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.
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!


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.