Good Character wrote: Sun Jun 26, 2022 1:48 am
People continually associated the class with some sort of flame-based concept due to the name. To hammer the point in that that wasn't the intent with "True Flame" they renamed it to its polar opposite.
The path was never objectively good. It's always served as a gimmicky concept. A potentially stronger one than warlock, but gimmick nonetheless.
The difference between it and kensai is that kensai was absolutely busted with its free Haste (then later and now free APR) even with its drawbacks. TF is also a path itself, but before the modern day paths existed as they did (i.e. feats).
True Flames, Flamebornes, Sparkborne, Path of the True Frost, whatever you call it, have one niche that they excel at more than any other caster, and that's party play. You can't buff anyone, but slap one -guard on you with decent AC and some heals, and you are free to sit behind them and obliterate the enemy. Add a dedicated healer to the guard, who probably also can actually buff, and now you just need a rogue to complete the traditional party.
A traditional mage sits back, summons, and hastes. A True flame sits behind a guard instead of a summon, and spams damage. In a solo capacity, their toolkit includes just enough tricks and summon substitutes to corral and manipulate enemy aggro so that you can get away with zero damage in almost every fight if you're on top of your game and patient. The play-style is enjoyable and fun in a way I haven't found with any other class, and it was enough to take me off my epic wizard. Please, for the love of everything, don't disappear this path into Kensai land.
The path may not be 'optimal' but it's fun to play for people who aren't concerned with only that. I don't see a convincing reason to get rid of it unless it objectively prevents other nice things from occurring.
Amateur Hour wrote: Sun Jun 26, 2022 1:33 am
xf1313 wrote: Sun Jun 26, 2022 1:21 am
It is a very interesting class, I want to give it a go really, but the spell components are putting me off. Just imagine how many I would burn per adventure.....
I've played a TF for a while now (been at level cap for several months) and have literally never had to use a single spell component. Ever. And I've not gotten complaints about lack of damage. Granted, I played with a gear/build setup that was very, very, VERY oriented around working in a group, and there were some times when I'd go weeks without an adventure because I couldn't find a party. I honestly don't know what I'd do if I had to solo a TF.
It's definitely not a playstyle for everyone, but I've loved it.
Agreed. When you're playing a true flame, most of your PvE content is easily managed with maximized, empowered, and quickened 5th and 6th level spells, and the occasional 4th level as well. Ice Storm (saveless AoE), Missile Storms (Focused damage burst), firebrand (large-scale reflex aoe), chain lightning (same, different type, higher damage cap for first target), forceful hand. Most of your encounters can be resolved with strategic (or liberal) applications of these spells with little strain by the party (or even solo; remember, you can refresh that shelgarn's blade as often as you need to, so it doesn't really matter if it drops in a fight as long as everything is grouped up for death).
Spell components are for two things - showing off, and pulling the party's bacon out of the fire.