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Goodbye Haste! Hello New Mandatory Spell!
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<blockquote data-quote="Technik4" data-source="post: 1054565" data-attributes="member: 7211"><p>I dont think Scorching Ray compares favorably at all to Disintegrate, they are 2 different damage spells (different optimal targets) from 2 different schools.</p><p></p><p>Scorching Ray looks really powerful but its mostly because people assume the RTA will hit, perhaps because in 3e there were spells (more spells?) with RTA and a saving throw.</p><p></p><p>As was stated, things to factor in when comparing Scorching Ray to other higher level Rays (Polar or Disintegrate):</p><p></p><p>3 x 4d6 /= 12d6, especially when it comes to the new way Elemental Resistance is done (Fire Resist 10 is against every attack, not total for the round).</p><p></p><p>3 seperate attack rolls is 3 chances to crit, but also 3 chances to miss. Scorching Ray is best against things with low Touch ACs and things that don't have Fire Resistance. Against a buffed mage you are almost always better off using the Disintegrate, whereas against the Fighter the scorching ray may be a better tactic (depending how many contingencies the fighter has planned for).</p><p></p><p>Wiz/Sor have crappy BAB, and dont have the resources to get obscene Dex (usually favor Con), hence even at high levels less than a 5 might mean a miss.</p><p></p><p>Lesser Globe of Invulnerability still shuts it down, and it doesn't sap away much from Spell Turning. The new Spell Immunity is also very effective against trying to use lower level spells.</p><p></p><p>I think its on the extreme end of what a 2nd level spell should do, and think it would still be a bargain for 3x3d6 rays.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1054565, member: 7211"] I dont think Scorching Ray compares favorably at all to Disintegrate, they are 2 different damage spells (different optimal targets) from 2 different schools. Scorching Ray looks really powerful but its mostly because people assume the RTA will hit, perhaps because in 3e there were spells (more spells?) with RTA and a saving throw. As was stated, things to factor in when comparing Scorching Ray to other higher level Rays (Polar or Disintegrate): 3 x 4d6 /= 12d6, especially when it comes to the new way Elemental Resistance is done (Fire Resist 10 is against every attack, not total for the round). 3 seperate attack rolls is 3 chances to crit, but also 3 chances to miss. Scorching Ray is best against things with low Touch ACs and things that don't have Fire Resistance. Against a buffed mage you are almost always better off using the Disintegrate, whereas against the Fighter the scorching ray may be a better tactic (depending how many contingencies the fighter has planned for). Wiz/Sor have crappy BAB, and dont have the resources to get obscene Dex (usually favor Con), hence even at high levels less than a 5 might mean a miss. Lesser Globe of Invulnerability still shuts it down, and it doesn't sap away much from Spell Turning. The new Spell Immunity is also very effective against trying to use lower level spells. I think its on the extreme end of what a 2nd level spell should do, and think it would still be a bargain for 3x3d6 rays. Technik [/QUOTE]
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