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rainydaze
 
PostPosted: Tue, Feb 19 2013, 20:13 PM 

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MoshingChris wrote:
If your cleric is maxing Wisdom, you shouldn't need epic Spot. Anything around 100 will do and anything over 107 spot is just purely a number wank given spot vs hide mechanics.

Normally Wisdom Maxing on Amia gains you a
15 Wisdom Modifier
50 from Skill Points
2 From Alertness Item
33 Base
Total = 100

If you are making a Melee cleric and do not intend to max out wisdom then take Epic Spot.
5 Wisdom Modifier (I generally don't gear max my wisdom on a melee cleric)
50 From Skill points
2 From Alertness Item
33 Base
10 Epic Skill Focus
Total = 100


Thanks for the help!

Since I'm here, I figured I'd ask for what the general consensus is on the Auto Quicken line of feats. My build, as scribbled out in notepad has two versions, one taking Quicken Spell at 18 and then following it up with Auto Quicken I, II and III as soon as possible whilst the other takes an undecided feat at 18 (probably silent spell for earthquakes galore) and proceeds to pick up two Great Wisdom feats and an epic spell or epic discipline. The reason I'm so torn is because on one hand I know haste exists, through allies, scrolls, potions and whatnot and that it renders Auto Quicken a waste. However.. I also know that I can't reliably haste my own character for any serious length of time and that drinking a haste potion or whatever as compared to an immediate out of the gate earthquake or implosion could mean the difference between life and death. Going for Auto Quicken also means I would end on a 26 wisdom as compared to 28, which would be a point off spell dc's and the like, though I figure the difference between a 39 dc and a 40 will barely matter.. could be wrong though of course!

Any thoughts and or comments would be much appreciated!


 
      
Naivatkal
 
PostPosted: Tue, Feb 19 2013, 21:30 PM 

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Random caster cleric build, hoooo!

Cleric(28), Ranger(1), Rogue(1), Human

STR: 10
DEX: 8
CON: 12
WIS: 18 (26)
INT: 14
CHA: 10

01: Cleric(1): Luck of Heroes, Extend Spell
03: Cleric(3): Spell Focus: Evocation
06: Cleric(6): Spell Focus: Conjuration
09: Cleric(9): Maximize Spell
12: Cleric(12): Greater Spell Focus: Evocation
15: Cleric(15): Great Fortitude
18: Cleric(18): Silent Spell
21: Cleric(21): Epic Spell: Mummy Dust
23: Cleric(23): Greater Spell Focus: Conjuration
24: Cleric(24): Epic Spell: Greater Ruin
26: Cleric(26): Epic Spell Focus: Evocation
27: Rogue(1): Epic Fortitude
30: Ranger(1): Great Wisdom I, Epic Spell Focus: Conjuration

Discipline 33(33), Heal 33(41), Spellcraft 28(30), Spot 33(41), Tumble 30(29), UMD 15(15), remaining skillpoints 1

Hitpoints: 270
Skillpoints: 173
Saving Throws (Fortitude/Will/Reflex): 25/26/11


Salema is the closest I've come to a caster cleric, and she's more RP-focused in her build so I tried to optimize this one. Do I have the logistics down pat? I wasn't sure on a couple feats so I plugged in Great and Epic Fort, haha. Can't hurt to have high fort and will.

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mirvala-
 
PostPosted: Tue, Feb 19 2013, 22:04 PM 

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I can't decide between:

(Epic Spell Focii)
Abjuration+Evocation
or
Abjuration+Conjuration

For a pure caster Wizard.

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GreatPigeon
 
PostPosted: Tue, Feb 19 2013, 22:13 PM 

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Decide which mummy dust you like bestest and fits your rp?

I think both evocation and conjuration are great schools. Of both are equally fitting in your roleay decide what type of role you want to do in combat.

