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Martials > Casters
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<blockquote data-quote="GrahamWills" data-source="post: 8011881" data-attributes="member: 75787"><p>They are not great for pure combat; they just don't do enough pure damage. But they have enough "utility reasons" in combat for me to keep them around on my cleric's spell list, and they get constant use. Generally they get used if my cleric cannot close easily to the opponent, as "true strike + weapon attack" is generally a better option.</p><p></p><p>Here are some cases I've used them:</p><ul> <li data-xf-list-type="ul">Against a flying invisible enemy. I had see invisible up so could see the enemy, and could direct my summon to attack it</li> <li data-xf-list-type="ul">Against an enemy 500' feet away. My summons had dim door at-will, and the one mile heightened version once/day, so that closed the gap way better than I could</li> <li data-xf-list-type="ul">Insta bard -- chorals get to inspire courage as a single action, and they have a dinky ranged attack to go with it, so summoning them to increase party damage 10% and add a minor attack isn't a bad option for one action a round (plus one in the first round). If the fight looks likely to be 3+ rounds, and you have a decent sized party it's value for actions, doing the math: Increasing damage by 10% for each person increases total damage by 50%, so inspire courage is about the same as half a person, so worth 1.5 actions. So the first turn it's not as good as other actions, and the second turn makes up, third turn it's definitely worth it. </li> </ul><p>Like a lot of cleric spells, it's situationally useful -- enough to keep on the list -- but I wouldn't build a character on it!</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 8011881, member: 75787"] They are not great for pure combat; they just don't do enough pure damage. But they have enough "utility reasons" in combat for me to keep them around on my cleric's spell list, and they get constant use. Generally they get used if my cleric cannot close easily to the opponent, as "true strike + weapon attack" is generally a better option. Here are some cases I've used them: [LIST] [*]Against a flying invisible enemy. I had see invisible up so could see the enemy, and could direct my summon to attack it [*]Against an enemy 500' feet away. My summons had dim door at-will, and the one mile heightened version once/day, so that closed the gap way better than I could [*]Insta bard -- chorals get to inspire courage as a single action, and they have a dinky ranged attack to go with it, so summoning them to increase party damage 10% and add a minor attack isn't a bad option for one action a round (plus one in the first round). If the fight looks likely to be 3+ rounds, and you have a decent sized party it's value for actions, doing the math: Increasing damage by 10% for each person increases total damage by 50%, so inspire courage is about the same as half a person, so worth 1.5 actions. So the first turn it's not as good as other actions, and the second turn makes up, third turn it's definitely worth it. [/LIST] Like a lot of cleric spells, it's situationally useful -- enough to keep on the list -- but I wouldn't build a character on it! [/QUOTE]
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