain is a good thing, and have goblins fill their lairs full of [I]real[/I] bushes to shoot out of for advantage. It doesn't take magic to plant a bush.) Dancing Lights does this trickily: in a dark place, cast Dancing Lights in the darkness up to 120' ahead of you (and then use your own action next turn to Hide while you maintain it). Now you just have to stay out of the enemy's Darkvision range (usually 60' or 120') and you can shoot them full of holes at advantage with longbows and Eldritch Blast. Effectively you're using Dancing Lights as a NARC Missile Beacon. [/QUOTE]
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