Faenor wrote:Duration of SM X is still an issue at level 5 for out-combat situation.
Depends which out of combat situation you are talking about. How many out-of-combat uses do you want for summoning at level 5? 9 enough?(...)
All good and valid examples of out-of-combat situations but there are also many examples where the duration is too short. I didn't say it has no use, I said duration limits its use.
Did I mention that a 1st level spell can sometimes protect from the effects of the summoned creature (Protection vs X)?
No, but someone else did, and we discussed how to work around that. Check the replies.
Ok, I didn't remember this one. So the workaround is to summon neutral creatures or use range attacks. Hum, somewhat limiting too.Don't get me wrong, I think the SM spells are very good spells but the 1 round casting time, short duration, Protection vs X issue, redudancy (have to learn higher level spells) are clear drawbacks. They're worth mentioning in your "Summoning: God's favorite spells" section to be complete :P even if you think the benefits outshine them.
You don't mention the Ray specialization (PBS, Precise Shot feats) in your handbook. Do you think it's dead with PF nerfed spells (I think Enfeeblement for ex) or were you never an adept? Enervation still rocks and IMHO is one of the best spells of the level.
I never really considered spending feats "to hit" with a class that has so many combat options that have no "to hit" roll was a good investment.How many Ray spells are you planning to cast per day? Is that really giving you the same (or even close) milage from those feats as an archer, who is using them multiple times every round in every combat?
In 3.5 a lot: enfeeblement, exhaustion, enervation, acid arrow (vs spellcasters), the occasional orb or scorching ray spell, etc. It's also very useful at low levels (up to 5/7) when you cannot cast every round to participate in combat with range weapons. Also missing a hit for an archer is not as much an issue than for a wizard wasting a spell. With the 10 feats every PF characters receive now, the opportunity cost is even lesser and +5 to hit is 25% more chance of hitting. Not necessary for every build but still good for debuffers.
Reading your guide was very instructive, like an accelerated 3.5 to PF course, thanks a lot! It will definitely makes me reconsider a bit my feats and spells selection.