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Bini
 
PostPosted: Tue, Feb 19 2013, 22:26 PM 

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You need to go back to building school Naivy. A caster cleric should take auto-quicken unless it has a haste domain.

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Naivatkal
 
PostPosted: Tue, Feb 19 2013, 22:30 PM 

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Bini wrote:
You need to go back to building school Naivy. A caster cleric should take auto-quicken unless it has a haste domain.

Hahahaha, noob :roll:

Shush you, I was asking for advice from real people.
(and who said it won't have Haste?)

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Khasir :: From the East a storm is coming


 
      
Bini
 
PostPosted: Tue, Feb 19 2013, 22:37 PM 

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Then you should have specified! With 28 caster levels empower spell is a significantly better pick than maximize spell, if you're not taking both.

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Naivatkal
 
PostPosted: Tue, Feb 19 2013, 22:41 PM 

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I haven't decided on the Haste Domain or not yet :p Regardless, Auto Quicken is retardedly expensive for what you get, especially compared to what you can take in the meantime.

I've never actually used Empower. On any build, haha. I know the results can be slightly better, but if it's a choice between Max or that I pick Max, mostly for the ability bonuses.

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Bini
 
PostPosted: Wed, Feb 20 2013, 7:49 AM 

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I guess you could say...

( •_•)
( •_•)>⌐■-■
(⌐■_■)

You have a peculiar attraction to Max.

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MoshingChris
 
PostPosted: Wed, Feb 20 2013, 10:52 AM 

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Because statistically Maximise spell is more effective than Empower and you normally get more extension out of your spell book by Maximising certain spells rather than empowering them. Maximise also takes the RNG out of your gear setting.

On spells that use d2 empower is better
On spells that use d3 its roughly even
On spells that use d4+ maximise is statistically better

The more variable the damage die the lower Empowers effectiveness when compared to Maximise.

For instance
Hammer of the Gods
Maximise: 40 Damage

Empower:
Minimum: 7.5
Maximum: 60
Average: 33 Damage

or

Ice Storm @ 30
Maximise: 18 + 72

Empower:
Minimum: 4 + 18
Maximum: 27 + 108
Average: 15 + 63

The exception is when using spells with a non-variable that modifies the variable and that is generally only the case when the spell was from the original game content. Spells added via the expansion packs usually modify the variable before the non-variable addition.

With NwN original spells such as bulls strength the calculation is
(1 + 1d4) * 1.5

Whereas a spell added in the expansions like Circle of Doom is
(1d8 x 1.5) + 1 per caster level

On an evocation focused cleric the last offensive spell you actually want to have book meta-magic'd is Hammer of the Gods. Flamestrike and Blade Barrier are arguable. But EQ/SoV/Implosion are just to good to pass up.

Hammer of the Gods maximised occupies the seventh level spell slot thus avoiding the sixth level slot which usually has four extended battle-tides, and extended spell resistances at minimum, which allows your fifth slot to be filled with extended GMW/Maximised Buffs/Extended Prayer. With Travel domain that is also where your extended hastes live. Maximise is the superior option.

Also on a server with so many options for haste auto-quicken isn't a necessity for caster clerics like it is on other servers. It's also faulted logic bringing the haste domain into the equation as an argument given it takes one round to cast the initial haste or one round to sink a haste potion which due to bio-fail operates of your caster level with regards to dispelling anyway. PvP involving Casters generally does not last longer than one turn in my experience because it takes less than 1 turn to unload an entire offensive spell-book unless you are a Sorc. The duration of the haste therefore isn't really a consideration and is not a consideration at all in PvM.

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Mobile_Svensk
 
PostPosted: Wed, Feb 20 2013, 12:08 PM 

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Bini, that was awesome!

Anyway - ive been musing over my sorcerers circle 9 spells and i just read the description for Meteor Swarm.
Does it really do 30d6 blunt and 30d6 fire damage?
And how much is that?

