Isn't Flaming Fusillade weaker than lower flame mystery revelations?


Oracle Playtest

Dark Archive

So umm, if I understand right, Flaming Fusillade's effect is that for minute you can cast produce flame with one action so you could each round throw three of them at foe.

So let's assume for benefit that you can both produce flame and fusillade is heightened which would make it... 2d4+ charisma + 9(I guess heightened flaming fusillade is level 9 spell?)?

I guess its decent amount of damage if all three fire balls hit, but that is still with -5 and -10 penalties so not super likely.

And umm, even if they all did hit, to compare earlier "weaker" revelation

WHIRLING FLAMES FOCUS 3
UNCOMMON
EVOCATION
FIRE
ORACLE
Cast [two-actions] somatic, verbal
Range 30 feet; Area up to two non-overlapping 5-foot bursts
Saving Throw basic Reflex
You call forth a storm of whirling flames, engulfing all creatures in that area and dealing 5d6 fire damage.
Heightened (+2) The damage increases by 3d6, and you can add another non-overlapping 5-foot burst to the area.

Level nine version of that would be 14d6 fire damage to all creatures in 5 squares. Even if monsters succeed at reflex save, you can still target five creatures with it.

You can see why I'm confused about why whirling flames is considered weaker than flaming fusillade? Like... Shouldn't flaming fusillade be way better? Or am I missing something? Or sucking at math?


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That's not how it works.

I'll use level 11 which is the minimum level to get fusilade and level 17 as comparisons.

At level 11 your cantrips and focus powers are 6th level.

Produce flame, at that level, deals 6d4+Stat fire damage and on a critical you double that AND add an additional 6d4 persistent damage.

So, for 1 minute you gain a 6d4+5 attack for 1 action that also has some nifty critical effect.

When fusilade reaches 9th level (so 17 character level) you would also add an additional +9 status bonus to that damage. At that level you will be hitting for 9d4+15 per action.

Whirling flames is 5d6, +3d6 (+1 square)/2 Spell levels over 3.

As we said, at level 11 when you get fusilade, your spell level is 6.

So at 11 you'll be doing 8d6 on 3 bursts.

At 17 (spell level 9) you'd be doing 14d6 on 8 bursts.

Tldr:
Level 11
Fusilade 6d4+5 per action for 1 minute, extra 6d4 persistent on crit.
Whirling 8d6 on 3 2x2 areas.

Level 17
Fusilade 9d4+15 per action for 1 minute, extra 9d4 persistent on crit.
Whirling 14d6 on 8 2x2 areas

Dark Archive

Oh yeah, brain farted there and forgot that you could heighten produce flames eight times blergh.

Though didn't I at least read the whirling flames burst amounts right? I thought heightened says you add one more burst for each heightening rather than add two per heightening?

9d4 plus everything else is much better than what I first thought, but is it still worth it in comparison? I mean, especially if you get third curse effect going on, if you don't spend one actual to diminish flames you take 2d6 damage each round so two fire balls per round. But even then, how high chances it is to hit with all three attacks to one target? Would still do more damage to 5 creatures overall.

(though if you crit with it, that persistent damage is awesome yeah)

Though its definitely much better vs solo bosses than whirling flames. So yeah, its probably still stronger that whirling flames overall just because of how absurd the persistent damage gets.


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Yeah, I messed up, it's 5 bursts (but each burst is a 2x2) at 9th.

Keep in mind that you'll probably don't want to attack 3 times but 2 times per round is still really good if you're trying to focus fire something or if there are few targets.

It's higher damage than even a Greatsword at all levels and it can switch between ranged and melee.

Also, I don't get what you mean about the self damage.

It's only 1 revelation spell to use it and basically cover the whole battle with it (1 minute) , and even if you reach the 3rd stage, 2d6 per round isn't even remotely close to "2 fireballs per round", it's just 7 damage per round, definitely manageable,a single miss due to your concealment more or less covers like 3 rounds+ of the self damage.

Dark Archive

That last part was unclear yeah, but when I said "2 fireballs per round" I didn't mean the 2d6, I was wondering if two produce flames per round is worth it. Though you already answered that question :D

Liberty's Edge

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Also, FWIW, Produce Flame is a ranged spell attack, Whirling Flames doesn’t require an attack roll but gives the targets a Reflex save. Most of the time, I would rather force my opponent to roll than have to roll myself, but not always. Sometimes knowing that a hit will result in full damage is more important than having a better chance of doing some (but probably less) damage.


