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Messages - Toroic

#1
Suggestions / Re: Nerf orb spells
July 01, 2020, 03:43:08 PM
Quote from: Damien on July 01, 2020, 03:04:16 PM
No one cares about your rando pc Electrohydra.

I'm referring too it now because, as mentioned, my PC with 90hp and resist elementals died to it, and I've seen a full BAB level 10 die to it on a certain quest too. The duel just reminded me to post something. I don't see anything regarding adaption required here. Except maybe have greater elemental protection up always and over 110hp.

You're doing on average 30 damage, which means 60dmg with haste. Anyone who takes 60 damage in a single round will be forced to heal, thereby taking another 60 dmg the next round.  Which for those bad at maths probably means you won the pvp, and is the reason people are using/abusing it now, because it used to require a touch attack.

The comment that you are somehow sacrificing your level 4 slot is a non starter, too. Aside from II and icestorm, most other spells are garbage so it's a massive advantage it exists.

To give a further example, it also does more single target damage than firebrand, a level 5 spell, which has a reflex save.

Your first line is an exceptionally disrespectful way to refer to another player.

By my math, if you have protection from elements up that'll reduce the first round damage to 20.  That puts your cleric at 70 hp on average.  You can heal, use a protection from elements, silence, etc, but let's say you choose to use another protection from elements.

They have expended all their 4th level spells (assuming level 9 wizard) in two rounds and you have 50 hp left having spent only 2 level 3 slots to their 4 level 4 slots.  Assuming you're also hasted, you could easily heal with spells and ward against elements and be at full hp with more spell slots left.

If you're fighting a wizard in a duel you should not be using resist elements or endure elements as a cleric.  You have access to stronger options.

Protection from elements is not an absurd thing to stock up on for fighters either.  It can be brewed and people buy displacement and haste all the time.
#2
Suggestions / Re: Nerf orb spells
July 01, 2020, 12:20:06 PM
Some of you seem to be under the impression that wizards are supposed to be poor duelists.  This is false.

Wizards, when given time to prepare for your strategy specifically and buff before combat (like in a duel) should absolutely mop the floor with you.  That is the tradeoff for having the worst hp and AC and needing to spend thousands of gold hunting down scrolls.

Orb spells are a wizard's "swing for the fences" because you're spending a 4th circle spell to do 3rd circle damage reliably.  If someone can survive the initial burst, then they win the duel.

Dispensary is where melee characters shine, as a series of many small fights stretching over 10+ minutes with people joining late from stealth is exactly where wizards are weakest.

They picked the exact right spell to use on your fully buffed potentially in platemail cleric, and won.  There are many spells they could've chosen that would've let you win easily.