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Herr Delta Houdini
 
PostPosted: Wed, Feb 20 2013, 13:06 PM 

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Assuming that is the right damage for the spell, then it can hit a maximum damage of 360, that's without any resistances/weaknesses to the two damage types.

If you don't know how to work the damage out (admittedly it seemed confusing to me, at first, too) then think of it like this:

10d6 is the same as 6d10, they are times by each other - it's 10 dice with 6 sides or 6 dice with 10 sides, doesn't matter either way. So you go 10x6 = max of 60, it's that simple.

Also weapon base damage may be confusing:

A weapon with 2d6 is essentially the same as another that may have 1d12, both max rolls would achieve 12 base damage on something that has no resistance/weakness. The only difference is the one with 2d6 can achieve a lowest damage of 2 (again, not against a creature with any immunity or weakness and not including the weapon spec feats) but the 1d12 will achieve as low as 1.

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MoshingChris
 
PostPosted: Wed, Feb 20 2013, 13:34 PM 

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Not entirely correct Anubis

10d6 =/= 6d10

10d6 has a minimum damage value of 10 and a maximum damage value of 60
therefore the average damage is 35

6d10 has a minimum damage value of 6 and a maximum damage value of 60.
therefore the average damage is 33

1d12 has a minimum value of 1 and a maximum value of 12
therefore the average damage is 6.5 rounded down to 6

2d6 has a minimum value of 2 and a maximum value of 12
therefore the average damage is 7

@ Svensk

Meteor Swarm at max level is 30d4 bludgeoning and 30d4 fire damage the average damage of a meteor swarm is
75 Bludgeoning Average and 75 fire damage average, the minimum is 30 and 30 and the maximum is 120 and 120.

You never look at maximum damage value, you always look at average damage value unless you are looking at maximised spells.

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Mobile_Svensk
 
PostPosted: Wed, Feb 20 2013, 14:39 PM 

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Metor swarm seems like a proooooo spell then

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Naivatkal
 
PostPosted: Wed, Feb 20 2013, 14:50 PM 

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So many numbers. So much knowledge :V

Yay Mosh :D

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Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Uncle-Opustus
 
PostPosted: Wed, Feb 20 2013, 16:04 PM 

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So much elementary maths. So much envy.

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Bini
 
PostPosted: Wed, Feb 20 2013, 18:41 PM 

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I see what you mean, but the application of empower spell seems superior for filling out the spell levels that aren't chocked-full of offensive spells. Though, I'm probably significantly biased by the cavern domain and druid firestorm.

Auto-quicken is a creature comfort, surely because chances are when you're involved in PvP there'll be a arcane caster nearby, however on 0 ECL races it fits naturally enough that it becomes a 'why not', if only for zippy buffing.

I don't really like meteor swarm at all. As far as damage spells go its damage types are mediocre, it is easily countered by reflex, improved evasion, or spell resistance, and it won't hit folks that are already shoving their weapons down your throat. As Mordenkainen's disjunction is core, either the 7th or 9th level Bigby's is core, shapechange/dominate monster are viable in tons of situations, wail of the banshee is something people build around, and as you're a sorcerer with more direct damaging spells to expend than any other caster, meteor swarm is almost always an inferior pick, even on an evocation focii build.

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PaladinOfSune
 
PostPosted: Wed, Feb 20 2013, 18:48 PM 

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If you're an evocation-focused sorcerer, there's simplier nothing better to pick at level 9. You have Disjunction, Time Stop and one other choice. Greater Spell Mantle is pointless, Crushing Hand is inefficient compared to Grasping Hand and Black Blade is only really useful as a boss hunting tool. Shapechange can be cast from a scroll if you really like the spell for some reason, and the rest of the spells aren't worth bothering with if you lack the spell focus to make their DC decent.

