Koujow
|
To be perfectly clear from the get go, I of course mean the Treantmonk style of controlling, buffing and debuffing caster he referred to as 'God' in his famous class guide for the wizard. Back in the day, when Treantmonk wrote his guide, there weren't the same number of options available to us. (*cue the 'I had to fight monsters in the snow without shoes' old man*) And the variety of options has skyrocketed since then and made the role available to multiple classes. Players have access to a huge number of feats, spells and class abilities that have expanded on the role and I wanted to open up a discussion on what everyone felt like was the 'best' (by which I mean, their favorite, because there is no quantifiable way to determine best).
Quick explanation of the 'God' Playstyle, for newbies. (Just in case)
More importantly, when I talk about a "god" Wizard, I'm talking about style not power. (like writing that will get me out of trouble.)
What god comes down and finishes off all his mortal enemies personally? No, instead he provides his followers the tools required to do it themselves.
The Greek heroes are all pretty much examples of this principle. That is the role of the wizard in the party. He doesn't win the combat, he instead provides the
tools for the rest of the party to win, by "controlling reality". AKA: a god.
The 'god' character provides buffs for his allies, debuffs for his enemies and controls the battlefield with summons and other spells. He manipulates things for the benefit of his party, rather than try to blast away opponents. He does not seek glory for himself by dealing huge amounts of damage, but instead changes a scenario for his allies so that they can do so and do so more safely.
While I do not know which is the best, I have played both a god wizard and a god cleric. God clerics are a bit trickier to pull off, since a lot of people expect you to be a healbot rather than control the battlefield, but with the right group they can be pretty rewarding and a natural fit.
Witches also seem like a good candidate, since they kind of like the other side of the coin of clerics. Clerics have access to a lot of buffing spells and some debuffs, but Witches have a ton of debuffs and some buffs.
| Renegadeshepherd |
This is a tough one. In my eyes the leading contenders are witches, clerics, and wizards/sorcerers.
The cleric is universal.
Buff: 5 stars
Debuff: 4 stars with right domains
Control: 4 stars (mass dazing artificially inflates this)
Adaptability: 4.5 stars (channeling edges of most classes)
Witch is BBEG killer
Buff: 4
Debuff: 5!! (Best in game)
Control: 4
Adaptability: 4
Wizard/sorcerer the standard by which we compare.
Buff: 4
Debuff: 3.5
Control: 4.5 (would be a 5 if he had more control beyond spells)
Adaptability: 4.5
Based on my own beliefs, and I'm biased, I lean towards cleric being the best all around. The other two are certainly VERY good at this with strong advantages. Because of the theologian and ecclisitheurge, I believe that the cleric can play major parts of the witches or wizards game.
So an oversimplification could be to simply choose between which is greatest among hexes, channeling, and arcane spells list exclusive to them. Whichever one of these you pick is likely who you view as "best".
| PIXIE DUST |
The Theologian and Ecclesitheurge are weak archetypes...
And the Cleric has ratehr weak BFC... the cleric spell list mainly shines in Buffs and Counters (Cure X spells, Res spells, ect)
The druid and the wizard are the shining examples of God Casters.
Nothing Matches the Druid and the Wizard when it comes to being able to manipulate the battlefield. Heck, they can straight up MAKE an advantageous field. A horde of enemies? No problem, just cast X wall spell and funnel the enemies into more managable sizes. Fast enemies? Entangle and Black Tentacles do wonders. ect.
| PIXIE DUST |
Oh and Witch hexes do no play God Caster. The witch is the epitomal Save or Suck caster. There is a MAJOR difference. The God Caster manipulates the battlefield to were his party is almost guarenteed to win. The SoS caster is built around a very binary response. Did you make your save? Yes? Well they pretty much became a waste of space. No? Well your dead.
Koujow
|
The druid and the wizard are the shining examples of God Casters.
