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Not a fan of the new Eldritch Knight
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<blockquote data-quote="Ancoulainn" data-source="post: 9872030" data-attributes="member: 7056539"><p>You can't get Hex via an Origin feat, because it's only on the Warlock spell list and there is no Magic Initiate (Warlock) Origin feat, and Fey-Touched also gives you access to Hunter's Mark because Fey-Touched gives access to Enchantment and Divination spells.</p><p></p><p>Yeah, you can do that! I wouldn't, because there are better spells, like Hallow, to use this on, and Hallow would have probably also resulted in a default kill without anybody needing to use a spell slot. But you can use it on Prayer of Healing that if it's situationally beneficial. And if for nothing else, it sounds like they had fun and that's what matters.</p><p></p><p>But didn't you say they fought Giants with low Wisdom saves? At that level I would expect Storm Giants and they have good Wisdom saves.</p><p></p><p>Sounds pretty wasteful to me, given the encounter, but it sounds like you had fun.</p><p></p><p>But how exactly does a Monk go nova? Fighters with Action Surge, I get. Warlocks casting 5th level spells, I get. But Monks? You mean Flurry of Blows? That's a normal round for a Monk. Or what do you mean?</p><p></p><p>Yeah, but you still used way more spell slots on that encounter than was necessary and therefore, I don't think it was good at all. You effectively shot at mosquitos with a bazooka. You could have ended the encounter just as much with one cast of an AoE-spell like Synaptic Static before wiping up the rest with cantrips instead of having multiple people cast 1-2 spells on that type of encounter. Or you could have had the Cleric use Divine Intervention on Hallow. But I'm not even sure I would use anything but cantrips on that one and hold my spell slots for when I actually need them. I mean, if they were so weak that they failed every Wisdom save against those spells, you wouldn't have had issues with them anyway.</p><p></p><p>Besides, if you are saying that every Sorcerer can do the same thing as the Enchanter with Twin Spell for 1 Sorcery Point, which is true and I didn't even think about that before, and can add Heightened Spell on top of that with Sorcery Incarnate, that's an argument against the Enchanter being good, at least what their level 10 feature concerns. Ok, yeah, it's fair to say that as Wizards, they still have access to Ritual Casting and other stuff that Sorcerers don't get and Wizards have the better spell list, but still, any Sorcerer can Twin Spells already at level 2. Sure, it costs them Sorcery Points, but by level 10, they have 10 of those and once per Long Rest, they get half of them back on a Short Rest. And, actually, Sorcerer could do that all along, now that I think about it. In fact, Twin Spell got nerfed with 5.5e.</p><p></p><p>Sorry to say this, but the more y'all tell me, the less I think y'all have a point concerning the Enchanter. But I'm also starting to get why y'all think that it's so good. You completely overextend yourselves on easy encounters and then rave about the fact that Split Enchantment saved you spell slots when with a more optimized approach, you wouldn't have used those spell slots in the first place. But for a playstyle that always throws the kitchen sink at everything, no matter what, it makes complete sense. And I understand why it's fun to play like that.</p><p></p><p>But it's a completely different approach to the game than how I am playing. The encounters I was talking about are difficult encounters and you don't always get a short, uninterrupted rest and eventually, the Cleric runs out of spell slots for Prayer of Healing. And the encounters are of the kind that if you don't play optimally, you will die. Maybe not in this encounter, but potentially in the next or the one after that. For example, if you had sent that group of 6th level heroes at an Aboleth at the end of an adventuring day with 4-6 previous encounters, that would have been an entirely different story.</p><p></p><p>Yeah, getting at least 6-8 encounters between long rests is fairly normal, especially if you have a party with predominantly Monks, Fighters, and Warlocks who get their resources back on a short rest and only a few Clerics, Sorcerers, or Wizards who only get them back on a long rest.</p></blockquote><p></p>
[QUOTE="Ancoulainn, post: 9872030, member: 7056539"] You can't get Hex via an Origin feat, because it's only on the Warlock spell list and there is no Magic Initiate (Warlock) Origin feat, and Fey-Touched also gives you access to Hunter's Mark because Fey-Touched gives access to Enchantment and Divination spells. Yeah, you can do that! I wouldn't, because there are better spells, like Hallow, to use this on, and Hallow would have probably also resulted in a default kill without anybody needing to use a spell slot. But you can use it on Prayer of Healing that if it's situationally beneficial. And if for nothing else, it sounds like they had fun and that's what matters. But didn't you say they fought Giants with low Wisdom saves? At that level I would expect Storm Giants and they have good Wisdom saves. Sounds pretty wasteful to me, given the encounter, but it sounds like you had fun. But how exactly does a Monk go nova? Fighters with Action Surge, I get. Warlocks casting 5th level spells, I get. But Monks? You mean Flurry of Blows? That's a normal round for a Monk. Or what do you mean? Yeah, but you still used way more spell slots on that encounter than was necessary and therefore, I don't think it was good at all. You effectively shot at mosquitos with a bazooka. You could have ended the encounter just as much with one cast of an AoE-spell like Synaptic Static before wiping up the rest with cantrips instead of having multiple people cast 1-2 spells on that type of encounter. Or you could have had the Cleric use Divine Intervention on Hallow. But I'm not even sure I would use anything but cantrips on that one and hold my spell slots for when I actually need them. I mean, if they were so weak that they failed every Wisdom save against those spells, you wouldn't have had issues with them anyway. Besides, if you are saying that every Sorcerer can do the same thing as the Enchanter with Twin Spell for 1 Sorcery Point, which is true and I didn't even think about that before, and can add Heightened Spell on top of that with Sorcery Incarnate, that's an argument against the Enchanter being good, at least what their level 10 feature concerns. Ok, yeah, it's fair to say that as Wizards, they still have access to Ritual Casting and other stuff that Sorcerers don't get and Wizards have the better spell list, but still, any Sorcerer can Twin Spells already at level 2. Sure, it costs them Sorcery Points, but by level 10, they have 10 of those and once per Long Rest, they get half of them back on a Short Rest. And, actually, Sorcerer could do that all along, now that I think about it. In fact, Twin Spell got nerfed with 5.5e. Sorry to say this, but the more y'all tell me, the less I think y'all have a point concerning the Enchanter. But I'm also starting to get why y'all think that it's so good. You completely overextend yourselves on easy encounters and then rave about the fact that Split Enchantment saved you spell slots when with a more optimized approach, you wouldn't have used those spell slots in the first place. But for a playstyle that always throws the kitchen sink at everything, no matter what, it makes complete sense. And I understand why it's fun to play like that. But it's a completely different approach to the game than how I am playing. The encounters I was talking about are difficult encounters and you don't always get a short, uninterrupted rest and eventually, the Cleric runs out of spell slots for Prayer of Healing. And the encounters are of the kind that if you don't play optimally, you will die. Maybe not in this encounter, but potentially in the next or the one after that. For example, if you had sent that group of 6th level heroes at an Aboleth at the end of an adventuring day with 4-6 previous encounters, that would have been an entirely different story. Yeah, getting at least 6-8 encounters between long rests is fairly normal, especially if you have a party with predominantly Monks, Fighters, and Warlocks who get their resources back on a short rest and only a few Clerics, Sorcerers, or Wizards who only get them back on a long rest. [/QUOTE]
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