IGMS is better and more reliable for damage in most situations, but the situations Meteor Swarm is superior (for instance, frost giants/beholders in PvM, and creatures without Evasion or with magic resistance in PvP), it really shines. The fact you're an Evoker means you have Sunburst anyway, and if you're able to use Meteor Swarm to burst them down, then you're able to Sunburst them first for superior positioning so you don't have to worry about them charging you for Meteor immunity.

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serbiris
 
PostPosted: Wed, Feb 20 2013, 19:02 PM 

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I would have thought Crushing hand's higher DC would make it more worthwhile? Does it have any other particular weaknesses as an offensive spell?

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Mobile_Svensk
 
PostPosted: Wed, Feb 20 2013, 19:06 PM 

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I really hate evasion and imp.evasion. there are so many spells they make you immune to. Shouldn't something be done?

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PaladinOfSune
 
PostPosted: Wed, Feb 20 2013, 19:07 PM 

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It has a concentration check, so its primary use is to either disable so you can prepare your next spell in ideal positioning, or let your summons kill them while they're disabled. Crushing's small amount of damage doesn't really make any difference in either situation.

And honestly, the DC calculation is so skewed in the favour of the caster, you'll still win with Grasping anyway.

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Mobile_Svensk
 
PostPosted: Wed, Feb 20 2013, 19:19 PM 

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Hey sune. I don't think i want to have my second spell focus in Evocation, More likely something else. What can you suggest? Abjuration is his forte , What's cool as a second foci?

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PaladinOfSune
 
PostPosted: Wed, Feb 20 2013, 19:27 PM 

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Any school has enough spells for it to be worth it (except for Transmutation I guess, though even that has Flesh to Stone), so I'd just pick one that seems fun, honestly. You're not gimping yourself in damage anyway, since the bulk of it comes from saveless spells on an epic mage.

Though, most Abjurers tend to be rather defensively-minded mages, so maybe that's a good starting point to think from.

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Mobile_Svensk
 
PostPosted: Wed, Feb 20 2013, 19:46 PM 

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I was thinking Divination for a second, I mean - it would be cool to see it happen. I read on the modified spell pages that the Power word stun and Kill spells have been modified by Divination for instance.
Not sure how they work thought.

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Naivatkal
 
PostPosted: Wed, Feb 20 2013, 19:49 PM 

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ESF in Abjuration and Divination is a nifty combination, I can attest to that.

Also: nwnwiki does wonders for explaining how spells work.

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mirvala-
 
PostPosted: Wed, Feb 20 2013, 21:08 PM 

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Power Words from divination do wonder, since they're saveless and work automatically; you just have to calculate your play, and make sure the foe you're agaisnt is low enough on HP to be affected. They're a nice addition, but you can't only rely on them.

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Herr Delta Houdini
 
PostPosted: Wed, Feb 20 2013, 21:12 PM 

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MoshingChris wrote:
Not entirely correct Anubis


I may be missing something but you said the same as what I said, in a bit of a different way and elaborated on each of the damage values - the only difference I can see between your post and mine is that you shown the minimum damages of each of those examples and the averages of each. But in my post I explained the difference in minimum damage between 2d6 and 1d12 only on the base weapon damage example:

Anubis wrote:
A weapon with 2d6 is essentially the same as another that may have 1d12, both max rolls would achieve 12 base damage on something that has no resistance/weakness. The only difference is the one with 2d6 can achieve a lowest damage of 2 (again, not against a creature with any immunity or weakness and not including the weapon spec feats) but the 1d12 will achieve as low as 1.


But either way Svensk was asking for the maximum damage possibly achieved with the damage he was asking about, so I told him that and explained how it can be worked out and a little more on top. :)

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mirvala-
 
PostPosted: Wed, Feb 20 2013, 21:18 PM 

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Oh, and I forgot! With Epic Spell Focus in Divination, you get an easy +32 Spot/+16 Listen with Clairvoyance/Clairaudience and True Seeing(The modified spell) instead of the non-focused +20/+10. May be something to consider.

