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the moment you get higher level spells you can a huge burst in power, every new tier of spells brings both raw power and amazing CC potential with it.
fireball does 8d6(or half) in a 20 foot 20 foot radius, and has no limit on the maximum number of people you can target.
small room with a lot of enemies? you easily won mvp for most damage that fight.
hold person/creature? basically can end a fight before it begins.
haste is a king of a buff, even as it is in 5e.
True, but when it comes to AoE like the fireball I struggle to get much value out of it for several reasons. Firstly the game tends to throw big scary things at you with some minor turds doing irrelevant things on the side. So it feels like raw single target dps is favorable over big value but rather situational damage. Correct me if I'm wrong though.
However early on, the spellcasters should have it real rough as its easy to shut them down before they get spun up.
It may be the case that with the free - respec of characters, go full fighter or barbarian until you hit the big level milestones and swap yourself out.
fireball is niche, ti is great for aoe, but its not the end all be all, its just a staple wizard spell that people use as an example for power spikes.
in the end D&D is a game in which killing faster=more resources(hp) saved, so having a person who can just pick a target(s) and nuke them instantly goes a long way, which depending on your casters is a choice
martials are consistent and dont need to worry about a lot besides "stand and hit", they are safe damage, but they have very little in terms of utility to hold enemies off or just outright kill one.
Is this true? And if so how?
For example my monk has two actions per default. So spending some Ki I can start with 2 +3d6, and a buff for 1d6 on every following strike. You can chain this in another attack potentially spending Ki and you'd have 2+4d6 + 2d6 on the remaining attack. You then double strike 4 + 2d6 + 4d6.
That's 8 + 14d6 in ONE turn for 3 Ki. How in the world is a spellcaster going to outscale that?
I get your point, I'm merely trying to argue pro and against here. And applying it specifically to this game of course.
i wouldn't pass up on an arcane caster if you have the choice in D&D, especially when enemies start getting resistances/weaknesses
Yea, the versatility argument is quite solid.
The issue is that I keep hearing the sentiment of "no no, they'll eventually not be complete ♥♥♥♥♥♥♥" but it's not happening so far. It's still the monk and barbarian carrying every fight with Shadowheart cheering them on and Gale hiding on the bush on some small piece of geometry 10 miles away.
Short answer; Wizards are gimps that don't come online until after about level 10 (and by then the adventure may very well be over).
Long answer: CHA casters are far superior. IDK if you're allowed to multiclass, but if you want to be an offensive caster, be a sorlock (warlock 2/sorcerer x). This combo comes online almost immediately. Absent that be a warlock; warlocks are the real "battlemages" of 5e. Don't want to sell your soul? Be a cleric instead, with the right domain you can cast offensively and when you run out of slots, you can still shoot or bash.
In 5e, wizards are utility/control/buffbots first and foremost. In a tabletop game they may still shine (depending on the DM). In a combat-focused video game, literally EVERY OTHER PICK is better than wizard. The only reason to pick wizard for player class is a self-limiting RP choice.