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Speeding Up Combat
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<blockquote data-quote="Celtavian" data-source="post: 6780721" data-attributes="member: 5834"><p>That seems really long for that fight.</p><p></p><p>Paladin of Vengeance should be using Hunter's Mark for his standard attacks at 13th level or possibly <em>haste</em> and his smites. If his strength is 18 or 20, he should be averaging with a longsword 12 to 13 damage a hit plus smite damage with two attacks per round.</p><p></p><p>The evoker should be doing one <em>fire bolt</em> cantrip minimum for an average of 21 fire damage or maybe a <em>chill touch</em> for 18 necrotic damage per hit. He should spike this use of spell slots.</p><p></p><p>Your warlock with <em>hex</em> should be firing 3 <em>eldritch blast</em> beams for an average of 13 to 14 per hit and up to 39 to 40 per round.</p><p></p><p>The cleric of war should be casting <em>bless</em> to ensure the others hit and adding a <em>sacred flame</em> or meleeing some for 10 to 15 points per hit.</p><p></p><p>The party's damage potential per round is:</p><p>Paladin 26.</p><p>Warlock: 30 to 40</p><p>Evoker: 20 to 30.</p><p>Cleric: 10 to 20.</p><p></p><p>You're looking at about 86 points per round without blowing off their big stuff. Against 342 hit points, that's about 4 rounds of combat. Is it taking a lot longer than 4 rounds against something like two shambling mounds and a cleric of moander? Maybe the cleric is doing some healing? Your party isn't using <em>chill touch</em> to eliminate healing. </p><p></p><p>There are certain things party should do to optimize for combat. If an opponent has healing or regeneration, you absolutely need <em>chill touch</em> to slow healing down. You can still win, but it will slow the fight down if the opponent can regenerate or heal.</p><p></p><p>The cleric bolstering the party with <em>bless</em> is often better than casting <em>spiritual guardians</em>. He should be hitting with his main weapon and bonus action in big fights. Or casting something like <em>spiritual weapon</em> to add damage while he is doing other stuff. A 4th level <em>spiritual weapon</em> does 2d8+wisdom modifier damage using a bonus action. So if he's hitting with his weapon with <em>bless</em> boosting everyone. He can do with a one handed weapon 2d8+str or dex and 2d8+wis for decent damage while healing and such.</p><p></p><p>Seems your group should be able carve through that many hit points in 4 or 5 rounds if using optimal tactics.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6780721, member: 5834"] That seems really long for that fight. Paladin of Vengeance should be using Hunter's Mark for his standard attacks at 13th level or possibly [I]haste[/I] and his smites. If his strength is 18 or 20, he should be averaging with a longsword 12 to 13 damage a hit plus smite damage with two attacks per round. The evoker should be doing one [I]fire bolt[/I] cantrip minimum for an average of 21 fire damage or maybe a [I]chill touch[/I] for 18 necrotic damage per hit. He should spike this use of spell slots. Your warlock with [I]hex[/I] should be firing 3 [I]eldritch blast[/I] beams for an average of 13 to 14 per hit and up to 39 to 40 per round. The cleric of war should be casting [I]bless[/I] to ensure the others hit and adding a [I]sacred flame[/I] or meleeing some for 10 to 15 points per hit. The party's damage potential per round is: Paladin 26. Warlock: 30 to 40 Evoker: 20 to 30. Cleric: 10 to 20. You're looking at about 86 points per round without blowing off their big stuff. Against 342 hit points, that's about 4 rounds of combat. Is it taking a lot longer than 4 rounds against something like two shambling mounds and a cleric of moander? Maybe the cleric is doing some healing? Your party isn't using [I]chill touch[/I] to eliminate healing. There are certain things party should do to optimize for combat. If an opponent has healing or regeneration, you absolutely need [I]chill touch[/I] to slow healing down. You can still win, but it will slow the fight down if the opponent can regenerate or heal. The cleric bolstering the party with [I]bless[/I] is often better than casting [I]spiritual guardians[/I]. He should be hitting with his main weapon and bonus action in big fights. Or casting something like [I]spiritual weapon[/I] to add damage while he is doing other stuff. A 4th level [I]spiritual weapon[/I] does 2d8+wisdom modifier damage using a bonus action. So if he's hitting with his weapon with [I]bless[/I] boosting everyone. He can do with a one handed weapon 2d8+str or dex and 2d8+wis for decent damage while healing and such. Seems your group should be able carve through that many hit points in 4 or 5 rounds if using optimal tactics. [/QUOTE]
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