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Aeqvinox
 
PostPosted: Wed, Feb 20 2013, 21:55 PM 

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MoshingChris wrote:
one round to sink a haste potion which due to bio-fail operates of your caster level with regards to dispelling anyway.


Hmm, now that's disturbing.

Does it also apply to other kinds of potions? Bought and brewed both?

Also, let's say a heavy ranger drinks that potion, it'll still take his CL for dispelling calculation? Or is that just wiz/sorc/bard/*cleric who have access to that spell?


EDIT: Nvm, found the answer. There goes my idea of replacing Blind Fight with Still Spell, so my heavy bard can cast Greater Dispelling in armor, against stuff that uses Displacement potions and Imp Invis wands *sigh*

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Naivatkal
 
PostPosted: Thu, Feb 21 2013, 6:45 AM 

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This build is actually relevant to the interests of a character I currently have, though also out of curiosity:

Fighter(22), Rogue(1), Weapon Master(7), Tuigan

STR: 18 (26)
DEX: 13
CON: 10
WIS: 10
INT: 13
CHA: 10

01: Fighter(1): Power Attack, Knockdown, Weapon Proficiency Exotic
02: Fighter(2): Cleave
03: Fighter(3): Weapon Focus: Bastard Sword
04: Fighter(4): STR+1, Weapon Specialization: Bastard Sword, (STR=19)
05: Fighter(5)
06: Fighter(6): Great Cleave, Dodge
07: Fighter(7)
08: Fighter(8): STR+1, Improved Critical: Bastard Sword, (STR=20)
09: Fighter(9): Mobility
10: Fighter(10): Improved Knockdown
11: Fighter(11)
12: Fighter(12): STR+1, Spring Attack, Expertise, (STR=21)
13: Fighter(13)
14: Fighter(14): Whirlwind Attack
15: Weapon Master(1): Blind Fight, Weapon of Choice: Bastard Sword
16: Weapon Master(2): STR+1, (STR=22)
17: Weapon Master(3)
18: Weapon Master(4): Great Fortitude
19: Weapon Master(5)
20: Weapon Master(6): STR+1, (STR=23)
21: Weapon Master(7): Great Strength I, (STR=24)
22: Fighter(15)
23: Fighter(16): Epic Weapon Focus: Bastard Sword
24: Fighter(17): STR+1, Armor Skin, (STR=25)
25: Fighter(18): Epic Weapon Specialization: Bastard Sword
26: Fighter(19)
27: Fighter(20): Devastating Critical: Bastard Sword, Overwhelming Critical: Bastard Sword
28: Fighter(21): STR+1, (STR=26)
29: Fighter(22): Epic Prowess
30: Rogue(1): Epic Fortitude

Appraise 5(6), Discipline 32(40), Intimidate 4(4), Spot 33(35), Tumble 30(31), UMD 30(30)

Hitpoints: 296
Skillpoints: 138
Saving Throws (Fortitude/Will/Reflex): 22/11/15


Build-wise is there anything wrong with it? I know, there's a TON of fighter in there, but honestly he's a fighter and I can't break off many feats from the build. Is there any epic feats I could do away with? I'd like more WM, but I can't seem to get more to fit without hurting the build/character. He already wields a bastard sword, and I'm not sure about removing IKD and/or Great Fort. That Fort score seems mighty low, but I think dropping it to 19 (with 9 or 11 WM instead of 7 and only Epic Fort) is okay but at the same time 9 or 11 WM isn't worth anything over 7 :<

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Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
Cerpin Taxt
 
PostPosted: Thu, Feb 21 2013, 8:14 AM 

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problems:
13 int
22 fighter
using a bastard sword when you can long sword/scimitar/rapier
lower ab than a 16/19 wm
not cheesing into bard to get that glorious spellcraft

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Bini
 
PostPosted: Thu, Feb 21 2013, 8:33 AM 

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Cheesing into bard will cost you every mindflayer run you'll ever do and loosing it all to a level 14 goblin sorcerer with a scroll.