At 12th level, Oracular Fiery DOOM

Round 1: Flaming Fusillade, Produce Flame for 6d4+CHA (Minor Curse, Maybe Moderate)
Round 2: Incendiary Aura, Produce Flame for 6d4+CHA, and 3d4 persistent within 15 (Moderate Curse, suppress increase if needed and able)
Round 3: Fireball (6th) for 12d6, plus 3d4 persistent to everyone within 15 feet, Produce Flame for 6d4+CHA, and 3d4 persistent if target within 15 feet.


jdworlow@gmail.com wrote:

At 12th level, Oracular Fiery DOOM

Round 1: Flaming Fusillade, Produce Flame for 6d4+CHA (Minor Curse, Maybe Moderate)
Round 2: Incendiary Aura, Produce Flame for 6d4+CHA, and 3d4 persistent within 15 (Moderate Curse, suppress increase if needed and able)
Round 3: Fireball (6th) for 12d6, plus 3d4 persistent to everyone within 15 feet, Produce Flame for 6d4+CHA, and 3d4 persistent if target within 15 feet.

Not that it changes your point much, but you get to cast a free produce flame as part of casting flaming fusillade -- which is nice.


Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I actually worry about the Nova turn for Fire Oracles, with a 30 foot range limit you are likely going to end up having to regularly take an action to move yourself to get into range.

Why is Incendiary Aura a two action spell? Given its a revelation spell and purely a buff spell why not a single action cast?


HidaOWin wrote:

I actually worry about the Nova turn for Fire Oracles, with a 30 foot range limit you are likely going to end up having to regularly take an action to move yourself to get into range.

Why is Incendiary Aura a two action spell? Given its a revelation spell and purely a buff spell why not a single action cast?

Note that it includes a free casting of Produce Flame. So you're basically doing 1 action to buff it and then another to immediately fire it off.


Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dubious Scholar wrote:
HidaOWin wrote:

I actually worry about the Nova turn for Fire Oracles, with a 30 foot range limit you are likely going to end up having to regularly take an action to move yourself to get into range.

Why is Incendiary Aura a two action spell? Given its a revelation spell and purely a buff spell why not a single action cast?

Note that it includes a free casting of Produce Flame. So you're basically doing 1 action to buff it and then another to immediately fire it off.

No Flaming Fusilade has a free casting of Produce Flame, Incendiary Aura give you the ability to put persistent damage on someone you hit with fire damage at short range.


shroudb wrote:

That's not how it works.

I'll use level 11 which is the minimum level to get fusilade and level 17 as comparisons.

At level 11 your cantrips and focus powers are 6th level.

Produce flame, at that level, deals 6d4+Stat fire damage and on a critical you double that AND add an additional 6d4 persistent damage.

So, for 1 minute you gain a 6d4+5 attack for 1 action that also has some nifty critical effect.

When fusilade reaches 9th level (so 17 character level) you would also add an additional +9 status bonus to that damage. At that level you will be hitting for 9d4+15 per action.

Whirling flames is 5d6, +3d6 (+1 square)/2 Spell levels over 3.

As we said, at level 11 when you get fusilade, your spell level is 6.

So at 11 you'll be doing 8d6 on 3 bursts.

At 17 (spell level 9) you'd be doing 14d6 on 8 bursts.

Tldr:
Level 11
Fusilade 6d4+5 per action for 1 minute, extra 6d4 persistent on crit.
Whirling 8d6 on 3 2x2 areas.

Level 17
Fusilade 9d4+15 per action for 1 minute, extra 9d4 persistent on crit.
Whirling 14d6 on 8 2x2 areas

One big benefit is basically for what is probably the entire fight you can cast a normal spell+produce flame or another cantrip+produce flame or move twice and still nuke. It is a pretty neat action economy boost that gives you a nice damaging way to make use of any extra actions in a round which casters sometimes have problems with.


shroudb wrote:

That's not how it works.

[...] at level 11 when you get fusilade, your spell level is 6. [...]

I am actually somewhat confused by this. I do see that Flaming Fussilade is a level 6 focus spell, meaning it would be available at level 11, but, the Greater Revelation is a level 10 feat, am I wrong in assuming that Flaming Fussilade is a Greater Revelation, and that you actually learn it at level 10 (even though it is a 6th level focus spell)?


You gain it when you gain the feat to access it so yes you technically gain it a level earlier than you otherwise would have been able to. Now that may be an error but given you get feats every couple levels it would mean this would almost always happen either 1 level early or 1 level late when you acquire it.

Grand Lodge Designer

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Tweezer wrote:
shroudb wrote:

That's not how it works.

[...] at level 11 when you get fusilade, your spell level is 6. [...]

I am actually somewhat confused by this. I do see that Flaming Fussilade is a level 6 focus spell, meaning it would be available at level 11, but, the Greater Revelation is a level 10 feat, am I wrong in assuming that Flaming Fussilade is a Greater Revelation, and that you actually learn it at level 10 (even though it is a 6th level focus spell)?

This got called out in another thread; I've put an update about it in the main announcement thread here. TLDR just treat it as a 12th-level feat for now, and we'll fix it in the final version.


As a caster, or basically anybody but a flurry ranger or exacting strike fighter, you shouldn't be looking to make three attack actions a turn, because the -10 to hit will make that last attack pretty useless. The main benefit to this spell is a third action spell attack after casting another non-attack spell, using your full attack bonus. It is a great third action in these cases.

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