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Post by giant2005 on Jan 10, 2009 16:57:53 GMT -5
Power Word spells have no save. If you have less than 100 current hp, you die to PWK. I think if you're trying to get maximum DC, the best build is 20 wiz/10 RWoT. Those extra wizard bonus feats can be used to get greater int feats if you already have the epic spell focus and will more than compensate for the extra 2 dc that a heartwarder gets when you factor in the specialist school bonus and the RWoT bonus. That said, a max DC build probably isn't the most effective caster build for this server. Max DC build would probably be Sorcerer based with Kaedrin's stuff. A Sorcerer 7, Heartwarder 10, ASoK 10, Blackguard 3 is the way to do it (Actually using Divine Champ 2 to get Epic Spell Focus as a bonus feat would be better DC-wise but ASoK is better value). 3 BG levels plus 2 Epic Feats equals a reliable +4 to DC. You could have a DC of 43 without using any Cha items (10 Base, 4 Epic Focus, 4 BG, 3 Epic DC, 12 Attribute, 9 spell level, 1 Prodigy). You can get a Cha cloak +10 on this server which would get an extra 5. EDIT: Forgot about Prodigy.
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Post by shoujo on Jan 10, 2009 21:26:58 GMT -5
You can't mix the HW and BG because of alignment restrictions and there's no alignment shifter in LDoA Real shame too cause I wanted a HW with epic despair and widen despair.
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Post by nicethugbert on Jan 10, 2009 22:34:01 GMT -5
I don't want an alignment shifter anymore.
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Post by nicethugbert on Jan 10, 2009 22:44:44 GMT -5
Thx, for the generous offer, cosper123. I'll have to decline as I avoid twinking, and, I have those items too.
I'm surprised you were able to hit anything with a mage.
I tried the round'em'up and fireball trick and it only got me killed. The chodes are fast and they have KD. I'd have to drop another spell for haste. To few precious spell slots.
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Post by cosper123 on Jan 11, 2009 0:47:38 GMT -5
Thx, for the generous offer, cosper123. I'll have to decline as I avoid twinking, and, I have those items too. I'm surprised you were able to hit anything with a mage. I tried the round'em'up and fireball trick and it only got me killed. The chodes are fast and they have KD. I'd have to drop another spell for haste. To few precious spell slots. Not sure why you'd avoid twinking if you find the module too difficult. I'd liken it to a handicap applied to many real world games and contests. That extra int would give you some extra spell slots. The chodes have KD? Never noticed KD used by any chodes except for the bosses. Try fireburst instead of fireball...it's a spell I usually overlook but tried after it was mentioned here by Beldar and it's fantasic. I'm using the greater version of it now and have sailed through to level 11 in no time with it. I've used it to finish off the chode burrow quest and the unrest quest, and I'm now grinding the spiders at 65 a kill. When I was level 7 and starting off on planes of grinding (doing lands edge quests just barely took care of my ECL +2 exp pen) The Chode Holers were easy enough to gather up and then blast. Then again I have Tumble as high as it'll get (half char level as non class skill) and decent DEX (18 natural and +5 bracer) so I tumbled way most attacks. Just round them up and fireblast...Took a death here and there when I didn't drink a cure moderate wounds when I should have, but rounding up two groups of chodes (I split the map into two zones...mass murder one half, rest, mass murder the other half) killed the 600 exp pen in a matter of a few minutes. Try out fireburst instead of fireball, it works wonders. Back before the fireburst method when I was grinding away at the Land's Edge quests...it wasn't really that hard to hit too much. Didn't hit often but with a staff +1 it did the job. Between that, the DEX, and the buffs there was nothing I couldn't get through...even the Heroes were melee-able. The only thing I had to bust out the firepower for were the Bosses. I also used strategy where I could. My Yuan ti has entangle and when I came upon a boss room I'd throw down entangle and start blasting the hell out of the boss. All his buddies would run for me but be stopped by entangle. Another thing I did was use sleep to break up linked mobs, and used doorways as a strategic botteneck. This doesn't work as good as it did with the old AI but you can always limited small creatures to two and large creatures to one in a doorway and kill them one or two at a time. Test this strategy out with weaker mobs in the lower levels so that you know exactly where you need to stand in the door.
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Post by nicethugbert on Jan 11, 2009 9:04:32 GMT -5
I don't twink because it's either a sign that the module is not living up to it's expectations, in which case I expect it will be changed to do so someday, or I can just play another build, in which case the various builds act as a difficulty slider.
In any case, I prefer that classes be seen as separate games each and that each get it's needed attention. Right now, the melee game gets practically all the attention in virtually all NWN1 and NWN2 modules.
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Post by yyrkoonstyphoon on Mar 13, 2009 8:13:16 GMT -5
so these reserve feats are of interest to me. I understand them to use a spell of the level, kinda like a cleric converts a spell to do a healing spell of the same level. After reading this thread, i think I am way off. It sounds like the damage is determined by the level of spell known, however, i can use this feat as often as i wish. Is this correct?
I am a big fan of the RWOT 'necro fry' with wails and FOD, but this comes down to the fort saves of the mobs. I have no idea what they are here, so it would suck to invest in a necro mage and discover many high level mobs have super high fort saves and/or death immunity. I bet the lack of Dev crit makes it possible to have much lower saves though than in nwn1 (i do so miss dev crit)
oh, and did i see someone say you can cast spells while shapechanged? is this only shapechange or can i poly into a troll and still cast?
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Post by Beldar on Mar 13, 2009 13:16:08 GMT -5
The reserve feats work sort of like an eldritch blast. You have to keep an appropriate spell memorized. For example, a wizard with the fiery burst feat gets 1d6 damage out of it every time he uses it for the highest level fire spell he has memorized. To illustrate: suppose the only fire spells he memorizes are greater fireburst (level 5) and fireball (level 3). Fresh after resting, his fiery burst feat will do 5d6 damage repeatedly. If he gets into trouble and decides to cast his greater fireburst, his fiery burst damage will drop down to 3d6 (assuming he has not already cast fireball). If he uses both his fireball and greater fireburst, he can't use his fiery burst anymore.
In my experience the saving throws of the mobs are very high here (unless Lou revised them in the last update). I frequently have even wimpy mobs make a sizeable percentage of their saving throws against even epic spells. My necromancer has had pretty good success with wail of banshee and vampire feast, but his DC is pretty pumped. I have not attempted using him on the most recent dungeons. My 24th level sorceror used both a vampire feast and a mass fowl in the temple of __ Thule and did not kill anything or turn anything into a chicken. She has maxed charisma too. I didn't check the log to see how the saving throws went, but I suspect that the beasties had an excellent chance of surviving. On the flip side the DC for the vampire feasts that they threw back at me were much higher than mine (I think 9?) - not really fair.
I think you'll need a saving throw debuffer to help you with the epic mobs. Curse song, doom, and blackguard aura come to mind.
I am pretty sure you used to be able to cast spells while polymorphed, but I think this was regarded as a bug to be fixed. I seem to remember someone (giant2005?) advocating iron golem shape. I have never really messed with shapechange or polymorph so I am speaking hearsay. I did have problems with losing spell slots with shapechange on a druid wearing a divine ring (seemed to require a server reset for them to return too iirc). I hated my druid.
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