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Cerpin Taxt
 
PostPosted: Thu, Feb 21 2013, 9:02 AM 

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Bini wrote:
Cheesing into bard will cost you every mindflayer run you'll ever do and loosing it all to a level 14 goblin sorcerer with a scroll.


But having 5 charisma and only 1 level of bard is totally legit and makes complete sense with my roleplay.

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Bini
 
PostPosted: Thu, Feb 21 2013, 9:03 AM 

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Yeah, yeah, but like, like... Potion caster levels for purposes of dispelling are totes a hot-topic on Amia.

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MoshingChris
 
PostPosted: Thu, Feb 21 2013, 10:17 AM 

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Bini not explains.

Potions vs dispelling take into account two factos

1) Character Level
or
2) Highest Spellcasting Class Level.

Casting level is always taken into account first, so if you drop one level into Bard the dispel level of those potions effectively becomes 1, whereas if you just took Monk or Rogue the dispel level would equate to your full character level.

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Polris
 
PostPosted: Thu, Feb 21 2013, 12:47 PM 

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What's the DC for the Concentration check on the Black Blade? Is it possible to have a high enough Concentration that would allow you to cast spells while the blade is a-whackin?


 
      
Mobile_Svensk
 
PostPosted: Thu, Feb 21 2013, 13:16 PM 

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Polris wrote:
What's the DC for the Concentration check on the Black Blade? Is it possible to have a high enough Concentration that would allow you to cast spells while the blade is a-whackin?


I had a mage with almost 90, and he kepy failing too

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BlackestAtrocity
 
PostPosted: Thu, Feb 21 2013, 13:28 PM 

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I could always be wrong on this.. (Or on at least some of my wording), but the Concentration Check of BBoD has nothing to do with the concentration skill.. Its merely a script which 'ticks' to check if the variable 'Spell Casting' is true or false.. If it comes back as true (Aka you are casting) it ends the spell, if it comes back as false.. the spell continues.

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Last edited by BlackestAtrocity on Fri, Feb 22 2013, 1:00 AM, edited 1 time in total.

 
      
Mobile_Svensk
 
PostPosted: Thu, Feb 21 2013, 13:47 PM 

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Using a healkit breaks concentration. :|

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PaladinOfSune
 
PostPosted: Thu, Feb 21 2013, 14:14 PM 

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I'd rather you not post that part, BA.

Anyway, yeah, despite the somewhat misleading wording, doing any actions during BBoD (or any of the Bigbys) will cause it to break, no matter your Concentration skill. I should probably make the wording a bit clearer, sometime.

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Naivatkal
 
PostPosted: Thu, Feb 21 2013, 14:30 PM 

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Uhhh.... Lucious cast Interposing Hand on the evil chicken of doom in Kohl last night and I'm pretty sure he get in several -attempted- attacks before it went away.

Also need useful input on my build, please :3
And considering people don't read: He already uses a bastard sword. Also, he's already a Dev Critter, so that will stay.

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Polris
 
PostPosted: Thu, Feb 21 2013, 15:52 PM 

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Thanks for the info. I gathered as much from the NWN Wiki but I just thought it might've been changed to take Concentration into account here on Amia


 
      
PaladinOfSune
 
PostPosted: Thu, Feb 21 2013, 16:32 PM 

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Interposing Hand doesn't have a concentration check.

Your build is better as 12 Fighter/16 WM/2 Rogue, as already mentioned. You don't need Great Fortitude on the build.

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Naivatkal
 
PostPosted: Thu, Feb 21 2013, 17:08 PM 

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Hah, spell changes. They help when I read them >_>
ANYWAYS

So essentially eschew IKD, Great Fort, and Epic Prowess from the build? I loose three feats, and to keep WM/Dev Crit/Epic Fort I'll need to do so.
Granted I think IKD isn't as important once you hit Dev Crit, though knocking down giants is super funny, haha.

