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Is Ranged really better than Melee?
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<blockquote data-quote="smbakeresq" data-source="post: 7521873" data-attributes="member: 28301"><p>Command and Dissonant Whispers are 1st level, generating multiple OppAtt with a first level spell at 7th level has a very low cost as by then. You need to set them up of course, they should always generate at least 2 OppAtt with proper play, one of which could be Booming Blade with Warcaster, which would trigger immediately as you can make an OppAtt on your own turn if you use Dissonant Whispers. Remember for Dissonant Whispers the creature must move as far away as possible, so the direction of its move is predetermined by your positioning. For Command, they must move directly away from away, so you can generally choose their path also by your positioning.</p><p></p><p>Compulsion depends on group build somewhat, but to me has always been underrated. The key is the word "creatures" so you can get the whole lot of them. The effect is huge, all creatures in a 30' radius of you. On your bonus action all of the creatures effected move in a direction, so you all of your friends should be getting OppAtt in, that's 3-4 attacks per round possibly over multiple rounds. Creatures use their movement, so things like BB trigger also. Also the spell says they will not move into a "deadly hazard" but non-deadly hazards are fair game, such as an effect like Plant Growth or just plain difficult terrain, or a river with a current to sweep them away. Its also good to just clear guys away from the softies in the group, or create space for your ranged attackers. </p><p></p><p>Depending on DM "deadly hazard" might not include things like a patch of burning oil or caltrops on the ground or just something the creature might not recognize, an Ogre might not know what Spirit Guardians spell looks like. Also, that's 30' range on casting, the text does not say they spell breaks if they move 30' away AFTER you cast it, the range then is "see and hear you," but check with your DM. The way I read it you can just keep moving them until they cant see and hear you, Thaumaturgy (voice booms 3x louder then normal) can help with this.</p><p></p><p>Finally, simple things like moving the guards out of the room and then just shutting the door divides them can also be effective. Remember that moving melee creatures out of their reach means they will not be able to attack at all next turn if they fail their save unless they have a ranged attack ready, as they wont be able to move back into their reach and wont be able to switch weapons as part of their movement before they take their action.</p><p></p><p>The downsides of course are multiple wisdom saves.</p><p></p><p>I found that compulsion plays far better then it reads at the table. Give it a shot a few times to test it.</p></blockquote><p></p>
[QUOTE="smbakeresq, post: 7521873, member: 28301"] Command and Dissonant Whispers are 1st level, generating multiple OppAtt with a first level spell at 7th level has a very low cost as by then. You need to set them up of course, they should always generate at least 2 OppAtt with proper play, one of which could be Booming Blade with Warcaster, which would trigger immediately as you can make an OppAtt on your own turn if you use Dissonant Whispers. Remember for Dissonant Whispers the creature must move as far away as possible, so the direction of its move is predetermined by your positioning. For Command, they must move directly away from away, so you can generally choose their path also by your positioning. Compulsion depends on group build somewhat, but to me has always been underrated. The key is the word "creatures" so you can get the whole lot of them. The effect is huge, all creatures in a 30' radius of you. On your bonus action all of the creatures effected move in a direction, so you all of your friends should be getting OppAtt in, that's 3-4 attacks per round possibly over multiple rounds. Creatures use their movement, so things like BB trigger also. Also the spell says they will not move into a "deadly hazard" but non-deadly hazards are fair game, such as an effect like Plant Growth or just plain difficult terrain, or a river with a current to sweep them away. Its also good to just clear guys away from the softies in the group, or create space for your ranged attackers. Depending on DM "deadly hazard" might not include things like a patch of burning oil or caltrops on the ground or just something the creature might not recognize, an Ogre might not know what Spirit Guardians spell looks like. Also, that's 30' range on casting, the text does not say they spell breaks if they move 30' away AFTER you cast it, the range then is "see and hear you," but check with your DM. The way I read it you can just keep moving them until they cant see and hear you, Thaumaturgy (voice booms 3x louder then normal) can help with this. Finally, simple things like moving the guards out of the room and then just shutting the door divides them can also be effective. Remember that moving melee creatures out of their reach means they will not be able to attack at all next turn if they fail their save unless they have a ranged attack ready, as they wont be able to move back into their reach and wont be able to switch weapons as part of their movement before they take their action. The downsides of course are multiple wisdom saves. I found that compulsion plays far better then it reads at the table. Give it a shot a few times to test it. [/QUOTE]
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