arawra
2015-05-01, 03:22 PM
I think the potential is incredibly strong. Currently selecting spells and determining damage potential at level 8.
Assuming 1 target and that all attacks hit and are non-crit. Throw in more damage if you have your 4 well fitted Skeletons/Zombies
8 Sorcery Points
Round 1: Spirit Weapon (twinned, 6 Sorcery points) plus two attacks with a 1-handed 1d8 weapon (18 DPR)
Round 2: Spirit Guardians (twinned, 3 Sorcery points) plus two Spirit Weapon attacks (33 Damage) (25.5 DPR)
Round 3: Guiding Bolt (twinned, 2 Sorcery points) plus 2 Spirit Guardian Attacks plus 2 Spirit Weapon attacks (57 Damage) (36 DPR)
Round 4: Spend two first level slots (4 Sorcery Points) plus Blight (twinned, 0 Sorcery Points) (one attack with advantage) plus 2 Spirit Guardian Attacks plus 1 Spirit Weapon attack (92.5 Damage) (50.125 DPR) (Damage just SLIGHTLY below due to not having bonus action and using Spirit Weapons this turn)
I *think* its rather strong, but I'm not sure what anyone else is at in comparison. Its also requires a fair amount of setup and melee range.
Assuming 1 target and that all attacks hit and are non-crit. Throw in more damage if you have your 4 well fitted Skeletons/Zombies
8 Sorcery Points
Round 1: Spirit Weapon (twinned, 6 Sorcery points) plus two attacks with a 1-handed 1d8 weapon (18 DPR)
Round 2: Spirit Guardians (twinned, 3 Sorcery points) plus two Spirit Weapon attacks (33 Damage) (25.5 DPR)
Round 3: Guiding Bolt (twinned, 2 Sorcery points) plus 2 Spirit Guardian Attacks plus 2 Spirit Weapon attacks (57 Damage) (36 DPR)
Round 4: Spend two first level slots (4 Sorcery Points) plus Blight (twinned, 0 Sorcery Points) (one attack with advantage) plus 2 Spirit Guardian Attacks plus 1 Spirit Weapon attack (92.5 Damage) (50.125 DPR) (Damage just SLIGHTLY below due to not having bonus action and using Spirit Weapons this turn)
I *think* its rather strong, but I'm not sure what anyone else is at in comparison. Its also requires a fair amount of setup and melee range.