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Ulir
 
PostPosted: Fri, Aug 19 2011, 4:45 AM 

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Sounds like the way to go. Max bab.

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MoshingChris
 
PostPosted: Fri, Aug 19 2011, 4:47 AM 

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I wouldn't go Bog Standard myself.

But thats because I'm in love with the idea of having a BG that can hit crippling strike.

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Sin4given
 
PostPosted: Fri, Aug 19 2011, 5:30 AM 

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I'm thinking 16 STR/10DEX/10Con/12Int/14Cha/14Wis

No Devcrit, but it seems sturdy enough

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Ulir
 
PostPosted: Fri, Aug 19 2011, 5:30 AM 

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Rogue 10/bg 16/fighter 4 then?

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Sin4given
 
PostPosted: Fri, Aug 19 2011, 6:25 AM 

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It's a possibility. I'm at the point to where I think either what you said would work, or the Bog standard. Either would fit :)

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Blackdragon12121
 
PostPosted: Fri, Aug 19 2011, 7:59 AM 

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Sin4given wrote:
I'm thinking 16 STR/10DEX/10Con/12Int/14Cha/14Wis

No Devcrit, but it seems sturdy enough


Dex can be dropped to 8. Since you have 14 wis that qualifies you for abyssal might and combined with a panthers potion is all the dex you'll ever need. Frees up 2 extra points for more skills or to shore up that lousy con :P

I personally prefer the rogue 10 BG...i just find it more interesting to play!


 
      
Carvelan
 
PostPosted: Fri, Aug 19 2011, 16:29 PM 

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I have a 10Rogue/4Fighter/16BG. Well onley lvl 20 this fare (8rogue/2fighter/10BG) but its a relly fun build. Mine is Cha heavy whit startingstats
Str 14
Dex 8
Con 10
Int 14
Wis 14
Cha 16 And all lvlups here + 1 cha from epic feat (36 cha buffed)
He can got nice damage and AC is at 52 atm in mostley +4 gear.
Lacking a bit of AB but hits relly hard on KD'd creeps or if I'm flanking.

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serbiris
 
PostPosted: Mon, Aug 22 2011, 3:58 AM 

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Poor neglected thread... well, hey folks! I've got a bit of a doozy today. I've been wanting to make a goblin black dragon disciple, but I'm not really sure what to do about the build at all. Originally I was thinking fighter heavy with a smidge of bard (something like Bard1/Fighter9/RDD10) because goblin have cha penalties (so with a starting cha of 10 I don't really want to go bard-heavy). But in such a case, what should I take for epic levels? More fighter up until the dump levels? More RDD?

Or should I ditch fighter completely and go for something else? It's been suggested to me that I go barbarian instead of fighter, but that cuts into feat choices, I can't go more than 14 con without hurting str (which is counter-intuitive!), and I can't make heads or tails of a barb/RDD build (or a barb build, period...). Also wanted to wield a two-handed weapon, so need as much AC as possible. I can't think of any other classes that would work here. Since I'm not really fond of the barb idea, the former is preferable, but if there's a good option for a barb/RDD I would be glad to hear it.

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GreatPigeon
 
PostPosted: Mon, Aug 22 2011, 4:42 AM 

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24 barbarian 1 bard 5 rdd

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KnightOfKelemvor
 
PostPosted: Mon, Aug 22 2011, 8:04 AM 

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Is there any use of a Healing based Cleric? Im thinking maybe 25+ cleric lvls wis based whit healing domain... Or will it just be a caster because noone wants a healer around when there are so much pots and things around?

And does spell focus and empoverd or max spell effect healingspells?

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Herra Tutteri
 
PostPosted: Mon, Aug 22 2011, 8:07 AM 

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KnightOfKelemvor wrote:
Is there any use of a Healing based Cleric? Im thinking maybe 25+ cleric lvls wis based whit healing domain... Or will it just be a caster because noone wants a healer around when there are so much pots and things around?


Or you could live up to your account name and start burning undead into ashes with the healing spells?

KnightOfKelemvor wrote:
And does spell focus and empoverd or max spell effect healingspells?


I suppose Max spell should affect, at least, but I can't say for sure.

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TormakSaber
 
PostPosted: Mon, Aug 22 2011, 8:08 AM 

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You'll be useful. And yes, Spell focus and metamagics affect healing spells. Spell Focus comes in when you use the spell against Undead.

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hendrack
 
PostPosted: Mon, Aug 22 2011, 8:09 AM 

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Might want to make it a caster cleric, yes. Conjuration focus is useful for heal spells against undead, it also boosts your storm of vengeance DC and some of the epic summons duration, if you choose so. Dunno about empower, go check nwnwiki. That said, a buffer/healer cleric is always useful to a party.


