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Wizard Evoker Overchannel - Most Powerful Combo
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<blockquote data-quote="BigBadDM" data-source="post: 7240725" data-attributes="member: 6862128"><p>Builds are funny, you find little things and for a second it is whoa--really.</p><p>So I came across Chromatic Orb--yes that spell every guide books says not to take. Once you reach 14th level, if you overchannel this bad boy as a 5th level spell you are pumping out 60 damage (7d8+4int).</p><p></p><p>Let's take the negative:</p><p>Attack Roll to Hit</p><p></p><p>Let's look at the positives:</p><p>1/20 change to critical (116 points of damage)</p><p>Can change type to something like Thunder dmg so rarely resisted</p><p>No Save, pure 60 damage if it hits</p><p>Legendary Resistance does not apply</p><p></p><p>How to mitigate the 1 negative:</p><p>Gaining Advantage to increase chance to hit</p><p>Lucky Feat (arguably giving you auto-hit)</p><p></p><p>How does it compare:</p><p>Disintegrate - Does more damage (75ish), though is a six level. Has a Save to reduce damage to none.</p><p>Scorching Ray (everyone's pet favorite) - 58 damage, but requires more rolls to hit making damage lower. No save.</p><p></p><p>So my question to you? Is Chromatic Orb the most damaging single target spell an Evoker can know? Granted this is at 14th level when overchannel comes into play. There are a lot of 'this-and-that' but from a build standpoint, I can't see something that would top it.</p></blockquote><p></p>
[QUOTE="BigBadDM, post: 7240725, member: 6862128"] Builds are funny, you find little things and for a second it is whoa--really. So I came across Chromatic Orb--yes that spell every guide books says not to take. Once you reach 14th level, if you overchannel this bad boy as a 5th level spell you are pumping out 60 damage (7d8+4int). Let's take the negative: Attack Roll to Hit Let's look at the positives: 1/20 change to critical (116 points of damage) Can change type to something like Thunder dmg so rarely resisted No Save, pure 60 damage if it hits Legendary Resistance does not apply How to mitigate the 1 negative: Gaining Advantage to increase chance to hit Lucky Feat (arguably giving you auto-hit) How does it compare: Disintegrate - Does more damage (75ish), though is a six level. Has a Save to reduce damage to none. Scorching Ray (everyone's pet favorite) - 58 damage, but requires more rolls to hit making damage lower. No save. So my question to you? Is Chromatic Orb the most damaging single target spell an Evoker can know? Granted this is at 14th level when overchannel comes into play. There are a lot of 'this-and-that' but from a build standpoint, I can't see something that would top it. [/QUOTE]
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