Re: Path of the True Flame Rebalance.
Posted: Thu Dec 13, 2018 12:45 am
Regarding this suggestion about true flames.
I am on my second true fire and have played two different builds. One multiclassed for armor proficiency and used the old greensteel armor and shield to be able to withstand some amount of close quarters combat. The other is intended to always stay in the back.
Between these two characters I have some common observations about true flame that might be worth considering on any rebalance pass. First being a glass cannon isn't a problem, being a glass cannon that almost exclusively damages multiple enemies at a time is the problem. Trading defense for offense is the entire point of the class, but having to go down to 1st circle (intentionally excluding combust @ 2nd circle) to find a single target damage spell that won't draw extra attention is a major road bump. Wanting to deal more then 25 damage per spell as a true fire will always carry the risk of drawing npc's away from your party to run to you.
This can be a fairly major problem when the auto targeting occasionally fails. It is possible for creatures to become impossible to damage by spells that pick their target (missile storm/firebrand/etc) and require you to use a spell that targets them directly to harm them. Chain lightening is the highest damage spell that you can use in this case and works fine (though the chain effect beyond the first target can suffer the same bug).
The spell that strikes me as most in line with the theme of the class and also able to help this problem is the 3rd circle conjuration spell, Flame Arrow. True flames already have on spell that shoots out flaming arrows so it fits in nicely, but Flame Arrow scales its damage through the life of the mage and is single target. Fire being one of the most resisted/immune elements could still give the true flame issue, and could be solved by giving true flames a command like the warlock's to set damage type (only overriding this spell or a small list of spells).
As the point of the class is to trade defense for offense, I don't think it should be granted the ability to patch its defense holes without relying on other players (mind protections, negative energy protects, ac buffs, stat buffs, etc). It might be nice if true flames had elemental shield's damage increased to that of acid sheath, but that is as far as I would go on the defense side.
The last change I would make if I had free reign would be to grant use of magic from feat based sources to the true flame. These would include things like a Paladin's remove disease or Blackguard's Bull Strength and Create Undead. Giving them access to potions and racial abilities has already done a great deal in this regard though.
Overall, I find the true flame to be a very enjoyable class to play. Nearly any party is happy to have any true flame that isn't causing friendly fire or otherwise disrupting the adventure.
I am on my second true fire and have played two different builds. One multiclassed for armor proficiency and used the old greensteel armor and shield to be able to withstand some amount of close quarters combat. The other is intended to always stay in the back.
Between these two characters I have some common observations about true flame that might be worth considering on any rebalance pass. First being a glass cannon isn't a problem, being a glass cannon that almost exclusively damages multiple enemies at a time is the problem. Trading defense for offense is the entire point of the class, but having to go down to 1st circle (intentionally excluding combust @ 2nd circle) to find a single target damage spell that won't draw extra attention is a major road bump. Wanting to deal more then 25 damage per spell as a true fire will always carry the risk of drawing npc's away from your party to run to you.
This can be a fairly major problem when the auto targeting occasionally fails. It is possible for creatures to become impossible to damage by spells that pick their target (missile storm/firebrand/etc) and require you to use a spell that targets them directly to harm them. Chain lightening is the highest damage spell that you can use in this case and works fine (though the chain effect beyond the first target can suffer the same bug).
The spell that strikes me as most in line with the theme of the class and also able to help this problem is the 3rd circle conjuration spell, Flame Arrow. True flames already have on spell that shoots out flaming arrows so it fits in nicely, but Flame Arrow scales its damage through the life of the mage and is single target. Fire being one of the most resisted/immune elements could still give the true flame issue, and could be solved by giving true flames a command like the warlock's to set damage type (only overriding this spell or a small list of spells).
As the point of the class is to trade defense for offense, I don't think it should be granted the ability to patch its defense holes without relying on other players (mind protections, negative energy protects, ac buffs, stat buffs, etc). It might be nice if true flames had elemental shield's damage increased to that of acid sheath, but that is as far as I would go on the defense side.
The last change I would make if I had free reign would be to grant use of magic from feat based sources to the true flame. These would include things like a Paladin's remove disease or Blackguard's Bull Strength and Create Undead. Giving them access to potions and racial abilities has already done a great deal in this regard though.
Overall, I find the true flame to be a very enjoyable class to play. Nearly any party is happy to have any true flame that isn't causing friendly fire or otherwise disrupting the adventure.