UngeheuerLich
Legend
Lets say, we disagree.At lv11 when Elemental Monk gets it, yes it is.
Lets say, we disagree.At lv11 when Elemental Monk gets it, yes it is.
Exactly, which is why I find the playtest level 6 feature wildly underwhelming. Its a big area and its cheaper, but it barely scales past level 6 and at a maximum of 3d12 (19.5) average damage, it doesn't even do more damage than fireball. You can avoid having your damage resisted, but unless you're fighting very weak enemies, you're likely not putting anything down.I mean, let's look at Fireball at level 11 by itself. Without upcasting, it's 28 damage on average (14 on a save). Upcasted to level 6 (if one were inclined to do such a thing) brings that up to 38.5 (19 on a save). So at first blush, the area and damage might seem pretty good for the 4 Elements Monk- though at it's 2014 cost of 4 ki, that's certainly debatable, especially since the Monk can't upcast it to level 6 but only level 4 (at a cost of 5 ki).
Actual spellcasters might stop stocking it entirely at this point. As a point of reference, I looked at the SRD CR 11 foes (I know level 11 ~ CR 11, but it's certainly something you could be fighting well before this point).
Of the 7 monsters presented, the Efreeti, the Horned Devil, and the Remorhaz are simply immune to Fireball. The average hit points of the remaining 4 is 178.25, with the Gynosphinx and the Roc being the extreme ends of the spectrum.
Even with better ki costs in 2024 (most likely), Fireball doesn't have a huge impact against these foes. It might be a huge spike in damage for the Monk, but it's costly and potentially difficult to use in some fights (as it is for anyone who uses it).
Personally, I'm on the fence. My Wizard rarely uses Fireball at level 7, though I have been facing devils and magic resistant foes lately, so that likely colors my perception. In the games I've played, I wouldn't be thrilled with Fireball at level 11- even if it's something I wouldn't normally have access to.
But on the other hand, it could be campaign dependent. Big areas with weaker foes who aren't fireproof? Being able to Fireball once or twice a battle might be decent, especially if you can nap for an hour to regain it (though at the cost of other cool things you might wish to do).
The gripping hand, well, I've seen a Fireball fail to kill a CR 1 Bugbear who failed his save, That doesn't mean it won't have a big impact on weaker foes, and it's not like non-casters often get any area effect abilities. But it does mean that it's likely going to be an option that isn't used all that regularly.
If your facing equal cr small single monsters than no you shouldn’t use fireball, that’s not the point. The entire point is to use it against groups of weaker monsters.I mean, let's look at Fireball at level 11 by itself. Without upcasting, it's 28 damage on average (14 on a save). Upcasted to level 6 (if one were inclined to do such a thing) brings that up to 38.5 (19 on a save). So at first blush, the area and damage might seem pretty good for the 4 Elements Monk- though at it's 2014 cost of 4 ki, that's certainly debatable, especially since the Monk can't upcast it to level 6 but only level 4 (at a cost of 5 ki).
Actual spellcasters might stop stocking it entirely at this point. As a point of reference, I looked at the SRD CR 11 foes (I know level 11 ~ CR 11, but it's certainly something you could be fighting well before this point).
Of the 7 monsters presented, the Efreeti, the Horned Devil, and the Remorhaz are simply immune to Fireball. The average hit points of the remaining 4 is 178.25, with the Gynosphinx and the Roc being the extreme ends of the spectrum.
Even with better ki costs in 2024 (most likely), Fireball doesn't have a huge impact against these foes. It might be a huge spike in damage for the Monk, but it's costly and potentially difficult to use in some fights (as it is for anyone who uses it).
Personally, I'm on the fence. My Wizard rarely uses Fireball at level 7, though I have been facing devils and magic resistant foes lately, so that likely colors my perception. In the games I've played, I wouldn't be thrilled with Fireball at level 11- even if it's something I wouldn't normally have access to.
But on the other hand, it could be campaign dependent. Big areas with weaker foes who aren't fireproof? Being able to Fireball once or twice a battle might be decent, especially if you can nap for an hour to regain it (though at the cost of other cool things you might wish to do).
The gripping hand, well, I've seen a Fireball fail to kill a CR 1 Bugbear who failed his save, That doesn't mean it won't have a big impact on weaker foes, and it's not like non-casters often get any area effect abilities. But it does mean that it's likely going to be an option that isn't used all that regularly.
If you use fireball at that level to damage a single high level foe, you do it wrong.I mean, let's look at Fireball at level 11 by itself. Without upcasting, it's 28 damage on average (14 on a save). Upcasted to level 6 (if one were inclined to do such a thing) brings that up to 38.5 (19 on a save). So at first blush, the area and damage might seem pretty good for the 4 Elements Monk- though at it's 2014 cost of 4 ki, that's certainly debatable, especially since the Monk can't upcast it to level 6 but only level 4 (at a cost of 5 ki).
Actual spellcasters might stop stocking it entirely at this point. As a point of reference, I looked at the SRD CR 11 foes (I know level 11 ~ CR 11, but it's certainly something you could be fighting well before this point).
Of the 7 monsters presented, the Efreeti, the Horned Devil, and the Remorhaz are simply immune to Fireball. The average hit points of the remaining 4 is 178.25, with the Gynosphinx and the Roc being the extreme ends of the spectrum.
Even with better ki costs in 2024 (most likely), Fireball doesn't have a huge impact against these foes. It might be a huge spike in damage for the Monk, but it's costly and potentially difficult to use in some fights (as it is for anyone who uses it).
Personally, I'm on the fence. My Wizard rarely uses Fireball at level 7, though I have been facing devils and magic resistant foes lately, so that likely colors my perception. In the games I've played, I wouldn't be thrilled with Fireball at level 11- even if it's something I wouldn't normally have access to.
But on the other hand, it could be campaign dependent. Big areas with weaker foes who aren't fireproof? Being able to Fireball once or twice a battle might be decent, especially if you can nap for an hour to regain it (though at the cost of other cool things you might wish to do).
The gripping hand, well, I've seen a Fireball fail to kill a CR 1 Bugbear who failed his save, That doesn't mean it won't have a big impact on weaker foes, and it's not like non-casters often get any area effect abilities. But it does mean that it's likely going to be an option that isn't used all that regularly.
Same argumentation. 19.5 against lower than level 1 foes is usually enough to drop them on a failed save. A single attack of your fists usually is not enough to drop a single minion.Exactly, which is why I find the playtest level 6 feature wildly underwhelming. Its a big area and its cheaper, but it barely scales past level 6 and at a maximum of 3d12 (19.5) average damage, it doesn't even do more damage than fireball. You can avoid having your damage resisted, but unless you're fighting very weak enemies, you're likely not putting anything down.
Exactly, I haven't run into large groups of Orcs with my Wizard since I got Fireball, lol, but if I did, I'd use it. Or Web. Or Sleet Storm. Or something else.If you use fireball at that level to damage a single high level foe, you do it wrong.
It is its ability to clear a quite big area of minons (like orcs) that are still annoying to deal with of all you can do is single target damage.
If that is no concern in your games, the utility of fireball is way lower.
I think this is my main concern with the old 4E monk.It's nice to have the option for Fireball, but I don't see it as a particularly fantastic one.