Sir ThornCrest
First Post
spell casters tactics...and what magicals would they make.
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Spellcasters are traditionally at a disadvantage when in combat, because the class is made to depend on spells.
Clerics: Can tank it out in full plate, shield & melee weapon the problem is they must cast during combat and using components with a shield, battle gauntlets and a weapon = your gonna spend half the time putting your weapon down picking it up, taking your gauntlet off. Now to counter this smart players will arrange any necessary components to be easily accessable ( bag of this or that hanging from belt, wrist inside of shield etc, and there is another problem during combat these things will get nocked off or destroyed. Not to mention many of the spells will get you attacked under AoO.....and then you have a good chance of losing your spell all together...........so to counter this our Clerics will 1) Spend 1 of there precious feats to counter this. 2) Engage if necessary..as a support fighter, then back up & cast then re-engage if necessary. This has proven to be the most effective. The hit and run Cleric ihas proven most useful.
Druids: I nor have any of our party ever played a Druid. For some reason, its been a turn off....maybe from the 2nd addition days where they were dead neutral and basically a second class citizen to the Cleric, kinda flighty?
But as NPC's I have always played them as follows. They may use magic, animals campanion talk to plants rocks animals to find enemy, then use magic to bind enemy (entangle etc.) as the party deals with being binded they rush is using spells to beef themselves up, turn into some hulking melee nightmare of a beast and go in swinging. Tell me am I doing it wrong or does this tactic still work out best for them?
Psions: We have learned that Astral Constructs are a Psions best friend. Stand back with your body guard and fire! let your Kenetic powers fry the enemy, put a wall around the spell casters and send your construct(s) out to mall the opposing spell casters...and mind thrust any fighter warrior type (mind thrust 1d10/level will negates). There are several options but these are my cerbramancers powers..they are working great.
Wizards/Sorcerors: Stand back and fire! The standard for us is they buff the party with haste or mage armor whatever the buff spell they have. Protect them selves with there highest level spells, globes whatever then fry the bad guys with there big range large area 3rd level evocation spell-lightening bolts, fireballs. If they want to stay alive, they must use several spells on themselves, mirror image, inviso, blur, fly all are needed and used readily.
Tactics, spell selection, are very important..
But have you noticed in your campaign that the Wizards Psion or Clerics selection of which magic/power item to make, will have tremendous weight on the parties success?
I would like to see your input on this. If your spell caster was 8th level, had all the time he wanted and a total of 25,000 gold pieces, what would be your choices of magicals? Wizard/sorceror/cleric/druid or psion...
Thorncrest
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Spellcasters are traditionally at a disadvantage when in combat, because the class is made to depend on spells.
Clerics: Can tank it out in full plate, shield & melee weapon the problem is they must cast during combat and using components with a shield, battle gauntlets and a weapon = your gonna spend half the time putting your weapon down picking it up, taking your gauntlet off. Now to counter this smart players will arrange any necessary components to be easily accessable ( bag of this or that hanging from belt, wrist inside of shield etc, and there is another problem during combat these things will get nocked off or destroyed. Not to mention many of the spells will get you attacked under AoO.....and then you have a good chance of losing your spell all together...........so to counter this our Clerics will 1) Spend 1 of there precious feats to counter this. 2) Engage if necessary..as a support fighter, then back up & cast then re-engage if necessary. This has proven to be the most effective. The hit and run Cleric ihas proven most useful.
Druids: I nor have any of our party ever played a Druid. For some reason, its been a turn off....maybe from the 2nd addition days where they were dead neutral and basically a second class citizen to the Cleric, kinda flighty?
But as NPC's I have always played them as follows. They may use magic, animals campanion talk to plants rocks animals to find enemy, then use magic to bind enemy (entangle etc.) as the party deals with being binded they rush is using spells to beef themselves up, turn into some hulking melee nightmare of a beast and go in swinging. Tell me am I doing it wrong or does this tactic still work out best for them?
Psions: We have learned that Astral Constructs are a Psions best friend. Stand back with your body guard and fire! let your Kenetic powers fry the enemy, put a wall around the spell casters and send your construct(s) out to mall the opposing spell casters...and mind thrust any fighter warrior type (mind thrust 1d10/level will negates). There are several options but these are my cerbramancers powers..they are working great.
Wizards/Sorcerors: Stand back and fire! The standard for us is they buff the party with haste or mage armor whatever the buff spell they have. Protect them selves with there highest level spells, globes whatever then fry the bad guys with there big range large area 3rd level evocation spell-lightening bolts, fireballs. If they want to stay alive, they must use several spells on themselves, mirror image, inviso, blur, fly all are needed and used readily.
Tactics, spell selection, are very important..
But have you noticed in your campaign that the Wizards Psion or Clerics selection of which magic/power item to make, will have tremendous weight on the parties success?
I would like to see your input on this. If your spell caster was 8th level, had all the time he wanted and a total of 25,000 gold pieces, what would be your choices of magicals? Wizard/sorceror/cleric/druid or psion...
Thorncrest