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Questions: Overchannel, Skirmish
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<blockquote data-quote="Runestar" data-source="post: 5011372" data-attributes="member: 72317"><p>A wand of vigor can be more efficient, provided you survive the battle (which isn't always a given). A single heal spell cures more hp, but you "waste" a standard action casting it during battle, which could be used to do some other action like attacking instead (that and you need to be adjacent to the PC).</p><p></p><p>Vigor has the benefit of being "pre-emptive healing". It's duration of 1min/lv means that you should be able to manifest it reliably prior to any battle and after that, it is basically healing which does not require any actions. It also helps you survive any attacks which would otherwise deal more damage than you have hp. That is essentially the tradeoff for the smaller and more expensive rate of "healing". </p><p></p><p>From experience, I noticed that yes, an astral construct can be situationally superior to a fighter. Especially if you augment it to large or even huge, this combined with its immense (relative to a fighter at any rate) strength tends to make it better at str-based manoeuvres such as tripping, grappling or bull-rushing. It also takes up more space and has a greater reach, making it better at clogging up chokepoints and controlling the battlefield. </p><p></p><p>And being disposable (in that they disappear at the end of the power's duration), you don't have to care how much damage they take (if anything, you want them to soak up as much damage as they can, since every point they take is that much damage another PC is not suffering, which in turn cuts down on the amount of resources that need to be expended on healing). </p><p></p><p>One interesting point to note is that they also have dr/magic, which can be surprisingly tricky for a monster to overcome. Take for instance a huge construct (144hp, dr15/magic). Assuming a marilith did not prebuff with magic weapon on all her longswords (or if they were dispelled), this means that on average, her off-hand attacks are not dealing any damage at all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>So against the right foes, they can soak up much more punishment than a fighter (with dr making up for a crappy AC), and as noted earlier, you don't have to bother undoing all that damage. </p><p></p><p>Definitely a steal for the amount of PP invested. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Runestar, post: 5011372, member: 72317"] A wand of vigor can be more efficient, provided you survive the battle (which isn't always a given). A single heal spell cures more hp, but you "waste" a standard action casting it during battle, which could be used to do some other action like attacking instead (that and you need to be adjacent to the PC). Vigor has the benefit of being "pre-emptive healing". It's duration of 1min/lv means that you should be able to manifest it reliably prior to any battle and after that, it is basically healing which does not require any actions. It also helps you survive any attacks which would otherwise deal more damage than you have hp. That is essentially the tradeoff for the smaller and more expensive rate of "healing". From experience, I noticed that yes, an astral construct can be situationally superior to a fighter. Especially if you augment it to large or even huge, this combined with its immense (relative to a fighter at any rate) strength tends to make it better at str-based manoeuvres such as tripping, grappling or bull-rushing. It also takes up more space and has a greater reach, making it better at clogging up chokepoints and controlling the battlefield. And being disposable (in that they disappear at the end of the power's duration), you don't have to care how much damage they take (if anything, you want them to soak up as much damage as they can, since every point they take is that much damage another PC is not suffering, which in turn cuts down on the amount of resources that need to be expended on healing). One interesting point to note is that they also have dr/magic, which can be surprisingly tricky for a monster to overcome. Take for instance a huge construct (144hp, dr15/magic). Assuming a marilith did not prebuff with magic weapon on all her longswords (or if they were dispelled), this means that on average, her off-hand attacks are not dealing any damage at all! ;) So against the right foes, they can soak up much more punishment than a fighter (with dr making up for a crappy AC), and as noted earlier, you don't have to bother undoing all that damage. Definitely a steal for the amount of PP invested. :) [/QUOTE]
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