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Targets that are wet gain vulnerability to lightning (double damage) and puddles get electrified (1d4 bonus damage). This alone can magnify Witch Bolt to a strong skill if properly setup.
But on something like a a level 6 Tempest Cleric (have to use a feat to get Witch Bolt); a maximized Witch bolt (channel divinity) to a wet target is 2 x 3d12(maximized) = 72 flat damage, plus a 10ft push. And they can keep doing it every turn for an average of 13 unavoidable damage and 10ft push, plus whatever they are doing with their spirit weapon.
Although at level 5 tempest clerics already have Call Lightning which will outclass Witch Bolt in anything that has multiple targets.
I don't fully understand your point.
From my understanding Chromatic Orb's (CO) changes made it a 2d8 + 1d4 electric surface. Witch Bolt (WB) is a 1d12. At level 3, if the target is standing in water the electric surface is already created, so it is a 3d8 vs 2d12 which is identical average damage.
The only difference between WB and CO is concentration which is why often CO is more flexible, but in terms of damage on wet targets WB is one of your more cost effective options if you don't have other concentrations that need to be applied. Like I said before, it isn't maybe the best option for a wizard, but could be valuable on a draconic sorcerer (for twinning and bonus damage), warlock (spell slot efficiency) or tempest cleric (lightning source for pushing).
What does that even look like?
Why woudn't i use concentration for other things? i mean it's the most precious thing. To not have it used means you are playing weird if not down right bad...
That fact alone makes the whole spell crap compared to Chromatic Orb in my book...
I mean you can use it if you want but i sure have better use for that concentration.
You gonna say to me that you rather have WB and have no haste where on the other side you can have haste on and use CO at the same time and you dont have to bother with water at all...
There is no comparison but ok not like i give a ♥♥♥♥ anymore... it's whatever if people like it fine but i'm sure if we could looked numbers for spell casts in EA WB would be down at the bottom and we all know why...NOt like this is the first thread about this topic we had a few in the past.
Chromatic Orb isn't even that good, I wouldn't even begin to call it overpowered. It certainly doesn't need to be nerfed. What is it overpowered compared to, other than Witch Bolt?
You'd be consistently better off using Magic Missile for damage, or just a utility spell. Unless you're up against an enemy with a notably low AC or a specific damage vulnerability that Chromatic Orb can exploit, of course.
One caveat though: You could do the same thing with just about any ranged weapon and likely get way better damage. On the upside of course you don't miss, and if you plan your movement carefully you can even abuse LOS because the connection clips through obstructions.
I actually wanted to mess around with getting an entire party setup for Witchbolt at some point just for science. Never got around to it though.
Oh come on man, don't do the thing where you cut out the context from the quote. I substantiated my claim.
Obviously yes, it's a lot better than Witch Bolt. Just about anything is. But I'd take Magic Missile over it in most cases.
It's nice to know and see that those damage numbers go off for sure. No one likes spells that do nothing or attacks that do nothing.
Oh, good call. I'm thinking in Wizard terms. Sorcerers being able to twin it would make Chromatic Orb better than Magic Missile for them, very true.
Still wouldn't necessarily say OP, but I take your meaning.
Technically, a spell slot and a sorcery point, which is almost equivalent to using two spell slots.
I think the reason WB is so terrible is that you rarely get the full potential of it's damage.
I mean, think about it. If you got 10d12 from every cast, it would outclass every other 1st level spell in terms of damage, and many other 2nd and 3rd level spells too.
WB is supposed to be a boss killer - it's sustained DPR that automatically hits (assuming initial casting hits) every round, and lasts for 10 rounds on 1 spell slot. That's 1 spell slot to deal 10d12 of damage. MM only deals 3d4 for the same spell slot.
But, like I pointed out, most of the time you're not going to get all of that damage, either because your target is dead long before 10 rounds is up, or because you got hit and lost concentration.
Which is why I think the ability to change targets would be nice. Instead of placing the WB condition on the target, it should place it on the caster instead, and as long as you have the WB condition (for 10 rounds, unless you lose concentration), you can 'activate' the WB on any target you can see - but it's only 'automatic' damage if you activate it on a target that's already taking it. So, if you switch targets, then you have to make a new attack roll.
This would keep it from being too OP (you're going to miss sometimes, so switching targets carries risk), but also gives you a chance at getting more DPR out of it than you can currently.