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Removing Concentration
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<blockquote data-quote="kigmatzomat" data-source="post: 9604491" data-attributes="member: 9254"><p>Interesting thing is, at tier 3/4 play, those low level buff spells start getting cast on other people again. They become efficient because the melees have more attacks. The casters are less worried about hoarding spell slots, are less concerned about dying in the first fight of the day, are more concerned with keeping the cleric from consuming too many slots on healing and want to save their higher-level Concentration spells for later. </p><p></p><p>E.g. Heroism on yourself at low levels is how you stay alive with a 14AC and 10hp when the melee has a 19AC and 22hp... but Invisibility is better at keeping yourself alive. But later, when you have 60hp and better AC, Heroism on your 13th level melee avoids 25-30hp and saves the party multiple healing spells/potions and/or an upcast spell. </p><p></p><p>Bless at low levels is more for the save boost than offense as the damage can be out classed by Guiding Bolt. Then it loses priority for Concentration to spells like Spirit Guardians. But then at tier 4, when +10% of attacks becomes hits and the three PCs get 3-5 attacks each, it almost guarantees 1 extra hit/round. This is much better damage output than Guiding Bolt, <strong>and</strong> it saves that higher level slot for later.</p><p></p><p>Which isn't that the caster doesn't use Spirit Guardians, but that during the "scrub chaff" fights it becomes efficient to use concentration melee-buffs to save higher level slots for bigger foes.</p><p></p><p>And by dint of having more higher level slots in total, the caster can put Invis (or even Improved Invis) on the rogue (or maybe the stealth-challenged Fighter) early in the adventure <strong>and</strong> still have an Improved Invis they can use in combat to avoid getting squished.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 9604491, member: 9254"] Interesting thing is, at tier 3/4 play, those low level buff spells start getting cast on other people again. They become efficient because the melees have more attacks. The casters are less worried about hoarding spell slots, are less concerned about dying in the first fight of the day, are more concerned with keeping the cleric from consuming too many slots on healing and want to save their higher-level Concentration spells for later. E.g. Heroism on yourself at low levels is how you stay alive with a 14AC and 10hp when the melee has a 19AC and 22hp... but Invisibility is better at keeping yourself alive. But later, when you have 60hp and better AC, Heroism on your 13th level melee avoids 25-30hp and saves the party multiple healing spells/potions and/or an upcast spell. Bless at low levels is more for the save boost than offense as the damage can be out classed by Guiding Bolt. Then it loses priority for Concentration to spells like Spirit Guardians. But then at tier 4, when +10% of attacks becomes hits and the three PCs get 3-5 attacks each, it almost guarantees 1 extra hit/round. This is much better damage output than Guiding Bolt, [B]and[/B] it saves that higher level slot for later. Which isn't that the caster doesn't use Spirit Guardians, but that during the "scrub chaff" fights it becomes efficient to use concentration melee-buffs to save higher level slots for bigger foes. And by dint of having more higher level slots in total, the caster can put Invis (or even Improved Invis) on the rogue (or maybe the stealth-challenged Fighter) early in the adventure [B]and[/B] still have an Improved Invis they can use in combat to avoid getting squished. [/QUOTE]
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