FrogReaver
The most respectful and polite poster ever
IMO. Focus fire is great, but you are generally much better off ensuring your team isn't being focus fired and oftentimes that means not being able to focus fire the enemy as effectively (or if they are then ensure it's an exceptionally defensive character that it's being done to). Any character death is a setback/loss in my book.It's a really good point and in a lot of ways was right in front of us the whole time. Focus fire is better than spreading out damage in the short run, and combats tend to be all in the short run.
A few ways to accomplish this.
- Spreading party members out and relying on move distances and OA's to incentivize enemies to attack different PC's.
- Control spells/effects
- Being able to really buff defense/mobility so that if you are swarmed it benefits the party.
- Kiting lower range/speed enemies with movespeed and range. If they cannot consistently get to you to attack they cannot focus fire you.
A common tactical idea would be to spread your melee out and have your ranged characters focus fire. This helps spread the damage from enemies around while still downing important targets quickly from ranged focus fire.
AOE damage can generally be compared to single target by adding at least half the damage per additional target. That's the floor, but it can also approach double for each. I think the I think 70% damage for additional target is very reasonable to compare against. This is due to the math on how many enemy rounds it will reduce as compared to single target damage. When viewed in these terms it shows AOE damage is still really strong compared to single target, provided the number of targets is high.
For example, a level 3 fireball hitting 4 targets is going to do the equivalent of about ~ 21+15+15+15 = 66 single target damage. For most levels that's impressive damage for a single round, but not end the encounter levels of damage, which is what people seem to expect from fireball, leading to the feeling that it's not strong.
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