 
      
Blackdragon12121
 
PostPosted: Mon, Aug 22 2011, 11:06 AM 

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Whatever happened to healing spells getting juiced up? They are still ultra-lame compared to kits...even more so now that everyone has maxed hp.

If you're going to go caster cleric, you gotta squeeze evocation focus in there too.


 
      
KnightOfKelemvor
 
PostPosted: Mon, Aug 22 2011, 13:29 PM 

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Well i was thinking of going 2 focus conjuration + another one so than evo it is then

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jimbono1
 
PostPosted: Mon, Aug 22 2011, 14:01 PM 

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Evoc is definately the best for offensive casting for Clerics, grabs you their best spells. But if you where going for extra undead killyness, then i'd grab Necro, for spells like undeath to death.

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hendrack
 
PostPosted: Mon, Aug 22 2011, 14:51 PM 

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Heal's more effective than undeath to death.


 
      
Ulir
 
PostPosted: Mon, Aug 22 2011, 15:19 PM 

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With healing domain and silent spell, you can fill you level 0-4 spell slots with Cure Wounds, 5-7 with Heal and 8-9 with Mass Heal.

People will love you for healing them and Cory will flee in terror. :P

All you need is an epic spell for clerics and druids only. Mass Heal with colossal AoE.

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jimbono1
 
PostPosted: Mon, Aug 22 2011, 15:32 PM 

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Ulir wrote:
With healing domain and silent spell, you can fill you level 0-4 spell slots with Cure Wounds, 5-7 with Heal and 8-9 with Mass Heal.

People will love you for healing them and Cory will flee in terror. :P

All you need is an epic spell for clerics and druids only. Mass Heal with colossal AoE.



>Cleric
>Fill spellslots with cure wound spells
>Able to cast them without preparing anyway

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Drannok
 
PostPosted: Mon, Aug 22 2011, 15:59 PM 

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I have an idea for a Crossbow and Trap using Dwarf, with handaxes for melee when he needs too, but I was unsure how to maximize the effectiveness of using a Crossbow as a primary ranged weapon.

Should I focus more on fighter levels and only get enough Rogue for skills and a semi-decent sneak attack so I get high BAB, or do I want lots and lots of Rogue levels to crank sneak damage as high as possible?

I am terrible with sneak and melee builds in NWN and have no idea if Crossbow is even feasible, but I want to make it work.

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jimbono1
 
PostPosted: Mon, Aug 22 2011, 16:03 PM 

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Sneak Attack only works at short range (like 30 feet or something) so if you're main focus is standing far back and shooting, it won't have any effect.

Oh, and if you want more than 1 attack per round, you -need- Rapid reload

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dayfer
 
PostPosted: Mon, Aug 22 2011, 16:09 PM 

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I made a crossbow sneaker, get rapid reload, and the crazy good light Xbows this server has and you're golden. The snk range takes a little getting used to, but it works.


 
      
hendrack
 
PostPosted: Mon, Aug 22 2011, 16:14 PM 

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24 rogue 6 fighter, 4 fighter pre-epic for 4th attack and 2 epic for EWS. I made a rogue30 crossbower recently and he sneaks higher than many non-WM meleers do crits. The AB of the rogue30 is mediocre though, but the prestige is all yours. Btw, don't worry about getting near the spawns, most of the time the meleers get the aggro and I could afford to go around all time -unbuffed- with no hassle.


 
      
Naivatkal
 
PostPosted: Mon, Aug 22 2011, 17:07 PM 

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KnightOfKelemvor wrote:
Is there any use of a Healing based Cleric? Im thinking maybe 25+ cleric lvls wis based whit healing domain... Or will it just be a caster because noone wants a healer around when there are so much pots and things around?


I'm a little late but I had to chime in.

Short answer: OMGYES

My cleric is a healer/buffer. She doesn't cast offensively that much, but when she is in a party people do not die. And I mean that seriously. They just won't die!!!

Kidding aside, healer clerics win. Cure spells suck, but that is what healkits are for. Salema, on a take 20, heals around 90 HP. NINETY HP. When I rest, she still has most of her high level healing (Heal, GR, Mass Heal) unused because of this. Going to the Abyss? No problem, she cures diseases and poisons like they are nonexistant.

Like I said: People don't die. There's a reason we nicknamed her the healbot =D

And this isn't tooting her horn, just exampling how to win at healing :3

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Blackdragon12121
 
PostPosted: Mon, Aug 22 2011, 18:18 PM 

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It's very hard to die anyway Naivatkal. The only reason I ever die is either through not paying attention or a freak flurry of x3 crits.

Disease and poison is already non-existent. You don't even need an equippable item

Healkits shouldn't even be for in-combat use...thats what cure spells are for *groans*


 
      
Naivatkal
 
PostPosted: Mon, Aug 22 2011, 19:23 PM 

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Blackdragon12121 wrote:
It's very hard to die anyway Naivatkal. The only reason I ever die is either through not paying attention or a freak flurry of x3 crits.


