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*Pathfinder & Starfinder
Sorcere Elemantalist at-wills over powered ??
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<blockquote data-quote="Zuche" data-source="post: 5838999" data-attributes="member: 6682151"><p><em>Ice prison</em> isn't a bad power. It takes some effort to gather targets into the smaller burst spells and you're doing less damage on average to each of them than other Essentials strikers can do to a single target. If the rest of your party is built to gather enemies and exploit the slowed condition, great, but there are still times you're going to prefer <em>elemental bolt</em>. (A little vulnerability never hurt...from a certain perspective.)</p><p></p><p><em>Ignition</em> isn't bad either, but the little bit of extra damage it can do to people that stay in the zone is fairly soft in terms of battlefield control. <em>Blazing cloud</em> might feel weaker, but it's worth considering for a character with the firecrafter theme and a dagger implement. (The option to use <em>elemental bolt</em> as a melee basic attack can be handy at times.)</p><p></p><p>It's easy to overlook <em>static charge</em> because its primary targets don't take Charisma damage from the effect. However, the blast targets only enemies and can damage creatures standing just outside the blast (or adjacent to a creature whose space overlaps with the blast area). It also lets you apply "adjacent target" damage to a given creature multiple times. As sweet as it might be to hit one enemy for 4x, 6x, or maybe even 8x your Charisma modifier in damage (on top of the spell's base damage), you're not likely to see such groups all that often, even with the best of team efforts.</p><p></p><p>As impressive as the bursts and blasts might seem, there are a lot of times you'll get only one really impressive shot with them. Intelligent enemies are likely to scatter the moment they see what you can do, unless there is some greater benefit to them remaining bunched together (or your teammates have denied them any options for breaking formation). This is acceptable, even if you'll pretty much be playing the ranged equivalent of a slayer for the rest of the fight. You force enemies to choose between getting punished en masse or splitting up to become easier targets for focused fire. Useful as that is, it's a far shot from disabling your enemies by itself.</p></blockquote><p></p>
[QUOTE="Zuche, post: 5838999, member: 6682151"] [i]Ice prison[/i] isn't a bad power. It takes some effort to gather targets into the smaller burst spells and you're doing less damage on average to each of them than other Essentials strikers can do to a single target. If the rest of your party is built to gather enemies and exploit the slowed condition, great, but there are still times you're going to prefer [i]elemental bolt[/i]. (A little vulnerability never hurt...from a certain perspective.) [i]Ignition[/i] isn't bad either, but the little bit of extra damage it can do to people that stay in the zone is fairly soft in terms of battlefield control. [i]Blazing cloud[/i] might feel weaker, but it's worth considering for a character with the firecrafter theme and a dagger implement. (The option to use [i]elemental bolt[/i] as a melee basic attack can be handy at times.) It's easy to overlook [i]static charge[/i] because its primary targets don't take Charisma damage from the effect. However, the blast targets only enemies and can damage creatures standing just outside the blast (or adjacent to a creature whose space overlaps with the blast area). It also lets you apply "adjacent target" damage to a given creature multiple times. As sweet as it might be to hit one enemy for 4x, 6x, or maybe even 8x your Charisma modifier in damage (on top of the spell's base damage), you're not likely to see such groups all that often, even with the best of team efforts. As impressive as the bursts and blasts might seem, there are a lot of times you'll get only one really impressive shot with them. Intelligent enemies are likely to scatter the moment they see what you can do, unless there is some greater benefit to them remaining bunched together (or your teammates have denied them any options for breaking formation). This is acceptable, even if you'll pretty much be playing the ranged equivalent of a slayer for the rest of the fight. You force enemies to choose between getting punished en masse or splitting up to become easier targets for focused fire. Useful as that is, it's a far shot from disabling your enemies by itself. [/QUOTE]
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Sorcere Elemantalist at-wills over powered ??
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