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<blockquote data-quote="Blue" data-source="post: 7990979" data-attributes="member: 20564"><p>My concern is that at the lower levels this will run out of juice (slots and SP) well before the end of the adventuring day. You'll still have a single EB + AB per round, but that will bring your average damage well down.</p><p></p><p>If a DM does the recommended 6-8 encounters per day, and you're keeping a good concentration spell and enough SP to twin it (which might involve breaking down some slots) for the high end of encounters, that doesn't leave a lot else per encounter. Take out some additional slots for reaction like Shield, and any utility outside of combat, and the build does not seem to be able to fuel it's potential until Tier 3 (maybe) or 4.</p><p></p><p>To be able to throw out these huge numbers, we're looking at what, say 8 spells for a 3-4 round combat plus breaking down say 2-4 more spells for SP after combat to fuel the next encounter? The KPR is showing a Action casting and a Bonus Action casting, plus there will be reactive needs like Shield.</p><p></p><p>I think this is a very efficient nova machine, but it for the most part boasts impressive damage by burning through resources quicker. Even a base EB + quickened EB round will take breaking down a 2nd level slot to replenish those spell points. If you have a DM who throws 2-3 encounters a day it can be better than even the other casters who bask in that situation because it can use resources quicker. But while it's a firehose compared to other casters garden hose, they both have the same size water tank at the end.</p></blockquote><p></p>
[QUOTE="Blue, post: 7990979, member: 20564"] My concern is that at the lower levels this will run out of juice (slots and SP) well before the end of the adventuring day. You'll still have a single EB + AB per round, but that will bring your average damage well down. If a DM does the recommended 6-8 encounters per day, and you're keeping a good concentration spell and enough SP to twin it (which might involve breaking down some slots) for the high end of encounters, that doesn't leave a lot else per encounter. Take out some additional slots for reaction like Shield, and any utility outside of combat, and the build does not seem to be able to fuel it's potential until Tier 3 (maybe) or 4. To be able to throw out these huge numbers, we're looking at what, say 8 spells for a 3-4 round combat plus breaking down say 2-4 more spells for SP after combat to fuel the next encounter? The KPR is showing a Action casting and a Bonus Action casting, plus there will be reactive needs like Shield. I think this is a very efficient nova machine, but it for the most part boasts impressive damage by burning through resources quicker. Even a base EB + quickened EB round will take breaking down a 2nd level slot to replenish those spell points. If you have a DM who throws 2-3 encounters a day it can be better than even the other casters who bask in that situation because it can use resources quicker. But while it's a firehose compared to other casters garden hose, they both have the same size water tank at the end. [/QUOTE]
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