| Post/Author/DateTime | Post |
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| #1ConsumedRealityMar 20, 2015 7:20:47 | What are people's thoughts on the new Elemental Evil Player Companion Spells, and how they affect the Sorcerer. Do you think that it opens more viable options for Draconic Bloodline or shoe horn it further into Red/Gold? |
| #2melloredMar 20, 2015 8:01:47 | Mostly they are damage + control spells. Like damage + prone. Fairly balanced overall, though IMO, many are a bit too niche. Giving up some damage for difficult terrain could be great, but only at specific distances. And sorcerer's don't get too many spells for that.
It opened up a few options for dragonic bloodlines besides fire. But fire is still the winner by and lage. |
| #3ConsumedRealityMar 20, 2015 8:08:27 | Yeah, that's kinda how I was seeing it especially with immolation or investigate of flame. They seem like it can be some easy cheese for the fire sorcerer. I'm glad they offered some other spells for the other elements. have yet to start my campaign. So haven't got a chance to play around with any of these spells yet |
| #4ObeseBoyWonderMar 20, 2015 8:30:06 | This is sort of unrelated to the mechanics of the spells, but I disliked the inclusion of Melf and Maxmillian spells and such. The PHB had the sorcerers avoid any spells named after their creator (in what seemed to me as an effort to reflect the wizard's legacy of creating new arcane effects), and their inclusion now just seems to undermine that effort.
But also, yes, fire is still tops. |
| (Reply to #3)TheBigHouse |
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| #6ConsumedRealityMar 20, 2015 8:39:56 | True I didn't crunch the numbers, just got a feel by a quick read through. |
| #7TheBigHouseMar 20, 2015 8:39:57 |
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| #8ConsumedRealityMar 20, 2015 8:41:52 | Yeah, that's a good way to look at it. You would also think the Sorcerer would have a few spells that reflected the type of innate magic they are supposed to represent. |
| #9QwertyAzertyMar 20, 2015 9:12:30 | Even Melf Minute meteor isn't that great when you look at it:
it allow you to do 2x(2d6+Cha) as a bonus action but it take your CONCENTRATION.
So you need to compare it to the other concentration spell:
Twinned haste on your paladin and barbarian? Twinned greater invisibility on yourself and the rogue? Hold Person/Monster (giving advantage and auto crit to the entire team) etc...
is it really better then the other concentration option?
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| #10melloredMar 20, 2015 9:26:49 |
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| #11JRutterbushMar 20, 2015 9:44:16 |
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| #12QwertyAzertyMar 20, 2015 12:15:16 | but you only know a VERY limited number of spell known. So if you learn both Melf Minute Meteor and Haste, you can only use 1 in combat (if you use the other you cancel the first one) so take both, but you'll be missing someting else.
Yes if Melf Minute Meteor can be more effective then Haste or Greater Invisibility in some situation, you are limited in your choice of spell known, so you need to choose the spell that will be most effective in most situation. Yes with a wizard I'll take all 3 spell (MMM and Haste and greater invisibility) but with a sorcerer you cannot take the most optimal choice in EVERY situation, you need to choose the most optimal in the wider range of situation.
So MMM is usefull in those fight against horde of monster with slightly more HP then a fireball and that are not resistant/immune to fire. Haste is usefull in all situation, I can cast fireball on the horde of weak monster, then the paladin and babarian can run in and kill clean the survivor.
I know that twin Haste requrie more ressource, but you don't have that option with MMM. MMM cannot be twinned, cannot be quicken (it's already a bonus action) and heightened would benefit just one of the target within the AoE.
I'm not saying that MMM is useless, and shoudl e avoided, I'm saying it's not the spell I'm going to use in most situation and with a limited list of spell known I'll avoid MMM. |
| #13YunruMar 20, 2015 17:24:18 | What will you be missing? True the Sorcerer doesn't have many spells, but then again, the Sorcerer doesn't need many spells. |