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General Tabletop Discussion
*Pathfinder & Starfinder
Summoning and the Hypothetical Battle Reality
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<blockquote data-quote="Doctor Proctor" data-source="post: 4674424" data-attributes="member: 78547"><p>I think the main reason why it's Standard action to attack is to actually prevent the Wizard from having multiple similar effects at once. Since the Summoned creature doesn't have to maintained, the Wizard could actually have both a Summon and Flaming Sphere going at the same time. Without the attack as a Standard action, he could use both in the same turn (if it were say a move or a minor to attack). Granted, then he can't move them, but with some support from the Defender he could lock the enemy down pretty good to keep pumping the damage into them.</p><p></p><p>I also think that 77IM had it right when he pointed out that spells like Flaming Sphere are essentially unkillable (they also don't provide flanking). Since the Summons act more like a PC in that they can flank and soak up hits, this was balanced with lower hitpoints. </p><p></p><p>Like any power though, it's only as good as the build. I don't have DDI, so I don't know if they listed more specific things about the requirements or an actual power entry, but assuming that it works like the rest of the Wizard powers we can come up with a decent build. I would imagine that a Staff Wizard with like a 14 or 16 in Con would probably work best. He should spend some feats on things like Toughness (Durability if he can heal the Summons the way a Ranger heals his pet), Leather armor and possibly even Hide armor. This would give him a much better AC than a lot of other Wizard builds, and would ensure that his Summons had at least a few more hitpoints to burn. The Wizard probably wouldn't need to pump Con at all as he levels, unless it's a Secondary stat for Summons, as it would lose effectiveness over time.</p><p></p><p>So basically, like anything else, if the Wizard builds to maximize the stats that affect his power, in this case a Summons, the better it will function. Even if there were going to be items that boosted the powers of Summons attached to other implements, you can still work with that. Dump some points into STR and pick up a Light Shield, for one, or perhaps a parrying dagger. Or just make sure that if you're using something other than a Staff, that you go all the way up to Hide armor to make up for the AC loss. Either way though, it's easy to get a Wizard with a decent AC, you just have to work towards it.</p></blockquote><p></p>
[QUOTE="Doctor Proctor, post: 4674424, member: 78547"] I think the main reason why it's Standard action to attack is to actually prevent the Wizard from having multiple similar effects at once. Since the Summoned creature doesn't have to maintained, the Wizard could actually have both a Summon and Flaming Sphere going at the same time. Without the attack as a Standard action, he could use both in the same turn (if it were say a move or a minor to attack). Granted, then he can't move them, but with some support from the Defender he could lock the enemy down pretty good to keep pumping the damage into them. I also think that 77IM had it right when he pointed out that spells like Flaming Sphere are essentially unkillable (they also don't provide flanking). Since the Summons act more like a PC in that they can flank and soak up hits, this was balanced with lower hitpoints. Like any power though, it's only as good as the build. I don't have DDI, so I don't know if they listed more specific things about the requirements or an actual power entry, but assuming that it works like the rest of the Wizard powers we can come up with a decent build. I would imagine that a Staff Wizard with like a 14 or 16 in Con would probably work best. He should spend some feats on things like Toughness (Durability if he can heal the Summons the way a Ranger heals his pet), Leather armor and possibly even Hide armor. This would give him a much better AC than a lot of other Wizard builds, and would ensure that his Summons had at least a few more hitpoints to burn. The Wizard probably wouldn't need to pump Con at all as he levels, unless it's a Secondary stat for Summons, as it would lose effectiveness over time. So basically, like anything else, if the Wizard builds to maximize the stats that affect his power, in this case a Summons, the better it will function. Even if there were going to be items that boosted the powers of Summons attached to other implements, you can still work with that. Dump some points into STR and pick up a Light Shield, for one, or perhaps a parrying dagger. Or just make sure that if you're using something other than a Staff, that you go all the way up to Hide armor to make up for the AC loss. Either way though, it's easy to get a Wizard with a decent AC, you just have to work towards it. [/QUOTE]
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