I know the usual WM builds, I'm just trying to make this fit with how the char is. Dev Crit pretty much needs to stay and the bastard sword will be as well.

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PaladinOfSune
 
PostPosted: Thu, Feb 21 2013, 17:37 PM 

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If you're going to drop Epic Prowess, you might as well stick with the build you've got. No point in taking a maximum AB build and then not taking all the AB feats.

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Naivatkal
 
PostPosted: Thu, Feb 21 2013, 19:15 PM 

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Reasonable, wasn't sure how important it was with the already high-ab of a WM (thought the current build actually has that still haha).

So it seems the choice it between Epic Fort and Armor Skin. One of them has to go. I'm leaning towards saying goodbye to Epic Fort. I think it's rather easy to get your saves up, no?

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Herr Delta Houdini
 
PostPosted: Thu, Feb 21 2013, 19:35 PM 

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For me I'd drop epic fort at the blink of an eye.

On my WM's I've managed atleast 38 Fort with no Fort boosting feats, just customised gear via mythal system. Admittedly it was done offline but based on Amia appropriate gear, my brother had a maxed WM and I based my own mods gear for WM's of what he had.

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Mobile_Svensk
 
PostPosted: Fri, Feb 22 2013, 7:11 AM 

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It's actually very difficult to get 48-49 for the case, because weapon masters peak save is actually reflex.
A 1-10 wm gets 7 reflex, 3 fort, 3 wis.

It helps to take 11 fighter pre-epic for 1 more fortitude and try to raise your con as much as possible. It sucks to go up against another devcritter and loose due to low saves.
Ive considered taking great fort over epic prowess due to the fact that it saves mythal slots, too.
Because that is your second issue - you will have a very select mythalspace.

My hashim hoios has EVERY epic drop a warrior can imagine and i run at 35 fortitude, and then i have even modified a ring of power with +3 fortitude.

It's insanely hard to get capped, which is why i woulf suggest you rethink what you need.

Edit - I run the 12/16/2 fighter/wm/rogue stock build on him

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IronAngel
 
PostPosted: Sat, Feb 23 2013, 18:56 PM 

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Do you think a Wizard/KC would work? Or do you have some other idea for a burly, militant mage? I'm not talking a spellblade exactly, but an experienced war wizard nonetheless. Survivability in melee is a big plus, but AB and attack DPS is irrelevant.

How to build a strategic, crowd-control focused wizard anyway? For this hypothetical PC I'm probably not making, I would specialize in Divination and give up Illusion, but focus on tactical spell DCs. Are there feats that need to be considered apart from the obvious foci and metamagics?

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Bini
 
PostPosted: Sat, Feb 23 2013, 19:15 PM 

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The standard for a tanky wizard is 26 wizard/2 rogue/2 fighter with Automatic Stilll Spell III in a full plate with a tower shield.

There is save-based crowd-control in conjuration, evocation, illusion, enchantment, and transmutation, while only conjuration, evocation, and transmutation have non-save based crowd-control. Illusion and enchantment definitely have the most crowd-control spells, though the saves are all will based and mind blank counters many of the spells in either school effectively. Conjuration's save based crowd control is fortitude based for the most part, with the exception being some limited paralysis of outsiders, though planar bindings aren't something one would count on except in a pinch. Evocation is mostly reflex based with the exception of a few fortitude based spells and one undependable will-save, but as always you'll probably get the most bang for your buck putting focii in this school as it has so many directly damaging spells as well as the ever favorite sunburst and great thunderclap for disabling effects.

As you have so many feats pre-epic, it is definitely worth it to invest in a bunch of the saving-throw improving feats such as Great Fortitude, Lightning Reflexes, and Luck of Heroes. Epic mage armor and armor skin are also core for this build in particular, as the whole idea is maximizing AC, but aside from that it is as flexible as any other wizard build.

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