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Post by Kaedrin on Apr 11, 2009 23:56:09 GMT -5
I've seen some general commentary (both here and the Bio forums) about Sorcs/Wizards not having enough good spells and having to rely on crutches like IGMS. Does anyone with familiarity with PnP have any specific suggestions for spells that would cover gaps in the spell repertoire? Even if you don't know pnp spells, pointing out a weak spell level for damage spells (level 6, for instance) will help me drill down on solutions myself. Obviously there are even damage holes if the fireburst/IGMS spells are the only ones of solid use. Also... anyone who mentions time stop, spell sequencers, wishes, or spell storing is going to get a permanent bigby's frak-slapping mailed fist of death applied. This thread is a good reference for suggestions I'm going to be reviewing: nwn2customcontent.wikidot.com/forum/t-105948/helping-arcane-castersImproved (combat) familiars will be happening soon. Keep that in mind. I'm also very open to doing to the feats mentioned in my first post of the previous thread. It's also a certainty that I will be doing Energy substitution and it will be very soon after the Purgatorio prcs are done. So keep in mind you will have the ability to alter energy spells to another element (acidic fireballs, electric ice storms, icy meteor swarms, etc). Also keep in mind I do plan to do the dispel upgrades and anti-caster spells soon enough (read: anti buff-overload). I'm keeping this feedback gathering limited to this forum and my site's forum. Generally you guys tend to be a bit more balanced in your expectations and desires. This isn't a snub against other PW's/sites but these two tend to be the most vocal by far. If desired, I'll make posts there as well (by request). As much as it may not seem like it at times, I really value the back and forth feedback that happens on the forums. If I was just operating in a void trying to pump out content I'd be long, long gone by now.
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Post by shoujo on Apr 12, 2009 4:28:47 GMT -5
Hm... No PnP experience, but here's my 2 cents.
I'd take a look at sorc spell selection guides. Any level where a sorc doesn't have a tough choice deciding what spells to pick is one that likely needs beefing up.
Due to HP inflation, improper save stacking, and the sheer number of fights a caster has to go through, I'd look at any spell that reliably reduces saving throws, ignores saving throws (IGMS, avasculate, bigbies), ignores HPs (save or dies), or deals more than d6/level to multiple enemies (fire burst). The spells that get used a lot tend to have one or more of these qualities.
PnP mages from what I've heard tend to have good battle field control which is one thing their NWN2 counterparts tend to lack. NWN2 mage control comes from Bigbies (single target only) or mind spell effects (easily countered by immunities, simply more efficient to outright kill usually). Some other means of control would be nice, like walls. The Tal 2 spell pack should include illusory wall which summons an actual wall that doesn't disappear unless a will save is made. Should serve as a decent template for the other wall type spells.
NWN2 mages also lack range so some spells that increase a mage's mobility like dimension door (should also be in the Tal 2 pack) should do the trick.
Some means of buffing summons would be nice. The current selection just isn't capable of handling typical PW mobs and when summoned by mobs, just gets ignored by players because they're jokes.
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Post by mammothtruk on Apr 12, 2009 11:58:26 GMT -5
0th - due to all of them being useless after a few levels even as last resort spells they need a bumping. using crystal keep indexs for quick look-up Detect Magic - this would need a new system but would be useful Read Magic - another system but very cool Seeker's Chant - comes from the DR326 - gives a search bonus +1 but applies -2 move silently Fleeting Flame - DR326 again - +2 bluff, diplomacy, intimidate Launch Bolt - MoF - would be pretty cool to get a piercing damage as a cantrip right? 1st - there are lots of buff options here already. After a while thats all its used for. Would be nice to have a few options that last longer that are buffs. Alarm - could be a trap that triggers a sound. Could also be tied into the rest system like the alarm stones. Hold Portal - magically locks a door! What a wonderful thing to use for a rogue to have a reason to exist. Hail of Stone - AOE at 1st level anyone? Im sure your getting the idea here. just more spells. some harder to do than others due to nothing existing for them to work off of. Scroll down the index from Crystal Keep and just a few for each level. Try to make them things that arent in the game in another form. And do as many as you are willing. That break from PRCs didnt last as long as I was hoping K Maybe it will this time.
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Post by Kaedrin on Apr 12, 2009 13:10:13 GMT -5
I'm not looking for buffs actually but for damage spells/crowd controls, etc. I can't really amp up level 0 spells either since that's what they are.
But AE spells at level 1 is something I can do. Lack of physical damages would be doable but is that really something needed given DR would affect that? DR is far more common than elemental resists.
I'm not looking at adding "value" through detect/read either. That's not what all those complaint threads are about. They are almost always about not being able to kill stuff as well as they should be. It's also relative and I'm not entirely convinced it's solvable.
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Post by nicethugbert on Apr 12, 2009 14:39:27 GMT -5
I'm curious about the Talernon spells. Anything there fit the bill?
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Post by shoujo on Apr 12, 2009 19:20:13 GMT -5
The non-buffs that stand out are a 9th level AoE bigbies that deals up to 20d6 damage per round, but doesn't immobilize, an enchantment based death spell at 8th?, some other death spell that KDs first and boosts the caster's temp HPs. 8th lacks a decent save or die while 9th lacks decent damage so both are solid additions IMO.
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Post by mammothtruk on Apr 12, 2009 19:53:27 GMT -5
alright for straight damage types regardless of DR witch I think isnt a problem unless PW admins just hate players and havent learned how to balance anything at all. These are my quick picks. Most are damage spells but some have a round about way of being combat effective to help other spells or ways of causing damage.
1st Hail of Stone Sniper's Shot Golem Strike Force Wave Ice Dagger Fist of Stone
2nd Battering Ram Mindless Rage Nybor's Gentle Reminder Flame Dagger Flaming Sphere(cant really be done within the engine limits without lots and lots and lots of coding/work arounds/new gui) Snilloc's Snowball Swarm Venomous Volley Geyser Wall of Gloom Backbiter Life Bolt Stolen Breath Energize Potion Earthen Grasp Mountain Stance Stonemantle Wraithstrike
3rd Eradicate Earth Shark Bolt Sleet Storm Nchaser's Glowing Orb Steeldance Stars of Arvandor Handfang Healing Touch Undead Torch Lash of the Kraken Blink Enhance Familiar
4th Crushing Coils Radiant Fog Rogue Wave Viscid Glob Wall of Sand/Water/Ice(to add to the fire that is already in the game) Blistering Radiance Dancing Web Fang Blade Fire Stride Iron Bones
5th Aiming at the Target Freezing Fog Ball Lightning Emerald Burst Presper's Moonbow Sword of Deception Flesh Shiver Construct Essence Nightstalker's Transformation Touch of Adamantine Permanency(I think it should be added in some fashion just because you shouldnt be able to create items without having the d**n spell.)
Ill post the 6th - 9th later if you find any of that useful.
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