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General Tabletop Discussion
*Pathfinder & Starfinder
Orb isn't Broken (probably)
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<blockquote data-quote="Rith the Wanderer" data-source="post: 4355493" data-attributes="member: 61453"><p>Customer service has stated that you have to choose either the slow save (one effect) or the unconscious save (one effect) to apply the subtraction on. </p><p> </p><p>Versus a solo, even the people second stringing their int will still be granting a success on a 16 or higher on the save roll. So with sleep, they can either have a 75% chance to sleep the solo, and then next round (and every round after that) they get out on a 7 or higher(70% of the time). Or they can save it for when the solo fails the first roll (30% of the time) and then give the solo a 25% chance to get out of the unconscious, on the off chance that it fails. This is not a broken tactic either way</p><p> </p><p>On solos the only good use of the orb + sleep is to have a Trickster ED (at level 30, mind you) auto fail the first slow save, and then apply the unconscious penalty. </p><p> </p><p>It is much, much more useful to attach it to a stun, which doesn't allow a coup de grace, but it keeps them in for an average of about 3 rounds. This is good, but still not ridiculous.</p><p> </p><p>Roxlimn: Although I agree with you that the staff is a good choice for a blood mage, destructive salutation is an amazing spell to slap the orb encounter on, because you are going to hit someone with the stun (hopefully someone important) and then you can slap the subtraction on it, and if its an elite or normal hes going down for enough turns to probably kill all his buddies.</p></blockquote><p></p>
[QUOTE="Rith the Wanderer, post: 4355493, member: 61453"] Customer service has stated that you have to choose either the slow save (one effect) or the unconscious save (one effect) to apply the subtraction on. Versus a solo, even the people second stringing their int will still be granting a success on a 16 or higher on the save roll. So with sleep, they can either have a 75% chance to sleep the solo, and then next round (and every round after that) they get out on a 7 or higher(70% of the time). Or they can save it for when the solo fails the first roll (30% of the time) and then give the solo a 25% chance to get out of the unconscious, on the off chance that it fails. This is not a broken tactic either way On solos the only good use of the orb + sleep is to have a Trickster ED (at level 30, mind you) auto fail the first slow save, and then apply the unconscious penalty. It is much, much more useful to attach it to a stun, which doesn't allow a coup de grace, but it keeps them in for an average of about 3 rounds. This is good, but still not ridiculous. Roxlimn: Although I agree with you that the staff is a good choice for a blood mage, destructive salutation is an amazing spell to slap the orb encounter on, because you are going to hit someone with the stun (hopefully someone important) and then you can slap the subtraction on it, and if its an elite or normal hes going down for enough turns to probably kill all his buddies. [/QUOTE]
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Orb isn't Broken (probably)
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