Entirely dependant on personal build and part composition.

Blackdragon12121 wrote:
Healkits shouldn't even be for in-combat use...thats what cure spells are for *groans*


When a cure spell heals 70+ health, then you have a point. However, I can use one healkit or two spells to heal about 80 damage. Trading a healing kit for two spell slots is priceless. Especially when you are a buffer and your lower level spells are all cast. Not to mention you heal them twice as fast, letting you heal more people quicker. Plus, you are not casting which limits AoO. Yes, you can argue the use of Heal/GR/Mass Heal but those have a finite number of uses. Logistically speaking, and strategically even, it is more worthwhile to use heal kits when you have such a high Heal check than it is to burn up a bunch of spell slots on cure spells.

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jimbono1
 
PostPosted: Mon, Aug 22 2011, 19:25 PM 

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Barbarian Fear Rage, is it effected by Feats/Gear intimidate?

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hendrack
 
PostPosted: Mon, Aug 22 2011, 19:27 PM 

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Intimidate skill, that's your DC.


 
      
serbiris
 
PostPosted: Mon, Aug 22 2011, 19:46 PM 

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Naivatkal wrote:
Blackdragon12121 wrote:
Healkits shouldn't even be for in-combat use...thats what cure spells are for *groans*


When a cure spell heals 70+ health, then you have a point. However, I can use one healkit or two spells to heal about 80 damage. Trading a healing kit for two spell slots is priceless. Especially when you are a buffer and your lower level spells are all cast. Not to mention you heal them twice as fast, letting you heal more people quicker. Plus, you are not casting which limits AoO. Yes, you can argue the use of Heal/GR/Mass Heal but those have a finite number of uses. Logistically speaking, and strategically even, it is more worthwhile to use heal kits when you have such a high Heal check than it is to burn up a bunch of spell slots on cure spells.


I suspect he means how silly it is to run up and bandage people while they're in the midst of hacking, slashing, and being hacked, slashed. Which it is a little bit. As well as the instant healing provided by attacking people with cloth and salves. Mechanically it works, but RP-wise it's a bit silly.

Though I'm inclined to accept an epic first aid giver who is able to do all the above things. Like some sort of bandage ninja healer. On a related note, Rogue/SDs who pump up their heal skill could be pretty neat healers...

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Blackdragon12121
 
PostPosted: Mon, Aug 22 2011, 20:12 PM 

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All heal kits should be good for is stabilizing a downed friend or providing some very minor healing at best.


 
      
-Cloak-and-Dagger-
 
PostPosted: Mon, Aug 22 2011, 20:50 PM 

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I'm looking at Metallic Dragons. Now, it seems to me that they all have two breath weapons. A fun elemental breath, and a neutralising gas breath. Which one does a Metallic Dragon Disciple get? I assume the former? :idea:


 
      
TormakSaber
 
PostPosted: Mon, Aug 22 2011, 20:59 PM 

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They get the Elemental, yeah.

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Selmak
 
PostPosted: Tue, Aug 23 2011, 1:30 AM 

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Blackdragon12121 wrote:
All heal kits should be good for is stabilizing a downed friend or providing some very minor healing at best.


Well they're hardcoded so the only way around them is to replace them entirely. Which we can't do, because Biofail didn't give us any functions to get the type of disease or poison a PC is suffering from nor the DC, thus making the Heal skill a bit less useful.


 
      
