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<blockquote data-quote="Esker" data-source="post: 8052142" data-attributes="member: 6966824"><p>Really depends on level and spell selection, as well as who else is in the party. Spells like Animate Objects and Wall of Force are fantastic damage/control spells that are unaffected by legendary resistance. Wall of Force is perhaps not especially useful in a literal solo fight, but if there are any minions at all, it's great for trapping the big guy until the minions are dealt with. Polymorph, Haste, Greater Invisibility, Fly, etc. can be good to great buff spells cast on the right allies (Polymorph doesn't care who the ally is, but Haste and G.I. need the right PC to really be strong). Grease, Web and Sleet Storm have saves, but they (can) happen repeatedly, and the difficult terrain/obscurement aspect are useful in many circumstances even if nobody ever fails the save. And these are all tier 1-2 --- it gets even better for the wizard when you get into 6th+ level spells.</p><p></p><p></p><p></p><p>Below level 9 or so, I would agree that wizards are not especially well suited to solo enemy fights with legendary resistance. Of course legendary resistance is also less common below level 9. But after level 9, I'd often rather have Animate Objects, and just pile on the damage, than wait for a monk to burn through legendary resistances (if they can even get to the enemy). This is a scenario where I'd argue it's fair to assume that long rest classes are using their big guns, because it's by definition a "boss fight". Depending on the enemy, letting multiple allies Fly may produce more added value than a monk. Etc.</p><p></p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>This is probably the best case scenario for the monk, apart from one low-CON enemy without legendary resistance, but that's not really a fight. I think there are some enemies and some party comps where I might rather have a monk than a fighter there. But look at it this way: if a reference party of four would down each enemy in 2 turns (making the fight a 4 round fight overall), then swapping one of those for a monk could well cause it to take 5 rounds to down both enemies if they're doing less damage than a reference character. Now maybe they make up for that by getting a stun off, and then maybe it's a wash, but it's more uncertain, and requires getting into melee. Whereas a fighter may well be able to pump out three or more times the reference damage for a round and then the reference level thereafter, which could well put the party over the threshold of being able to take down the first enemy in one round instead of two, which means they down the second enemy after three rounds instead of four, which would be worth the equivalent of two stuns.</p><p></p><p>I'm not necessarily saying this is how it would shake out, but it's the kind of opportunity cost that needs to be taken into account when evaluating the monk's impact.</p></blockquote><p></p>
[QUOTE="Esker, post: 8052142, member: 6966824"] Really depends on level and spell selection, as well as who else is in the party. Spells like Animate Objects and Wall of Force are fantastic damage/control spells that are unaffected by legendary resistance. Wall of Force is perhaps not especially useful in a literal solo fight, but if there are any minions at all, it's great for trapping the big guy until the minions are dealt with. Polymorph, Haste, Greater Invisibility, Fly, etc. can be good to great buff spells cast on the right allies (Polymorph doesn't care who the ally is, but Haste and G.I. need the right PC to really be strong). Grease, Web and Sleet Storm have saves, but they (can) happen repeatedly, and the difficult terrain/obscurement aspect are useful in many circumstances even if nobody ever fails the save. And these are all tier 1-2 --- it gets even better for the wizard when you get into 6th+ level spells. Below level 9 or so, I would agree that wizards are not especially well suited to solo enemy fights with legendary resistance. Of course legendary resistance is also less common below level 9. But after level 9, I'd often rather have Animate Objects, and just pile on the damage, than wait for a monk to burn through legendary resistances (if they can even get to the enemy). This is a scenario where I'd argue it's fair to assume that long rest classes are using their big guns, because it's by definition a "boss fight". Depending on the enemy, letting multiple allies Fly may produce more added value than a monk. Etc. Agreed. This is probably the best case scenario for the monk, apart from one low-CON enemy without legendary resistance, but that's not really a fight. I think there are some enemies and some party comps where I might rather have a monk than a fighter there. But look at it this way: if a reference party of four would down each enemy in 2 turns (making the fight a 4 round fight overall), then swapping one of those for a monk could well cause it to take 5 rounds to down both enemies if they're doing less damage than a reference character. Now maybe they make up for that by getting a stun off, and then maybe it's a wash, but it's more uncertain, and requires getting into melee. Whereas a fighter may well be able to pump out three or more times the reference damage for a round and then the reference level thereafter, which could well put the party over the threshold of being able to take down the first enemy in one round instead of two, which means they down the second enemy after three rounds instead of four, which would be worth the equivalent of two stuns. I'm not necessarily saying this is how it would shake out, but it's the kind of opportunity cost that needs to be taken into account when evaluating the monk's impact. [/QUOTE]
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