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Toning Down Flaming Sphere
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<blockquote data-quote="Ixis" data-source="post: 4667917" data-attributes="member: 82429"><p>I disagree about nerfing Flaming Sphere because it's more useful than overpowered (as almost everyone else is saying.) In the last game I played, we came upon a small tower, and upon opening the door the found the tower filled with ice archons. I casted grasping shadows on the space behind the door, spent an action point and then summoned flaming sphere inside the tower. The next turn we had the meat shields block the door and we were able to kill almost all the ice archons inside the tower (it should be noted that they also had aoe ice attacks, and by the end of the encounter I was the only party member who died because you can't move, attack or spend minor actions with the fireball in play.)</p><p></p><p>The combat before that, on the previous day I used acid arrow on a goblin hexer to circumvent his damage redirection ability, though acid arrows damage and/or number of targets hit should be inceased. In the end though it should really do more control-wise than damage-wise. Perhaps it gives a penalty to AC on top of the ongoing acid damage?</p><p></p><p>Sleep is the daily that should be buffed because it really isn't that effective. It should really be that target falls asleep (save ends) and then the target is slowed.</p><p></p><p>The next daily spell that's pretty cool is Stinking Cloud because it's an AoE attack you can move. Now, I would've prepared Freezing Cloud instead of Flaming Sphere in that first encounter except the fact that we were fighting ice monsters. Freezing cloud by itself is pretty cool, but I think its attacks should only effect any enemies that enter it perhaps. That way it becomes a nice temporary defense for ranged attackers (similar to the drow's shadow aoe racial.) Same for later dailies like stinking cloud.</p></blockquote><p></p>
[QUOTE="Ixis, post: 4667917, member: 82429"] I disagree about nerfing Flaming Sphere because it's more useful than overpowered (as almost everyone else is saying.) In the last game I played, we came upon a small tower, and upon opening the door the found the tower filled with ice archons. I casted grasping shadows on the space behind the door, spent an action point and then summoned flaming sphere inside the tower. The next turn we had the meat shields block the door and we were able to kill almost all the ice archons inside the tower (it should be noted that they also had aoe ice attacks, and by the end of the encounter I was the only party member who died because you can't move, attack or spend minor actions with the fireball in play.) The combat before that, on the previous day I used acid arrow on a goblin hexer to circumvent his damage redirection ability, though acid arrows damage and/or number of targets hit should be inceased. In the end though it should really do more control-wise than damage-wise. Perhaps it gives a penalty to AC on top of the ongoing acid damage? Sleep is the daily that should be buffed because it really isn't that effective. It should really be that target falls asleep (save ends) and then the target is slowed. The next daily spell that's pretty cool is Stinking Cloud because it's an AoE attack you can move. Now, I would've prepared Freezing Cloud instead of Flaming Sphere in that first encounter except the fact that we were fighting ice monsters. Freezing cloud by itself is pretty cool, but I think its attacks should only effect any enemies that enter it perhaps. That way it becomes a nice temporary defense for ranged attackers (similar to the drow's shadow aoe racial.) Same for later dailies like stinking cloud. [/QUOTE]
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