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Reducing incoming damage: +1 =/= +5%
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<blockquote data-quote="clearstream" data-source="post: 8472923" data-attributes="member: 71699"><p>Generally the methods come down to tempo, and pay off over the combat as a whole. It's not a case of preventing any attacks at all, but rather of gaining a few additional attacks, and denying a few possible attacks in return.</p><p></p><p>Take the case of a party of archers, albeit I will use a tier 2 warlock with agonizing repelling eldritch blast and PAM paladin. The paladin positions forward and due to PAM will gain an attack on one foe that crosses the 25' line they control (reach, PAM AoO). The warlock positions sufficiently far back that a creature hoping to engage them will lose one round of attacks. The warlock can play it in a few ways, but options I would highlight are - a) ready EB to cast at the first foe that gets past the paladin, b) cast EB to push multiple foes back, so that they cannot reach you with one round of movement unless they dash. An alternative is lance of lethargy, but I think repelling is generally better.</p><p></p><p>Say there is also a bard in the party? When a foe finally dashes past the paladin and reaches the casters - unable to attack this round - the bard casts dissonant whispers. On a failed save, the foe must use their reaction to run back the other way. A wizard might choose to use cause fear - a 1st level spell that does no damage - to have a foe unable to close on them. Ray of frost is another efficient option. A cleric may use spirit guardians which will make an area of difficult terrain (halved move) that is undesirable to be within (AoE damage). Difficult terrain makes the repelling blast twice as effective.</p><p></p><p>The party won't stop attacks altogether, or ensure that they only get focused on the paladin. Rather they will gain tempo - more effective actions for themselves, fewer effective actions for their foes. That is the trade-off I think parties best offer to their foes. It's not a case of - focus the tank or the tank will pin you down somehow. Rather - focus the tank or give our side an additional attack and lose one attack on your side.</p></blockquote><p></p>
[QUOTE="clearstream, post: 8472923, member: 71699"] Generally the methods come down to tempo, and pay off over the combat as a whole. It's not a case of preventing any attacks at all, but rather of gaining a few additional attacks, and denying a few possible attacks in return. Take the case of a party of archers, albeit I will use a tier 2 warlock with agonizing repelling eldritch blast and PAM paladin. The paladin positions forward and due to PAM will gain an attack on one foe that crosses the 25' line they control (reach, PAM AoO). The warlock positions sufficiently far back that a creature hoping to engage them will lose one round of attacks. The warlock can play it in a few ways, but options I would highlight are - a) ready EB to cast at the first foe that gets past the paladin, b) cast EB to push multiple foes back, so that they cannot reach you with one round of movement unless they dash. An alternative is lance of lethargy, but I think repelling is generally better. Say there is also a bard in the party? When a foe finally dashes past the paladin and reaches the casters - unable to attack this round - the bard casts dissonant whispers. On a failed save, the foe must use their reaction to run back the other way. A wizard might choose to use cause fear - a 1st level spell that does no damage - to have a foe unable to close on them. Ray of frost is another efficient option. A cleric may use spirit guardians which will make an area of difficult terrain (halved move) that is undesirable to be within (AoE damage). Difficult terrain makes the repelling blast twice as effective. The party won't stop attacks altogether, or ensure that they only get focused on the paladin. Rather they will gain tempo - more effective actions for themselves, fewer effective actions for their foes. That is the trade-off I think parties best offer to their foes. It's not a case of - focus the tank or the tank will pin you down somehow. Rather - focus the tank or give our side an additional attack and lose one attack on your side. [/QUOTE]
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