| cithis |
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Midnightoker wrote:Lelomenia wrote:But even pretending that rangers start every round adjacent to their enemies with Hunt Prey active doesn’t make it okay to assume Magi start every round without an active Striking Spell.Let me put it to you this way, if we assume that neither are next to their target at the start of the round, and the target always moves on their turn, can you guess whose DPR is affected more?
The Magus. By a lot.
Even shooting star requires they be within 30 feet, which if we assume the enemy can return fire at a further distance (or attack someone else) still puts them in the same spot.
Also I think "Sustaining Steel always has Haste after level 5" is a pretty ridiculous assumption for a variety of reasons.
If you want to make that classification for Magus, you might as well make the same stand for Ranger. You can't give one Class a permanent buff and not the other just to prove your point.
for that first question, Slide Caster is affected less than Ranger, Shooting Star is affected less until things turn into a 1-on-1 Kiting scenario, and unhasted Sustaining Steel is hurt more.
In general, all the syntheses have strengths and weaknesses:
Slide Caster: effective when you assume movement is required every turn or two; suboptimal in extended toe-to-toe
Sustaining Steel: effective in extended toe-to-toe, struggles when you assume movement required every round or two unless they use built-in Haste access
Shooting Star: effective outside of 1 on 1 kiting scenariosI’m not sure how it is ‘unfair’ to allow the Magus to cast one of his spells each combat, but I’ll let that go too.
Depending on the number of combats you run into during any given day (I've heard 4 is not an outlier) then you would be assuming that every spell slot is dedicated to haste, and therefore they have no more slots to use for damage spells. In that case, their numbers are going to drop like a rock because cantrips are strictly less effective than multiple attacks as it stands.