Guide to AoE (Area of Effect) Spells

By Lyle Vertigo



Area of Effect (AoE) spells are
very useful in DDO. AoE spells can be classified into seven categories:


  • Single Target: These
    spells aren't AoEs per se as the have the potential to affect only a single targeted monster. These require timing when dealing with monsters such
    as scorpions or wraiths. If your target tunnels underground or becomes
    insubstantial, the spell may miss because you not longer have a target.


  • Ray: Acts as a
    single-target spell except for one condition: it can be blocked by any
    obstacle in the way of the intended target, and the target has the
    potential to dodge it.  It also can hit a different enemy en route
    to your intended target, affecting the enemy who got in the way.


  • Cone: This spell's point
    of origin is the caster, and it spreads out from him/her like a fan,
    which ends 10-15 feet from point of origin. (Example: Burning Hands)


  • Radius: Once cast on a
    target, this will create a radius of effect 10-15 feet around
    originating target.


  • Positional: Does not
    require a target, but can be aimed at a specific location by placing a
    reticule on the area the spell is desired to appear. When cast in this
    manner, if the caster attempts to cast a spell outside the range of the
    spell, it will appear instead at the casters feet.


  • Stationary Effects: These
    can cause several different conditions depending on the spell. All of
    these spells have the quality of lasting a duration of time and
    affecting all who enter or re-enter the affected area for the spell's
    duration.


  •  Straight Path
    If Turbine fixes this affect, Lightning Bolt and Flaming Sphere will
    start at the caster and then go in a straight path, dealing damage to
    all in its path or until it hits an obstacle. At this time, these
    spells behave as rays.

Each of these spells require planning and coordination. The main
question in mind is: how can I make my spells the most efficient? 
Obviously, when working with spells that can affect more than one
target you will want to try to hit as many monsters with one cast as
possible.



For example, if you have 3 mobs in front of you and 2 right behind you,
it will be more effective for you to move and position yourself so the
monsters are all in front of you before casting a cone spell like
Burning Hands (figure 1). In instances where the enemy is too far apart
for a cone spell but not for a radius spell, aim for the middle most
enemy to catch the most within the range of the spell (figure 2).


style="width: 100%; text-align: left; margin-left: auto; margin-right: auto;"
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style="font-weight: bold;">Figure 1

Light blue shows caster position.
style="font-weight: bold;">Figure 2

Light blue shows target enemy.
src="http://ddo.tentonhammer.com/files/gallery/albums/Site-Graphics/Figure2.thumb.jpg"
style="width: 150px; height: 91px;">
src="http://ddo.tentonhammer.com/files/gallery/albums/Site-Graphics/Figure1.thumb.jpg"
style="width: 125px; height: 120px;">





Keep in mind that some enemies have a greater degree of artificial
intelligence (AI).  Some animals, especially humanoids, will
switch attention to those who deal the most damage. If you hit a large
group for enough damage they will come after you!  As a nuker,
it's your job to deal as much damage to as many monsters as possible,
but also to  know your position and never put yourself in a
situation you can't back out of.



I know some of these aspects of spell casting may sound a bit trivial
but it is all too easy to neglect them in the heat of battle.




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Last Updated: Mar 13, 2016

About The Author

Karen is H.D.i.C. (Head Druid in Charge) at EQHammer. She likes chocolate chip pancakes, warm hugs, gaming so late that it's early, and rooting things and covering them with bees. Don't read her Ten Ton Hammer column every Tuesday. Or the EQHammer one every Thursday, either.

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