| Atalius |
Currently a level 3 witch. Here is a typical round, tell me what you think and what you would do differently.
First Scenario
Round 1:Evil eye (saves)
Round 2: Misfortune
Round 3: Slumber or a regular spell such as web or glitterdust
Second Scenario
Round 1: Evil eye (saves or enemy to hit)
My ally intimidates enemy
Round 2:Capstone spell or Slumber
What would you change? Or what else would you do I should say. These are two typical scenarios
| Louise Bishop |
Typically I would Open with an Evil eye to saves and then what comes next changes depending on the encounter.
Your Bomber is going to love the -4 to saves and can stick it to targets. He will really love when you grab Split Hex and his splash hits more often.
If the target is effected by slumber and has weak will you can Evil Eye and slumber. If not Evil Eye and Glitterdust.
2 rounds of debuffing a single target for a 3rd round finisher seems slow to me. How fast is your groups combat? are fights lasting longer than 5 rounds? If so then you will be fine...but if your group is focus firing then single targets should not be alive for 3 rounds.
| Atalius |
Typically I would Open with an Evil eye to saves and then what comes next changes depending on the encounter.
Your Bomber is going to love the -4 to saves and can stick it to targets. He will really love when you grab Split Hex and his splash hits more often.
If the target is effected by slumber and has weak will you can Evil Eye and slumber. If not Evil Eye and Glitterdust.
2 rounds of debuffing a single target for a 3rd round finisher seems slow to me. How fast is your groups combat? are fights lasting longer than 5 rounds? If so then you will be fine...but if your group is focus firing then single targets should not be alive for 3 rounds.
Ya they tend to focus fire but they are not optimized. So if we are fighting say 4 other opponents, the fights last more than 5 rounds. If we are fighting 2 opponents, they should be dead in 3-4 rounds.
| Louise Bishop |
Louise Bishop wrote:Ya they tend to focus fire but they are not optimized. So if we are fighting say 4 other opponents, the fights last more than 5 rounds. If we are fighting 2 opponents, they should be dead in 3-4 rounds.Typically I would Open with an Evil eye to saves and then what comes next changes depending on the encounter.
Your Bomber is going to love the -4 to saves and can stick it to targets. He will really love when you grab Split Hex and his splash hits more often.
If the target is effected by slumber and has weak will you can Evil Eye and slumber. If not Evil Eye and Glitterdust.
2 rounds of debuffing a single target for a 3rd round finisher seems slow to me. How fast is your groups combat? are fights lasting longer than 5 rounds? If so then you will be fine...but if your group is focus firing then single targets should not be alive for 3 rounds.
Well, I'm just saying if your focus firing then you're not going to have 3 rounds on a single target to completely debuff them. You will need to just pick what will impact the encounter the most and fire. This will change slightly as encounters get tougher and levels go up.
| Chess Pwn |
all characters that have a good plan will have combats that are all basically the same.
Archery, I shoot something every round.
Melee, I move and attack or just attack every round.
Buffer, I cast haste/inspire courage/good hope/prayer/you get the idea and then I maybe cast another buff, and then I use my bow/melee to provide some damage support.
Controller, I cast pit/fog/tentacles/wall and then wait for the party to clean up.
de-buffer, I cast a debuff and then the target dies before I can combo off of that and then I do it to the next enemy.
Like, The only potential differences is spellcasters using an upgraded spell, but otherwise doing the same thing.
Personally I feel you'd be better off Evil eying for AC so your parties unoptimized focus fire works better.
| Dave Justus |
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I think your three round plan is pretty good for a 'boss' monster. It isn't so great for a group of mooks though, if you have pretty good DCs, the chance of them saving against your hexes is probably considerably less than 1/3, so spending three rounds to put them to sleep is a waste.
Ideally, you would go first, try to slumber one of the mooks out of the gate, and if you failed that would be the focused target for the group, and the next round you will try a different one. Chances are, in 3 rounds you will be able to slumber multiple opponents that way. Of course if you succeed, at the first one, the rest of the party will focus on a totally unimpaired guy, but with him being the focus he probably won't last long anyway.
Often though a first round slumber (or anything just focusing on one opponent when you are facing a bunch) isn't ideal. A single spell that can impair the ability of several opponents to damage your party, or even delay them from damaging for a round or two can be a much bigger deal early on than taking down one guy. Things like walls, pits, webs, black tentacles, and summon monsters can block charge lanes, slow the bad guys progress and make them spend actions dealing with the hazard you have set up, which can mitigate a whole lot of damage to your party for a single action of yours. If half the bad guys are delayed, your focused fire and slumber can likely take down the other half in the interim.