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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 8 posts ] 
bookofvirtue
 
PostPosted: Tue, Feb 28 2017, 1:05 AM 



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Joined: 05 Dec 2016

With this post I wish to adress the lack of apeal of certains schools of magic. Extend the fun of spellcasting to those schools of magic and deepen the effect of specialisation more then just a *prohibited school of magic and some spellcasting slots*. Specialisation like ;
Divination
Alteration
Abjurers

All of those and more of them could benefit of this a lot and create a lot of new venues and opportunities for rp and tactics.
They are all unworthy specialisation for spellcasters since their perks, like divination cannot be played properly.
The spells provided in the game are lacking and I would like to know if its possible to make the following changes and/or create new spells for the worst schools so they would be more apealing.

Conjuration could get their summon enhanced even more then normal focus ones with additional properties fitting the summon.
Enchantement could get nice buffs and dominate monster wich if well used its very epic. Could be modded for 2 simultaneous control at a time.
etc etc.
Other schools need this kind of epic too in their own way.

Improve existing spells if cast by a certain school just like conjuration get. ( I know there are some mods already, but not so deeply.
Example,
Divination: Premonition ( a spell cast by everyone in the game)
If cast by a diviner, extends the spell effects to all party members and add some additional properties. It could simulate the fact that the diviner see the future and can warn his friends of iminent dangers.

Its probably been asked a trillion time, here my turn.


 
      
LunarBloom
 
PostPosted: Tue, Feb 28 2017, 1:12 AM 

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AFAIK, Wizard Specializations are hard-script, so unchangeable. I could be wrong. It's -always- better to go Generalist over /any/ specialization. Because some specializations will bar you from vital scrolls and spells. Although, the team, I believe, is already working (and has already worked) to improve spells for taking the according spell focii.

However, NWN is an old game and the meta won't change unless things are literally removed from the server. In the meantime, pack on some IGMS, Ice Storms and Bigby's.

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TormakSaber
 
PostPosted: Tue, Feb 28 2017, 1:53 AM 

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I'm not for anything that buffs wizards, especially without also helping Sorcerors. Wizards are already far better in almost every situation.

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Akhlys
 
PostPosted: Tue, Feb 28 2017, 2:35 AM 

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TormakSaber wrote:
I'm not for anything that buffs wizards, especially without also helping Sorcerors. Wizards are already far better in almost every situation.


Counterspelling disagrees.

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lilmarcat
 
PostPosted: Tue, Feb 28 2017, 5:37 AM 



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Joined: 27 Dec 2013

The reason Wizards are so strong compared to Sorcerers isn't really to do with the whole spell slots per day vs versatility. That's what makes them unique and doesn't really need touching.
Its that INT is
a) Easier to gear for and doesn't take up the cloak slot for saves.
b) INT gives skill points. INT is also required for combat expertise.
c) All CHA based feats are locked behind class levels. IE Divine shield/grace requires Paladin levels per CHA mod to use properly
d) Wizards get bonus feats at 5/10/15/20.


 
      
TormakSaber
 
PostPosted: Tue, Feb 28 2017, 6:09 AM 

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Akhlys wrote:
TormakSaber wrote:
I'm not for anything that buffs wizards, especially without also helping Sorcerors. Wizards are already far better in almost every situation.


Counterspelling disagrees.


I said almost every. I agree that counterspelling a sorceror wins hands down.

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Amarice-Elaraliel
 
PostPosted: Tue, Feb 28 2017, 7:37 AM 

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Only another mage can counterspell them though, and then cannot cast on their own.

Hence, you describe a situation of at least 2 ppl (one of them also being a caster) vs a caster.

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Akhlys
 
PostPosted: Tue, Feb 28 2017, 13:46 PM 

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lilmarcat wrote:
The reason Wizards are so strong compared to Sorcerers isn't really to do with the whole spell slots per day vs versatility. That's what makes them unique and doesn't really need touching.
Its that INT is
a) Easier to gear for and doesn't take up the cloak slot for saves.
b) INT gives skill points. INT is also required for combat expertise.
c) All CHA based feats are locked behind class levels. IE Divine shield/grace requires Paladin levels per CHA mod to use properly
d) Wizards get bonus feats at 5/10/15/20.


None of those things will stop a sorcerer from shitting on a wizard or any other caster class for that matter.
a. who cares, both are very simple to gear
b. anything less than 14 int on any build is stupid, i do think everything but wizard should get at least 4 base skill points though
c. so what? mage armor, epic mage armor, haste are not
d. it's nice, but not really a big deal; casters dont need feats other then spell focus and fort saves

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