Well there is the old problem with PRC that most class abilities do not work properly and the SF was one of few that worked. Like Alaghar would be awesome class but his abilities has crappy implementation (the tripple damage ability is a spell that make fake attacks, AB and damage do not match, and character is flatfooded some time), which makes that class almost useless. Well SF have fire+divine additional damage when unarmed and its almost 35 level cleric and 35 level of monk in one build, almost DM speed, godly AC, and with practised spellcaster 39 caster level, I do not remember better class for cleric. (Yes, there was Lich and after I banned him it was Baelnorn who owned my server, but I dont take this as class for cleric) The only problem with SF was that Intuitive attack was also crappy implemented, limited to +20 ab cap, so this build must have been either STR or DEX based.
My old PW was high magic with standard nwn items like gloves up to +10, robes up to +10, but melee weapons up to +8, haste item available.
So with +10 gloves thats (base wisdom 20, str based lets say 28 strenght, +12 from items):
1d20 fist damage, +15 from STR, +20 fire +20 divine damage, +5magic from divine favor, +1physical from prayer,+2magical from battletide + any damage from gloves. I dont know how good gloves are available on Shadow Mountains (was unable to find this server on gamespy today) but in my old PRC module there was +10 standard gloves which was mostly +10 direct or 1d12 elementar damage.
Most servers have much better gloves, for example the server I play atm, has up to three socketed weapons, up to +8, but only gloves may be +10. And now unlike other weapons gloves has additional damage and special ability except attack bonus.
There are gloves with ab+vorpal, ab+negative damage+onhit stun, enhancement+fire damage+cast spell fire arrow and ab+electrical+onhit blind. Personally made build on the fire gloves which have not attack but enhancement bonus which is great. Also the fire damage is 2d10 on the +7 ones I have now. Now I can put there three 1d12 gems (all element damage and magic type), then upgrade it with keen and vampire regeneration up to +4 and +1 to all abilities. (Rather do not ask how much looting and time it needs ...)
While socketed kamas like every other weapons except composite bows have only enhancement bonus +1-3 sockets. There are some unique weapons, but only few pieces can overcome socketed weapons and thats only great axe and maybe scimitar whose got divine/positive damage which is not on socketing gems.
The higher grounds is another server where are unarmed builds greatly enhanced. Their gloves are very good and there are flags that can be wear in shield slot while retaining monk abilities which gives many additional bonuses.
In all these modules it seems to me that unarmed is almost as good as any other weapon except those with lowest critical threat.
And whats the situation on Shadow Mountains then?
Modifié par ShaDoOoW, 10 janvier 2011 - 07:13 .