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Community
General Tabletop Discussion
*Pathfinder & Starfinder
why are orbs good again?
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<blockquote data-quote="evilbob" data-source="post: 4308296" data-attributes="member: 9789"><p>I am sure they are good... I remember thinking they were good. But after looking again last night I couldn't figure out why. I mean, sure they're an implement that can have bonuses, and they key off Wisdom which is good for two of the at-will powers, but what makes an orb better than any other implement?</p><p></p><p>They can do 3 things, choose one per encounter:</p><p>- make cloud of daggers stick around 1 more round (to do Wis damage)</p><p>- make ray of frost slow something 1 more round</p><p>- cause something to take -Wis to a single save</p><p></p><p>(Granted, hopefully with some supplements the number of at-will powers this can affect will go up.)</p><p></p><p>I guess the problem is that I just don't see how nice the first two options are, and have you actually looked at how many wizard spells require a save? There's one at level 1: sleep. (And frankly, it kinda sucks in my experience.) And until you're in epic tier, there really are not many. At all.</p><p></p><p>And saves generally favor the saver. By a lot. And when you're talking about elite or solo monsters... even spell focus + 18 wis + orb = you've just made a solo monster have ONLY a 50% chance to make a single save. Whee.</p><p></p><p>Except again for some of the epic-tier spells (hello, retraining), it seems like it would be a much better idea to just go with the wand for +Dex to hit once per encounter or even the staff for the +1 AC bonus and +Con 1/enc. At least those will be actively used much more often at low levels, until you manage to get some decent spells that give saves. Or better yet: take the 2nd implement feat once you get to paragon tier. That's about when orbs would start to be useful.</p><p></p><p>Can anyone remind me why everyone seems to be ga-ga over orbs again? I am sure I'm probably missing something...</p></blockquote><p></p>
[QUOTE="evilbob, post: 4308296, member: 9789"] I am sure they are good... I remember thinking they were good. But after looking again last night I couldn't figure out why. I mean, sure they're an implement that can have bonuses, and they key off Wisdom which is good for two of the at-will powers, but what makes an orb better than any other implement? They can do 3 things, choose one per encounter: - make cloud of daggers stick around 1 more round (to do Wis damage) - make ray of frost slow something 1 more round - cause something to take -Wis to a single save (Granted, hopefully with some supplements the number of at-will powers this can affect will go up.) I guess the problem is that I just don't see how nice the first two options are, and have you actually looked at how many wizard spells require a save? There's one at level 1: sleep. (And frankly, it kinda sucks in my experience.) And until you're in epic tier, there really are not many. At all. And saves generally favor the saver. By a lot. And when you're talking about elite or solo monsters... even spell focus + 18 wis + orb = you've just made a solo monster have ONLY a 50% chance to make a single save. Whee. Except again for some of the epic-tier spells (hello, retraining), it seems like it would be a much better idea to just go with the wand for +Dex to hit once per encounter or even the staff for the +1 AC bonus and +Con 1/enc. At least those will be actively used much more often at low levels, until you manage to get some decent spells that give saves. Or better yet: take the 2nd implement feat once you get to paragon tier. That's about when orbs would start to be useful. Can anyone remind me why everyone seems to be ga-ga over orbs again? I am sure I'm probably missing something... [/QUOTE]
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why are orbs good again?
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