666WaysToHell
 
PostPosted: Tue, Aug 23 2011, 1:59 AM 

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My cleric only has 1 heal (without wisdom mod) and he still gets more use out of heal kits than any of his spells! (except for GR, of course)
~~~
And I am plotting something along the lines of a dedicated Pale master with maximum possible efficiency with his or her bone arm though not sure which caster class would improve the Pale masters efficiency better...

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BlackestAtrocity
 
PostPosted: Tue, Aug 23 2011, 5:07 AM 

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I didn't want to make a new thread just for one question so.. I'm asking here.. ( Couldn't find the answer via Forum Search, before that is mentioned 8) )

Bigby's Crushing Hand..

NwnWiki says there is no Save.
Nwn Spell Description says Fort.
Ingame testing didn't show a Fort save in the combat log..

Is the Wiki correct, and there is no Save against it? (Outside of the grapple checks of course)

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polan
 
PostPosted: Tue, Aug 23 2011, 7:54 AM 

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@BlackestAtrocity

Bigby's Crushing Hand has no save. However, there is a concentration check on the spell. In otherwords, should you cast another spell or perform another action while someone is immobalized the spell will wear off. It works exactly the same way as The Black Blade of Disaster.

->http://www.amiaworld.net/phpBB3/viewtopic.php?f=20&t=56068

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hendrack
 
PostPosted: Tue, Aug 23 2011, 7:57 AM 

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No save, but SR.


 
      
BlackestAtrocity
 
PostPosted: Tue, Aug 23 2011, 8:13 AM 

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Indeedy, I knew about the SR/Concentration/Grapple, I was just confused by the ingame description saying Save : Fort..

But!! Thanks for clearing that up for me <3

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hendrack
 
PostPosted: Tue, Aug 23 2011, 8:28 AM 

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Never trust the ingame description. Never.


 
      
Blackdragon12121
 
PostPosted: Tue, Aug 23 2011, 18:35 PM 

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Selmak wrote:
Blackdragon12121 wrote:
All heal kits should be good for is stabilizing a downed friend or providing some very minor healing at best.


Well they're hardcoded so the only way around them is to replace them entirely. Which we can't do, because Biofail didn't give us any functions to get the type of disease or poison a PC is suffering from nor the DC, thus making the Heal skill a bit less useful.


Replacing them entirely would be good. Heal kits shouldn't remove posion (which they don't anyway) or disease. How can putting some bandages on remove disease anyway?

Failing changing kits, at least bring healing up to par.


 
      
hendrack
 
PostPosted: Tue, Aug 23 2011, 18:41 PM 

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Wrong topic.


 
      
DustSpray101
 
PostPosted: Wed, Aug 24 2011, 6:35 AM 

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I have come to a choice: Is it better on a Dex monk 16/fighter 4/rogue 10 to get Improved Expertise and epic dodge, ending at 25 Dex... or end with 26 Dex, Epic Dodge, and no expertise at all?

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MoshingChris
 
PostPosted: Wed, Aug 24 2011, 7:10 AM 

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Expertise is pointless.

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Ulir
 
PostPosted: Wed, Aug 24 2011, 7:20 AM 

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Yeah, with average ab, fairly low up front damage, being a dex based fella/fellassie who relies on sneaks you won't ever want to use expertise, unless your party demands you to be tanking.

Besides, you can cornersneak. With your movement speed you should be able to find stuff to hide behind rather quickly.

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BlackestAtrocity
 
PostPosted: Wed, Aug 24 2011, 10:58 AM 

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Out of the following, what sounds more appealing.. :mrgreen:

1. 51 AB, 40 DC Dev, 63 AC, 9th Level Arcane Spell Access

2. 51 AB, 40 DC Dev, 65 AC, 8th Level Arcane Spell Access

3. 50 AB, 39 DC Dev, 65 AC, 9th Level Arcane Spell Access



Edit : Arcane Spell Access

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Mobile_Svensk
 
PostPosted: Wed, Aug 24 2011, 11:12 AM 

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BlackestAtrocity wrote:
Out of the following, what sounds more appealing.. :mrgreen:

1. 51 AB, 40 DC Dev, 63 AC, 9th Level Arcane Spell Access

2. 51 AB, 40 DC Dev, 65 AC, 8th Level Arcane Spell Access

3. 50 AB, 39 DC Dev, 65 AC, 9th Level Arcane Spell Access



Edit : Arcane Spell Access


Does nr 1 and 3 have access to Epic spells?

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TormakSaber
 
PostPosted: Wed, Aug 24 2011, 11:16 AM 

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BlackestAtrocity wrote:
Out of the following, what sounds more appealing.. :mrgreen:

1. 51 AB, 40 DC Dev, 63 AC, 9th Level Arcane Spell Access

2. 51 AB, 40 DC Dev, 65 AC, 8th Level Arcane Spell Access

3. 50 AB, 39 DC Dev, 65 AC, 9th Level Arcane Spell Access



Edit : Arcane Spell Access


The one without PM or RDD.

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BlackestAtrocity
 
PostPosted: Wed, Aug 24 2011, 11:22 AM 

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Very_Svensk wrote:

Does nr 1 and 3 have access to Epic spells?


Negative.. No Epic spells between any of them.

@Tormak : No PM, but yes RDD.. The world is an imperfect place.. and I'm not doing a very good job of making it less of exactly that with my question, but... I'm still asking..

On the flipside though, Its a High Sorc, RDD, and not just a Melee base RDD suppliment build >.>

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Mobile_Svensk
 
PostPosted: Wed, Aug 24 2011, 11:27 AM 

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No epic spells are going to hurt. Dev is not worth it.

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oshizo2
 
PostPosted: Wed, Aug 24 2011, 11:33 AM 

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alright i'm making a palemaster caster. what i want to know is does the familiar upgrade at lvl 20 constitute doing 20w/10pm or does 19w/1b/10pm have the same effectiveness for the familair. all that tumble and armor access would be very nice. especially since you have to get close to poke someone with that finger.

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