Can I be totally lame and suggest that maybe Druids don't count? My reasoning is that yes, they can do a ton of controlling stuff, BUT they don't do the God part that well. Zeus never turned into a bear and fight side by side with his triceratops companion inbetween throwing lightning bolts. They are much more hands on.
But for serious, they are excellent. I know a lot of people don't like Summon Nature's Ally when compared to Summon Monster, but I do and besides, they don't have to prepare it. And they have some great battlefield control too.
| Renegadeshepherd |
The Theologian and Ecclesitheurge are weak archetypes...
And the Cleric has ratehr weak BFC... the cleric spell list mainly shines in Buffs and Counters (Cure X spells, Res spells, ect)
The druid and the wizard are the shining examples of God Casters.
Nothing Matches the Druid and the Wizard when it comes to being able to manipulate the battlefield. Heck, they can straight up MAKE an advantageous field. A horde of enemies? No problem, just cast X wall spell and funnel the enemies into more managable sizes. Fast enemies? Entangle and Black Tentacles do wonders. ect.
I think you and I have differing ideas as to what control is. This is old school tactics and are weak compared to the tools I have to work with today. For example, dazing metamagic feat on a spell like fireball means the entire encounter is over in one spell because every enemy just failed a save and your friends clean up in 3 rounds time.
I don't care what the battlefield is like If I can kill my enemies before they ever get a turn... Which is easy to do. Ecclisitheurge with tactics inquisition and fire domain can give his allies and himself +8 initiative every single fight and then daze the masses. Or even if I can't then how about my doubling the chances of my friends killing the enemy before they can attack us. What is difficult terrain black tentacles to this?
Tentacles does low damage and may not hold em for long, but does have no save or SR. Even so we traded one save or suck defense (CMD) for another (reflex). A simple dazing fireball if it works will guarantee no less than 7D6 minus resistance and 3 turns of daze versus 1D6+4 per round and we don't know how many rounds we get. The winner is obvious.
As for a witch not being control, are you kidding? What is more controlling than walking up to the dragon and putting him to sleep on turn one? The encounter is over right there. Now all u have to do is be able to kill him in one turn when he awakens angry for you stabbing him.
Folks the battlefield doesn't matter. Even if it did just summon something to change it for you because that having a warm body to fight with on top of changing the condition is much better than just throwing out battlefield control.
Now there are exceptions like fire snake. This allows the caster to either do big damage or change the battlefield (sometimes both) at his discretion with the same spell. Fireball does only damage, stone wall changes the field but fire snake does both at the same time in a happy balance. There are reasons that both god wizard and blasters take this spell. There are more such spells but that's enough to make a point.
Conclusion: in pathfinder offense is the new defense. No amount of defense will hold up for prolonged periods against challenging foes (or even CR appropriate foes at some levels). The old tactics still work but there are better ones readily available now. I feel that we need to redefine old labels like "god wizard" and update the tools. I love black tentacles and it was great when that guide was written but its weak now :(
Braces himself
| Arachnofiend |
Renegade, I think what you're failing to understand here is that battlefield control works even if everyone on the enemy team rolls a nat 20. Spells like Black Tentacles and Entangle leave difficult terrain for the enemy to wade through, destroying charging lanes and generally making life difficult for anyone forced to wade through it. If Dazing Fireball neither dazes nor deals enough damage to kill the enemy is exactly as dangerous now as he was before you took your turn. God Casters are far more luck proof than that.
| PIXIE DUST |
Renegade, I think what you're failing to understand here is that battlefield control works even if everyone on the enemy team rolls a nat 20. Spells like Black Tentacles and Entangle leave difficult terrain for the enemy to wade through, destroying charging lanes and generally making life difficult for anyone forced to wade through it. If Dazing Fireball neither dazes nor deals enough damage to kill the enemy is exactly as dangerous now as he was before you took your turn. God Casters are far more luck proof than that.
This...
A simple wall spell is almost guarenteed to break the enemy into small groups.
