Flaming Sphere vs Scorching Ray

Dzyu

First Post
Hi guys,

I keep noticing people online swearing to scorching ray as THE lvl 2 dmg-spell, but I find myself using flaming sphere over and over again. I've tried scorching ray, but more often than not I miss with it, having not so much dex after grabbing some much desired int and con. So basically what I'm asking is, what's the deal with scorching ray? Especially at low lvls, might I add.

I'm talking specifically about the pathfinder-version here, but even in general D&D 3.x I picked flaming sphere with its 2D6 dmg. Oh, and primarily at lower lvls, but higher lvls also.

Flaming sphere pros:
1. 3D6 or 2D6 dmg x caster lvl rounds = very high potential dmg output
2. Medium range
3. Continue dealing 3D6 dmg while blasting away with other spells at the same time
4. Multiple targets over the course of an encounter.
5. Did I mention very high potential dmg output?

Cons:
1. Requires a move action to keep damaging most of the time, meaning you'll be stationary if your target makes a 5-foot-step.
2. If targets succeed on reflex save you don't do any damage.
3. Many enemies can run away from it since it's fairly slow.


Scorching ray pros:
1. High burst damage, potentially stronger than fireball vs single target.
2. Multiple targets burst in a single round.
3. No save.

Cons:
1. Miss alot with it due to low dex/bab.
2. Slow dmg-progression
3. Short range



What am I missing here? What is it that makes other wizard players consequently pick scorching ray over flaming sphere as their primary lvl 2 dmg spell?
Of course, play style is important, I realize that, and there are better spells, but it's situational and sometimes some damage is nice. My DM usually have pretty big, dangerous fights, so a fight that lasts less than 6 rounds is a rare thing indeed.
I play a lvl 6 human wizard at the moment. My int is 25(int headband +4, +2 human bonus and +1 for lvlup) and my dex is 14. I chose this because I think it makes a good mage, and extra dex just for the AC and to-hit with rays isn't worth it imo. It'll only hurt my con/int, which are way more important imo. My flaming spehres hit more than my scorching bursts by far.
I usually have mirror image, mage armor and shield spells active, and couple that with the toughness feat, 16 con, extra HP thanks to pathfinder rules, and a few good hp-rolls, and you get one tough mofo wizard! :) Only the paladin has more HPs than me, and not by much anyway. He just caught up with me on his last two rolls. :) Obviously I don't mind "tanking" a few mobs while I blast away. I'm a crafter. I think it pays off getting doubly as much gear for your money more than having a lousy weapon focus on ray blasts. Other feats useful to rays I haven't seen in the core book.
I'm also a universalists cause versatility means alot to me, not that being an evoker helps corching ray much with hitting anyway, which is its main problem imo.
 

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Ranged touch attacks are usually highly accurate. With your level and dex you should have a bonus of about +5, so I wonder what you're fighting that you miss so often with it?

In contrast, Flaming Sphere requires constant attention to make it useful, assuming the enemy doesn't just douse it. Scorching Ray just blasts with nice damage and high accuracy, and it can even crit.
 

Maybe I expect too much, but I don't think wasting 30% of my scorching rays count as "highly accurate", which is what you get if you shoot at something with 12 touch AC, which is very common it seems. At least with flaming sphere you get a 2nd try next round. As far as dousing the sphere, no-one's ever done that to me before. I don't think my DM is aware of that idea... Shh... :P

My DM has a tendency to send overpowered enemies at us though. Usually 3-5 CR higher than what we should be facing, or more, and mostly from the monsternomicon. I keep bugging him about it though as it sort of breaks certain aspects of the game. Sometimes the lives of the entire group hangs on one spell, so I can't afford to waste one.

Even if the main foe in a fight saves vs flaming sphere 4 times those two hits will do 6D6 dmg and be worth it. Missing a 4D6 damage with a scorching ray is just a waste of time. When I get to lvl 7 and 11, it will probably be a bit more useful though.

I guess that's what you get when you step down from the DM-pedestal because you want to try playing some, and none of the other players have DMed much before... :P
 
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Ranged touch attacks are usually highly accurate. With your level and dex you should have a bonus of about +5, so I wonder what you're fighting that you miss so often with it?

In contrast, Flaming Sphere requires constant attention to make it useful, assuming the enemy doesn't just douse it. Scorching Ray just blasts with nice damage and high accuracy, and it can even crit.
Perhaps he didn't notice it's a ranged touch attack, and he's rolling it vs the enemy's standard AC?

Edit: Oh, and it usually gets much better as you level, because your to hit increases way faster than monster touch AC does. And you start adding multiple rays. And metamagic. Even with the 'base' spell, 3x4d6 damage for a level 2 spell is amazing.
 
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In contrast, Flaming Sphere requires constant attention to make it useful, assuming the enemy doesn't just douse it. Scorching Ray just blasts with nice damage and high accuracy, and it can even crit.

Not to mention that it's easy to get enough fire resistance that 2d6 rarely gets through it, most monsters can move faster than 30 feet, and those that can't are usually classed NPCs who can fly with low-level spells or inexpensive magic items.

And it gets you into the habit of using ray spells, which often ignore SR (though scorching ray doesn't), and so encourages you take feats that help them.
 
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What ray spells, specifically, ignore SR? I searched the spell list in the pathfinder core rulebook, and all wizard rays/ranged touch attack spells I could find were subject to SR, except Acid Arrow. (Most didn't allow a saving throw though.)
 

What ray spells, specifically, ignore SR? I searched the spell list in the pathfinder core rulebook, and all wizard rays/ranged touch attack spells I could find were subject to SR, except Acid Arrow. (Most didn't allow a saving throw though.)

If it's Pathfinder instead of 3.5, who knows? But the the Orb spells in Complete Arcane ignore SR.
 

Scorching ray pros:
1. High burst damage, potentially stronger than fireball vs single target.
This is really all there is to it.

Dead foes don't counter-attack. Spike damage right now is often better than damage over time; both pale in comparison to save-or-sit-out (like color spray).

Cheers, -- N
 

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