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*Dungeons & Dragons
Working around Spirit Guardians
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<blockquote data-quote="Adb0782" data-source="post: 8239531" data-attributes="member: 6945705"><p>Well, i dont know why you compared eldricht blast with hex with this build, as this build is created for make a good use of spirit guardians (and as the post name is "working around spirit guardians"), and if you use hex you cant use SG. So, if you want use spirit gardians (that anyway is a much stroger spell than hex and deal much much much much more damage) eldrich blast at lv 11 deal 3d10 = 21, BB deal 35 damage (or 25 and prevent them from move, that mean they cant go out from the spirit guardian area, whcih eldricht blast doesnt) and GFB deal more than it, and while is kinda true that telekinetic work only against melee targets, i dont get why you make this build work from lv 10 when telekinetic its just an add to a build that is made for work with spirit guardians and BB or GFB, and so it work from lv 6/7 for this character, telekinetic is indeed just a situational trick, as he can use his bonus action for it, for healing word, or just for quicken booming blade or eldricht blast with grasp of hadar or even mirror image or cure wounds, choosing in every turn what is better to do.</p><p></p><p>PS if you want more people possible stay in your SG area i suppose you should be in melee as much as you can, also for get opportunity attacks with BB if they try to leave your range (and sometimes you can even force them to leave your range with the command spell and trigger OA with BB and quicken a second atack with BB as bonus action, and they must trigger the additional damage of BB, as they must keep moving being commanded to do so getting him to deal 120 damage in one turn between SG and BB probably splitted to 2 targets and if SG have more than just 2 targets in the area is more than this, potentially 25 more for every target in the area, halved if they save and not reduced to 0 if it miss as for the melee attacks, and so he get almost as much damage as a fighter lv 11 with action surge lol), if you play ranged SG is kinda useless and you lose tons of damage.</p></blockquote><p></p>
[QUOTE="Adb0782, post: 8239531, member: 6945705"] Well, i dont know why you compared eldricht blast with hex with this build, as this build is created for make a good use of spirit guardians (and as the post name is "working around spirit guardians"), and if you use hex you cant use SG. So, if you want use spirit gardians (that anyway is a much stroger spell than hex and deal much much much much more damage) eldrich blast at lv 11 deal 3d10 = 21, BB deal 35 damage (or 25 and prevent them from move, that mean they cant go out from the spirit guardian area, whcih eldricht blast doesnt) and GFB deal more than it, and while is kinda true that telekinetic work only against melee targets, i dont get why you make this build work from lv 10 when telekinetic its just an add to a build that is made for work with spirit guardians and BB or GFB, and so it work from lv 6/7 for this character, telekinetic is indeed just a situational trick, as he can use his bonus action for it, for healing word, or just for quicken booming blade or eldricht blast with grasp of hadar or even mirror image or cure wounds, choosing in every turn what is better to do. PS if you want more people possible stay in your SG area i suppose you should be in melee as much as you can, also for get opportunity attacks with BB if they try to leave your range (and sometimes you can even force them to leave your range with the command spell and trigger OA with BB and quicken a second atack with BB as bonus action, and they must trigger the additional damage of BB, as they must keep moving being commanded to do so getting him to deal 120 damage in one turn between SG and BB probably splitted to 2 targets and if SG have more than just 2 targets in the area is more than this, potentially 25 more for every target in the area, halved if they save and not reduced to 0 if it miss as for the melee attacks, and so he get almost as much damage as a fighter lv 11 with action surge lol), if you play ranged SG is kinda useless and you lose tons of damage. [/QUOTE]
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