Author Topic: Palemaster - help with build?  (Read 1010 times)

Legacy_Nick The Noodle

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Palemaster - help with build?
« Reply #15 on: November 06, 2015, 02:56:26 pm »


               

Just finished part 1 at L3 Wiz / L7 PM.  On entry to part 2 I found that many spells I wanted were not for sale, so saved the character and went shopping for spells in another module. Picked up keen edge, enervation, bestow curse and contagion as fitting with the character concept.  Just started part 2 with those extras.


 


The character concept is now to buff up, sneak up on an unsuspecting foe, cast a malicious spell on the target and then beat it up.  Animates and summons are now used as decoys to lure minor foes away from bosses.  Its quite fun to play in the OC, except I had to cheat to get some extra L3 and L4 spells.


 


NB, with a +1 int ring and Thayian helm, my IQ is currently 22 (started Elf S14, D16, C11, I17(19), W8, Ch8).  I've started taking ghoul touch as its DC is 18 compared with the current undead graft ability with DC 17 (at L7 PM).  I can cast the spell from surprise without risking an attack of opportunity and save the class features for when a melee actually starts. 


               
               

               
            

Legacy_Nick The Noodle

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Palemaster - help with build?
« Reply #16 on: January 13, 2016, 01:12:36 pm »


               


readme - PC Widget Tool




Just done it.  Thanks.


               
               

               
            

Legacy_AndrueD

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Palemaster - help with build?
« Reply #17 on: January 15, 2016, 05:25:25 pm »


               

Two features I believe could be added to the PM without making the class uber.  The first is that the PM automatically learns all necromancer spells up to the level it can cast.  The second is that PM caster levels count towards effects of Necro spells.  At present I cast negative energy burst as a L3 wizard, which is both pathetic in effect, and also means I don't take that spell which feels wrong.  


Hi-level PM not made to be caster so take many more mage levels else just tank.  Most use just for AC and crit immune where there no crit immune gear on server.


 


Take all spell pen feats +2 to +6.  It like adding wiz levels to caster level vs SR. Make plan what SR the toon want to beat in module then take enough wiz lvls to get that high.  PM level count for duration, though. Some PW change how PM levels count for casting lvl.  Some make half PM levels count.  Some make all PM levels count.  Am thinking the PRC have classes that make special PM casting, too.  Maybe try those.


 


When module making all PM levels count for caster lvl class get uber, so hard to balance. It not matter what school, still uber.  Most OC creature have no SR or low SR so should be easy.  PM not an OC class so plague campaign never rebalance for it... means easy cheat in OC like many PrC.



               
               

               
            

Legacy_MrZork

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Palemaster - help with build?
« Reply #18 on: January 16, 2016, 12:57:56 am »


               

I didn't notice this before, but it caught my attention due to AndrueD's reply above.



Two features I believe could be added to the PM without making the class uber.  The first is that the PM automatically learns all necromancer spells up to the level it can cast.  [...]



I just wanted to note that such a feature is actually fairly uber for sorcerers. I certainly have sorcerers who would grab a level of PM to learn potentially 19 new spells!


I agree with the general notion that PM is kind of a weak class when the goal is to make the arcanist a more effective necromancy-specializing spellcaster. Right now, the PM benefits are best for melee toons (and damage shield mages) and mostly weaken the toon as a caster. There are things that would make the class useful for casters. I would start with Shadooow's 71_PALEMASTER_ADDS_CASTER_LEVEL change, which I think is quite useful. Some other minor tweaks could help as well. For example:


  • Stone Bones adds an additional +1 natural armor AC bonus per 5 PM levels.

  • Undead summons get a +1 per 5 levels ability buff (e.g. +2 CON or DEX at PM 10-14, etc).

  • Full PM level addition to primary caster level for SR calculations with necromancy spells.

  • Etc.


               
               

               
            

Legacy_Nick The Noodle

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Palemaster - help with build?
« Reply #19 on: February 04, 2016, 06:18:17 pm »


               


 


I didn't notice this before, but it caught my attention due to AndrueD's reply above.


I just wanted to note that such a feature is actually fairly uber for sorcerers. I certainly have sorcerers who would grab a level of PM to learn potentially 19 new spells!


I agree with the general notion that PM is kind of a weak class when the goal is to make the arcanist a more effective necromancy-specializing spellcaster. Right now, the PM benefits are best for melee toons (and damage shield mages) and mostly weaken the toon as a caster. There are things that would make the class useful for casters. I would start with Shadooow's 71_PALEMASTER_ADDS_CASTER_LEVEL change, which I think is quite useful. Some other minor tweaks could help as well. For example:


  • Stone Bones adds an additional +1 natural armor AC bonus per 5 PM levels.

  • Undead summons get a +1 per 5 levels ability buff (e.g. +2 CON or DEX at PM 10-14, etc).

  • Full PM level addition to primary caster level for SR calculations with necromancy spells.

  • Etc.

 




I hear you concerning sorcerers.  Perhaps sorcerers can only learn necromancer spells while rising as a Palemaster?  Doesn't work for Bards though as they don't get enough choice.