SangoProduction
2020-05-06, 07:28 PM
The Metal sub-sphere for Nature seems to basically amount to "I do damage." With a side helping of "I also facilitate you using a craft check, with no bonuses."
Well, there's this thing called the Destruction sphere, which is obviously the blasting sphere, complete with extremely well-scaling damage and disables/debuffs (or more damage).
To compare the base spheres:
Destruction sphere targets touch AC, while Metal targets normal AC. Destruction sphere does 1d6 / 2 CL for free, and 1d6 / CL for a spell point.
Metal...scales with object size, with medium being a longsword, unlocked at CL 4. And large (presumably a large greatsword, 3d6) unlocked at level 8, and then huge (4d6) at level 16. But it's weird as it classifies both a bed (which is larger than a person), and a greatsword (which can be wielded in 2 hands, and isn't as large as a person) as the same sized object.
So, it scales really poorly with CL by comparison. In fact, it scales at logarithmic speeds, rather than a linear one and has no implicit option to gain increased damage. Though there's a talent to improve Metal CL by 5 for this purpose, meaning that it's literally best off, relatively, at level 3, and falls off from there.
Metal sphere needs a weapon to exist so it can be magnetized. A destructive blast needs merely your action to cast it.
There's really no contest with the base spheres in terms of damage. So let's look at supporting talents
You can take talents that grant some form of damage-based area denial, such as Acid Rain (which does destructive blast's free damage option), as well as Dangerous Terrain, which is worse than Acid Rain in every way, except that you can also see through it, and both of which are concentration effects (or spell point for 1 rnd/CL).
Destruction sphere has Energy Wall, which is also damage-based area denial, but thanks to being a blast shape, can also benefit from blast types, which can mean entangling anyone who tries to pass the wall. As well as the option to double the damage for a spell point. No concentration options.
There's also the Pinball for Metal, which grants 1+1/5 CL extra targets. Destruction has 1 +1/2 CL extra targets in Chain Blast, but requires each target to be close to the other.
With Metal, you can change the material to penetrate DR. With Destruction, you can ...just change the blast type.
Metal has some utility like sticking you in to really heavy armor, making you ignore some traps and difficult terrain, as well as Scent for metal objects. Oh, and you can speak to the metal. Can't kill The Metal though. Nothing too incredible, in all honesty.
Am I missing something of particular value? I did leave out the essentially useless / stupidly-niche talents for metal. But maybe I'm simply not seeing it in the proper light.
Well, there's this thing called the Destruction sphere, which is obviously the blasting sphere, complete with extremely well-scaling damage and disables/debuffs (or more damage).
To compare the base spheres:
Destruction sphere targets touch AC, while Metal targets normal AC. Destruction sphere does 1d6 / 2 CL for free, and 1d6 / CL for a spell point.
Metal...scales with object size, with medium being a longsword, unlocked at CL 4. And large (presumably a large greatsword, 3d6) unlocked at level 8, and then huge (4d6) at level 16. But it's weird as it classifies both a bed (which is larger than a person), and a greatsword (which can be wielded in 2 hands, and isn't as large as a person) as the same sized object.
So, it scales really poorly with CL by comparison. In fact, it scales at logarithmic speeds, rather than a linear one and has no implicit option to gain increased damage. Though there's a talent to improve Metal CL by 5 for this purpose, meaning that it's literally best off, relatively, at level 3, and falls off from there.
Metal sphere needs a weapon to exist so it can be magnetized. A destructive blast needs merely your action to cast it.
There's really no contest with the base spheres in terms of damage. So let's look at supporting talents
You can take talents that grant some form of damage-based area denial, such as Acid Rain (which does destructive blast's free damage option), as well as Dangerous Terrain, which is worse than Acid Rain in every way, except that you can also see through it, and both of which are concentration effects (or spell point for 1 rnd/CL).
Destruction sphere has Energy Wall, which is also damage-based area denial, but thanks to being a blast shape, can also benefit from blast types, which can mean entangling anyone who tries to pass the wall. As well as the option to double the damage for a spell point. No concentration options.
There's also the Pinball for Metal, which grants 1+1/5 CL extra targets. Destruction has 1 +1/2 CL extra targets in Chain Blast, but requires each target to be close to the other.
With Metal, you can change the material to penetrate DR. With Destruction, you can ...just change the blast type.
Metal has some utility like sticking you in to really heavy armor, making you ignore some traps and difficult terrain, as well as Scent for metal objects. Oh, and you can speak to the metal. Can't kill The Metal though. Nothing too incredible, in all honesty.
Am I missing something of particular value? I did leave out the essentially useless / stupidly-niche talents for metal. But maybe I'm simply not seeing it in the proper light.