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Not a fan of the new Eldritch Knight
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<blockquote data-quote="Ancoulainn" data-source="post: 9872039" data-attributes="member: 7056539"><p>Yes, Shadowmoor Hexer, but to me, Lorwyn is like Eberron and only setting specific, so I didn't consider it. But if the DM allows it, that's great. And in that case, it's a great feat.</p><p></p><p>That's nice!</p><p></p><p>But you said before</p><p></p><p>and even then, I don't think so because the Diviner is unchanged, the Necromancer has not been updated, but that's coming soon, the War Magic Wizard has not been updated, and the Chronurgy Wizard is also still on 5.0 and they all at least have an argument to make in that comparison. For example, adding several additional bodies on the battlefield as "meat" shields who can soak up damage and deal damage is something. As Pack Tactics always says, optimization is damage dealt vs damage taken and if you dealt damage to a creature and they now smash one of your summoned or undead minions, that's also a plus. And if they try to run past them and they all get an opportunity attack, that's also something. Whether it's better, depends on the situation, I'd say.</p><p></p><p>Fair enough! I also thought that for a long time.</p><p></p><p>Those definitely got a bigger boost, for sure. But whether they can compete with Wizards depends on what you want to do. If you cast a lot of Ritual Spells, which Wizards don't have to prepare, then Wizards get a boost. If you don't have the opportunity to add many spells to your spellbook, then Wizards get a nerf. If you want to do crazy stuff with Summon Greater Demon and Planar Binding, then Wizards get a buff. The gap is definitely closer than it ever was.</p><p></p><p>That also depends. If the Diviner rolls low after a rest, you have two guaranteed fails on saves when it really matters. So, they may not be able to have an impact on saves as often as the Sorcerer, but they can have a big impact on those two saves. Which of the two is better depends on how your adventuring day goes.</p><p></p><p>This also depends on what you're facing. If you put 10 targets within 20 feet of one another, then a Fireball or Synaptic Static does 160d6=560 points of damage on one turn. If you compare a Sorcerer doing single target with a cantrip to a Fighter making three attacks, then yes, you're completely right. But I don't think that spellcasters are supposed to do that. I mean, imagine they could do the Fireball-thing and do the same damage as a Fighter or Paladin on single target and that from range, it would make the martials-caster-divide even larger.</p><p></p><p>Ah, that's of course unfortunate. I thought that at least the Monk and the Warlock both did Force damage. Or that the Monk could have swapped to Bludgeoning damage to match the Fighter's. But that makes perfect sense.</p></blockquote><p></p>
[QUOTE="Ancoulainn, post: 9872039, member: 7056539"] Yes, Shadowmoor Hexer, but to me, Lorwyn is like Eberron and only setting specific, so I didn't consider it. But if the DM allows it, that's great. And in that case, it's a great feat. That's nice! But you said before and even then, I don't think so because the Diviner is unchanged, the Necromancer has not been updated, but that's coming soon, the War Magic Wizard has not been updated, and the Chronurgy Wizard is also still on 5.0 and they all at least have an argument to make in that comparison. For example, adding several additional bodies on the battlefield as "meat" shields who can soak up damage and deal damage is something. As Pack Tactics always says, optimization is damage dealt vs damage taken and if you dealt damage to a creature and they now smash one of your summoned or undead minions, that's also a plus. And if they try to run past them and they all get an opportunity attack, that's also something. Whether it's better, depends on the situation, I'd say. Fair enough! I also thought that for a long time. Those definitely got a bigger boost, for sure. But whether they can compete with Wizards depends on what you want to do. If you cast a lot of Ritual Spells, which Wizards don't have to prepare, then Wizards get a boost. If you don't have the opportunity to add many spells to your spellbook, then Wizards get a nerf. If you want to do crazy stuff with Summon Greater Demon and Planar Binding, then Wizards get a buff. The gap is definitely closer than it ever was. That also depends. If the Diviner rolls low after a rest, you have two guaranteed fails on saves when it really matters. So, they may not be able to have an impact on saves as often as the Sorcerer, but they can have a big impact on those two saves. Which of the two is better depends on how your adventuring day goes. This also depends on what you're facing. If you put 10 targets within 20 feet of one another, then a Fireball or Synaptic Static does 160d6=560 points of damage on one turn. If you compare a Sorcerer doing single target with a cantrip to a Fighter making three attacks, then yes, you're completely right. But I don't think that spellcasters are supposed to do that. I mean, imagine they could do the Fireball-thing and do the same damage as a Fighter or Paladin on single target and that from range, it would make the martials-caster-divide even larger. Ah, that's of course unfortunate. I thought that at least the Monk and the Warlock both did Force damage. Or that the Monk could have swapped to Bludgeoning damage to match the Fighter's. But that makes perfect sense. [/QUOTE]
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