ShaDoOoW wrote...
Non-boss monsters with SR? Could you tell me which ones? There isnt definitely even one such monster in chapter 1 as Ive played chapter 1 recently. And I have really good memory, so I remeber my first OC experiences (in that time withoufh expansions) and Ive played sorcerrer, and I dont recall any monster that would resisted my spell.
More powerful undead often have it at a minimum. In terms of Chapter 1, I'm mainly thinking of a particular encounter that would be *very* difficult to do solo, without a henchman/familar/summon, as a spellcaster going through for the first time. It's a ritual of sorts. PM me if you still don't know what I mean.
ShaDoOoW wrote...
At any rate I would say that the advantage of the spell penetration feats is on par with expertise. Its 100% not neccessary as the fights can be won without it. It might make few specific fights in whole OC easier, but thats it.
Also - as far as SR related, by default maximum SR that can non-monk NPC have is 32. Some high HD clerics might have more if they have the spell resistance spell, but I havent seen such NPC yet anywhere. Thus for pure caster (or almost pure, in 40lvl build 31CL is good enough), the spell resistance isnt problem at all and I would strongly advise not to take it - in the case of wizard that has plenty of feats it doesnt matter so much but sorcerer doesnt have so many feats to spare.
Except we're not talking about level 40 builds.
For example, default Balors and Balor Lords have 28 spell resistance. If you're level 12 and run into one as a boss fight, enjoy having 75% of your spells resisted without using a Breach. Even then, a Lesser Breach only changes that number to 60% of spells resisted.
Likewise, Skeleton Warriors and Skeleton Chieftains have 20 spell resistance. They're like CR 7 or something, yet fighting one at level 7 would mean having 60% of your spells resisted and you don't have a Lesser Spell Breach to spare.
So in campaign builds, if you're new to playing a mage, I would *strongly* suggest you take Spell Penetration/Greater Spell Penetration.
ShaDoOoW wrote...
since when are cantrips unlimited? you mean this rod of cold ray? The advantage of the ranged weapon (which spells dont offer) is that they have much higher attack range. You can attack from great distance so you will have more time to prepare to cast spell before this npc approach you. Also the henchman AI will automatically attack the npc you are attacking which doesnt happen with spells where you have to wait till the npc gets close enough to your henchman would see him.
Of course with 8starting dexterity it might be hard to hit anything later in game, but for zombies in 1chapter this is excellent way how to get as many of them as possible on one place in order to blast them with burning hands.
You're underestimating the range of Ray of Frost. It's not as far as a max range crossbow shot, but it's pretty far. In addition, it'll actually consistently deal 2.5 average damage per round, which is considerably more than crossbow shots with pitiful AB. Weak zombies, for example, will die in 2-3 rays which you can use unlimited times per day.
MrZork wrote...
AC 17 in the OC? The equipment level in the OC makes it unlikely that the OP's mage will end up with an AC quite that low. Of course, if you are talking about AC without any equipment, then sure. But, by chapter three, there is plenty of equipment to be found and bought that will bring him over 20. (bracers for +armor, rings for +deflection, quest items for +dex, boots (e.g. hardiness) for +dodge, etc.).
10 base
-1 dexterity
+1 tumble
+4 haste
+3 Armor AC
That's 17 with equipment, exluding any possible dexterity items. Shield will overwrite Deflection, Shadow Shield will overwrite Natural, boots will be Boots of Speed likely.
MrZork wrote...
Sure, in almost any environment, dealing more damage is helpful. But, it's the same for mage AC. Almost any environment is one where +10 AC means the mage gets hit less, either by mobs or bosses.
If the environment is balanced around full plate wearers with shields using (Improved) Expertise, then no, the mage really wouldn't get hit less. At least, not unless he had like 14 starting dexterity and then maxed dexterity over constitution (assuming he could also max charisma). Even then, he'd still be be close to 10 AC behind (assuming a +5 environment).
MrZork wrote...
A buffed mage in the chapter three of the OC can very likely have between 35 and 39 AC, depending on how lucky he's gotten with item drops and how many quests he's done. +10 from improved expertise puts him out of reach (excepting auto-20s) of many mobs and helps him against most bosses.
10 base AC
5 Shadow Shield
4 Shield
4 Boots of Speed
1 Tumble
3 Armor AC
1 Mage Armor
That's 28 AC, not counting Dexterity. He'd have to have 24 Dexterity buffed to have 35 AC, and I really don't see how 39 AC is possible.
Modifié par MagicalMaster, 09 septembre 2012 - 06:54 .