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Warblade and Swordsage: Overpowered?
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<blockquote data-quote="charlesatan" data-source="post: 3189876" data-attributes="member: 20870"><p>Meteor Swarm was just an example (and I assumed it was targeted at an NPC). The damage can be increased such as via a Greater Rod of Maximization (or Empower if that's your thing). I'd go for the generic blasts though (i.e. Delayed Blast Fireball, Horrid Wilting) since they don't require an attack roll (an auto-hit).</p><p></p><p>An optimized spellcaster won't really have problems with SR except in rare circumstances. Assay Resistance (+10 caster level to penetrate SR) or Arcane Mastery (take 10 on caster level checks) in combination with Spell Penetration (and other magic items that boost caster level/checks to penetrate SR). Won't help against those immune to spells though.</p><p></p><p>As for resistances, I'd assume you'd choose the appropriate elemental spell against specific creatures (i.e. not use fire spells when fighting a red dragon). Otherwise, just use the generic damage type of Horrid Wilting (or dessication if you're using Sandstorm), or if you took a level of Archmage, change the energy type into sonic (since few creatures have resistance/immunity to it). If I'm really sideboarding against a creature that normally has protection to the elements (or specializing in either the fire department or cold department), I'd get the feat from either Sandstorm or Frostburn which negates the fire and cold resistance respectively.</p><p></p><p>What I'm more worried about are those immune to spells (i.e. some golems) and the saves (because a lot of monsters will make the saves, unless I specifically choose a spell [i.e. horrid wilting for those with low Fort saves]).</p><p></p><p></p><p></p><p>True, but for the most part, most humanoids don't exactly ha ve that type of SR/resistance/high saves, and spells are less chancy connecting compared to several attacks (or in the case of Martial Adepts, one attack against a presumably high AC).</p><p></p><p></p><p></p><p>Depends. I mean if you're facing the big bad guy who's taking on the entire party by himself, no it's not (at that point, I'd probably go for something like Energy Drain, Enervation, or even the much maligned Polar Ray) and that's what I'm depending the Fighters for. But for crowd control (and the crowd can add up; I mean if I were a level 20 Fighter or even a Warblade, I'd be worried if I were facing 4 unmodified War Trolls), the spellcaster is it, and even the Martial Adepts don't have that kind of advantage (well, they do, but it's just one or two maneuvers, and it's fire damage and has a save as well).</p><p></p><p>So Victim, the main point is, do you think martial adepts are better than most spellcasters, equal to them, or below them in terms of power?</p></blockquote><p></p>
[QUOTE="charlesatan, post: 3189876, member: 20870"] Meteor Swarm was just an example (and I assumed it was targeted at an NPC). The damage can be increased such as via a Greater Rod of Maximization (or Empower if that's your thing). I'd go for the generic blasts though (i.e. Delayed Blast Fireball, Horrid Wilting) since they don't require an attack roll (an auto-hit). An optimized spellcaster won't really have problems with SR except in rare circumstances. Assay Resistance (+10 caster level to penetrate SR) or Arcane Mastery (take 10 on caster level checks) in combination with Spell Penetration (and other magic items that boost caster level/checks to penetrate SR). Won't help against those immune to spells though. As for resistances, I'd assume you'd choose the appropriate elemental spell against specific creatures (i.e. not use fire spells when fighting a red dragon). Otherwise, just use the generic damage type of Horrid Wilting (or dessication if you're using Sandstorm), or if you took a level of Archmage, change the energy type into sonic (since few creatures have resistance/immunity to it). If I'm really sideboarding against a creature that normally has protection to the elements (or specializing in either the fire department or cold department), I'd get the feat from either Sandstorm or Frostburn which negates the fire and cold resistance respectively. What I'm more worried about are those immune to spells (i.e. some golems) and the saves (because a lot of monsters will make the saves, unless I specifically choose a spell [i.e. horrid wilting for those with low Fort saves]). True, but for the most part, most humanoids don't exactly ha ve that type of SR/resistance/high saves, and spells are less chancy connecting compared to several attacks (or in the case of Martial Adepts, one attack against a presumably high AC). Depends. I mean if you're facing the big bad guy who's taking on the entire party by himself, no it's not (at that point, I'd probably go for something like Energy Drain, Enervation, or even the much maligned Polar Ray) and that's what I'm depending the Fighters for. But for crowd control (and the crowd can add up; I mean if I were a level 20 Fighter or even a Warblade, I'd be worried if I were facing 4 unmodified War Trolls), the spellcaster is it, and even the Martial Adepts don't have that kind of advantage (well, they do, but it's just one or two maneuvers, and it's fire damage and has a save as well). So Victim, the main point is, do you think martial adepts are better than most spellcasters, equal to them, or below them in terms of power? [/QUOTE]
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