Black Tentacles shapes the battlefield to your advantage
Summons helps manipulate the battlefield as well.
Create Pit is a powerful spell that can slow down or immobilize opponents with a low level spell slot.
Oh! and Dazing Fireball is victim to SR:YES spells, so golems don't care. A god wizard has the answer to them as well :)
Koujow
|
Uh, Koujow, Zeus turned into lots of animals, and threw lightning bolts and javelins and spears. I'm, uh... I'm pretty sure you may have chosen exactly the wrong god to call druids "not similar to".
Zeus usually turned into animals... then humped things. He didn't turn into an animal so that he could fight.
| thegreenteagamer |
Tacticslion wrote:Uh, Koujow, Zeus turned into lots of animals, and threw lightning bolts and javelins and spears. I'm, uh... I'm pretty sure you may have chosen exactly the wrong god to call druids "not similar to".Zeus usually turned into animals... then humped things. He didn't turn into an animal so that he could fight.
But maybe to the kids in the next room who were listening it sounded like they were fighting. "Why is Zeus hurting mommy?"
| DominusMegadeus |
| 2 people marked this as a favorite. |
Koujow wrote:But maybe to the kids in the next room who were listening it sounded like they were fighting. "Why is Zeus hurting mommy?"Tacticslion wrote:Uh, Koujow, Zeus turned into lots of animals, and threw lightning bolts and javelins and spears. I'm, uh... I'm pretty sure you may have chosen exactly the wrong god to call druids "not similar to".Zeus usually turned into animals... then humped things. He didn't turn into an animal so that he could fight.
I've always found Zeus' preference for farm animal forms when raping mortal women to be mildly disturbing. Classic fantasy.
| Tacticslion |
Still not finding the inherent disconnect.
Zeus has the eagle, bull, thunderbolt, and oak tree as his symbols. All classic druid tropes.
He wears no metal armor, despite being in a culture that does so.
His weapons are all druid weapons.
His powers - over weather, and most notably lightning - are similar to the various druid spells of the same.
He was raised by Gaia - you know, the earth.
(Alternately: a goat, a nymph, a woman, or a shepherd: all revering nature in their own ways.)
He summons giants and other creatures and controlled many of the elements themselves, sealed up creatures deep into the earth, under mountains, and underground, and just generally did stuff that a druid did.
I mean, really: almost any (well-known) deity other than Zeus would have been a better candidate for your point.
It's cool, though: just look at my posting history. I've also made bad examples over the years - lot's of 'em. :)
In this case, mostly I just found it funny, so I figured I'd share.
| Renegadeshepherd |
It is true that dazing is more subject to luck. I've had a case where 4 enemies managed roll well enough to best a DC28 at level 8 and it stinks. But even when I failed I still dealt 10D6+10/2 damage to those 4 enemies while boosting the initiative of the whole group. As a result the groups still did well by getting 2 kills in before a counterstike. But I'm going to digress.
If you want a wall then I present summoning, as was mentioned. Divide and conquer with your evangelist and you have a "god" boosting so well Tark specifically mentioned it as one of the best he had ever seen in his guide. And thx to sacred summons and such summons feat you are on par with a master summoner in more than a few ways. Unlike summoner I do believe we get wall of stone too :)
Main point: there are any number of ways to play god. I have my preferences and you have yours. But to the OPs question of who is best I say CLERIC. Tell me any way you wan me to play god and I can make it happen in a single class and be as good or better than anything else. The one area a cleric is slightly lacking in are the few spells that a Druid or wizard has that a cleric could never get through eldritch heritage or some such.
| Matthew Downie |
Half the point of the 'god' caster was that you'd win the battle without hogging the glory. The GM and other players won't think of your character as overpowered, even though that well placed web spell made it impossible for the enemies to attack more than one at a time, making the rest of the battle pretty much a foregone conclusion.
If you're incapacitating all your foes completely with a dazing fireball, that's going beyond the 'god' role.