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2nd playthrough, did a Storm Sorc Temp Cleric build. The nova potential was insane as long as I had an ally to cast create water. Beat the final boss in 1 turn.
3rd playthrough I turned Gale into an Abjuration Wizard with Armor of Agathys from DB Sorc. He could do 120dmg per turn just by getting himself hit, and wouldn't even take 1 point of damage in doing so.
Mages might not be as outright strong as martials, but with a little creativity they hold their own without issue.
Many spells cost a bonus action instead of a full action, read the tooltips.
Furthermore, there are ways to improve your accuracy, make sure you're using the right spell for the job, too -- if a spell or cantrip targets dex saves, you're better off aiming them at ogres than archers. If a spell targets con saves, you're better off targeting mages over warriors, etc.
Part of it's bad luck, part of it is bad tactics.
Welcome to "linear fighters, quadratic wizards". Warrior types always start off stronger than mages. Mages exponentially become stronger than warriors and outclass them with enough investment.
Healing Word is a bonus action instead of a full action. In addition, as Moonbane said, you can upcast healing spells to improve their potency. There's also Beacon of Healing which forces your spells to heal the maximum amount, and there's equipment that adds bonus healing to your spells.
It might help to better look at your tooltips, learn what can give you advantage on casts, learn to use your cantrips effectively so you're not burning your spellslots needlessly.
Upcasting can increase damage, not accuracy.
Yes, but it uses up your spellslots even more. One mediocore engagement and you're already in need of another rest.
I probably understand that mage related chars should be more in a supportive role, but they pushed it too far. Especially with just 4 party members you really have to think about, whether you waste one of these precious slots for these limited magic chars. After all you can do some neccessary haste casts or AoE strikes also with scrolls, while retaining a 3 melee + 1 thief/ranger setup.
-- No need for healers because potions are abundant
-- No need for buffs because anyone can just use scrolls and scrolls are abundant
-- No need in CC because melee can CC like there's no tomorrow
-- No need in damaging spells because melee have their AoE as well and compensate for any AoE with multiple attacks
It's not impossible to play casters and if that's your fantasy you certainly could - but I just don't see the point. That juicy fireball very rarely hits more than 3 enemies and even 3 is lucky. That Haste I can get from an item. That buff X or buff Y I can get from a scroll. Of and I can run 21+ STR almost always and have extra attack almost always because elixirs.
Casters are.. meh, for the most part. Mediocre.
Now this just seems like a skill issue.
Magic Missile always hits. It's one of the most powerful single target spells with the right build.
1) a normal attack, using your int (wizard etc) or cha(sorc, etc) as an attack roll. You can make them easier to hit with elevation or other debuffs same as a bow for the attack roll ones. This is why shart and assterion can't hit with their useless wizard cantrip.
2) saving throw spells, which bypass armor and difficulty to hit in exchange for rolling against a stat. The stat is usually pretty good; con and dex spells like the poison cantrip are difficult to land on most monsters because they all have a 14+ con score. Wis and sometimes int are your go to type; those can land on many enemy with lower scores.
3) aoe. Fireball, cloud of daggers, even if they save some damage is usually done.
and you can increase your spell difficulty in a number of ways..
- element feat, they can't resist your spells anymore (eg fireball vs tieflings)
- upcasting
- vulnerability (eg throw water on them then cold or electric spell)
- disadvantage debuffs
and so on.
basically melee, archery, magic... its all the same. You decrease their ability to avoid it and increase your ability to land it as much as possible, regardless.
-> landing cantrips against uninteresting targets is very frustrating early game. So much so that you may be as well off to use a crossbow at first. By level 5, there is no contest.
Its kinda obvious that larian doesn't want casters to be strong in this game for whatever reason. Just accept them being haste bots with occasional wet+lighting shenanigans and move on.
Imo the problem with mages is that for a good chunk of the game, they either do something usefull or fail miserably. For exemple, Try to cast hold person to ease the fight ? Fail. Now you wasted both a spell slot AND a turn.
While fighters usually have more actions per turn without using ressources ( and regaining most of thoses with short rest instead of longrest. ) So when you miss an attack, you don't lose as much as a mage.
Of course that's only in the early game. In end game you can create really powerfull build with synergies allowing for absurd amount of damage.
It's one of the most consistent spells, not the most powerful.
There are also plenty save for 1/2 damage spells that perform pretty consistently too since they always do at least some damage. I would almost argue that these are better in fact because 1/2 damage is typically equal to what a MM can put out and there's still a chance of doing full damage which will exceed MM.