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<blockquote data-quote="Empirate" data-source="post: 6172222" data-attributes="member: 78958"><p>Dazing makes foes "nigh-on defenseless" in that they can't do <em>anything</em>. Sure, they don't get a penalty to AC or saves or anything, but not being able to act is among the strongest debuffs in the game. At high levels, it is equivalent to quick, painful death. A 6th level slot for three rounds of dazing might not sound great, but rest assured, that enemy is out of the fight for good if they fail the save. They might as well save vs. instant death (although you'll still have to spend those actions to actually kill them, of course). Such is the nature of high level play.</p><p></p><p>Two rounds of dazing for a 5th level slot is the more economical option, and will most of the time be enough. Just think about how much any normal battle changes over the course of two rounds. That's how long the other guy won't be able to: kill your friends or yourself with a PA full attack, cast a horrible battlefield control or debuff on your party, summon extraplanar reinforcements, dominate your best fighter, do horrible horrible breath weapon damage, mind blast your party to oblivion, swallow your party wizard whole, or just teleport to safety...</p><p></p><p></p><p>I'm not sure if there is such a thing as a metamagic rod of Dazing Spell. Sounds like a custom item to me.</p><p>EDIT: found it! Only 14,000 gp?! Are they being serious??!! This is the most unbalanced item I've seen in a long time. Insta-buy.</p><p></p><p></p><p>If your party Clerics (both of them!) don't cast long-term buffs on the party's strongest fighter types, they're not doing their jobs. Buffing is among their most powerful specialties! Are they leery of healing you after the fight, as well? A simple GMW once per day might save a lot on healing, long-term! Casters who don't want to use their spell slots to enhance party mates... I hate that. Selfish brats. This is a team game! It's even more fun as a team game!</p></blockquote><p></p>
[QUOTE="Empirate, post: 6172222, member: 78958"] Dazing makes foes "nigh-on defenseless" in that they can't do [I]anything[/I]. Sure, they don't get a penalty to AC or saves or anything, but not being able to act is among the strongest debuffs in the game. At high levels, it is equivalent to quick, painful death. A 6th level slot for three rounds of dazing might not sound great, but rest assured, that enemy is out of the fight for good if they fail the save. They might as well save vs. instant death (although you'll still have to spend those actions to actually kill them, of course). Such is the nature of high level play. Two rounds of dazing for a 5th level slot is the more economical option, and will most of the time be enough. Just think about how much any normal battle changes over the course of two rounds. That's how long the other guy won't be able to: kill your friends or yourself with a PA full attack, cast a horrible battlefield control or debuff on your party, summon extraplanar reinforcements, dominate your best fighter, do horrible horrible breath weapon damage, mind blast your party to oblivion, swallow your party wizard whole, or just teleport to safety... I'm not sure if there is such a thing as a metamagic rod of Dazing Spell. Sounds like a custom item to me. EDIT: found it! Only 14,000 gp?! Are they being serious??!! This is the most unbalanced item I've seen in a long time. Insta-buy. If your party Clerics (both of them!) don't cast long-term buffs on the party's strongest fighter types, they're not doing their jobs. Buffing is among their most powerful specialties! Are they leery of healing you after the fight, as well? A simple GMW once per day might save a lot on healing, long-term! Casters who don't want to use their spell slots to enhance party mates... I hate that. Selfish brats. This is a team game! It's even more fun as a team game! [/QUOTE]
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