I just lost my entire post so I'm going to be relatively brief for now. Really don't feel like typing it all out again. I'll expand on specific points in the next reply if desired.
Aelis Eine wrote...
I've played with Called Shot before, it's not bad when it works, but the -4 AB and Discipline check really limits its usefulness, to the point where if something can be Call Shotted, you probably don't need to Call Shot it anyway.
Use it on low Discipline enemies immune to Knockdown. Stacking -2 AB for Arm or -1 AC for Leg is huge.
Aelis Eine wrote...
Well mathematically, that's 10% chance to take 50% less damage, so that works out to 5% mitigation on a subset of spells? I suppose that's not bad, although the killers usually aren't the 20d6s but the IGMSes.
Technically ranges from 5.1% reduction to 9.1% reduction depending on the relative save and DC. Not retyping math atm.
Aelis Eine wrote...
You may have a point on Horrids, although usually by the time I reach enemies that use Horrids, they're either KDable or I have access to Shadow Shield
I don't think it's reasonable to assume a fighter is going to have access to Shadow Shield.
Aelis Eine wrote...
What's Spring Attack doing there? Just cross class Tumble because it's that good. The whole Dodge line can be dropped pretty safely - mobility is only really useful to mages that don't use Defensive Casting or Improved Combat Casting, so you run out of useful feats by 12. And if you pre-plan Cleave and GC on 15 and 18, you actually run out by level 10.
18 Armor Check Penalty for Spring Attack. Adds more mobility without risking extra hits. Dodge is a free AC. Mobility gives AC when drinking a potion. Cleave/GC you want to pick up early when they're most powerful.
Aelis Eine wrote...
That HP boost would be useful if the game had attacks that require a certain threshold, but it doesn't. High enough to survive 3 maxed GMSes is usually enough.
Physical attacks, other spells. Never seen a place where enemies just spam IGMS (and/or IGMS is neutered via change or magic resist).
Aelis Eine wrote...
I honestly don't remember which district it was, but I do remember reading a FAQ that said the Prison District was the easiest, so it's probably that. It was a house with only him inside if I remember correctly.
No such thing exists in the prison district.
Aelis Eine wrote...
What if I do the same as a Cleric without ever using a single spell?
Please don't tell me you're equating a cleric not casting a spell with a fighter not spamming short term store bought buff potions. That's not a class feature. Being a fighter is about learning the combat modes, using combat feats, gearing them, and understanding tactics. Yes, a melee cleric usually has to know the above along with how to cast spells. Clerics are more complicated.
Aelis Eine wrote...
The only thing that does is tip the scales even further towards of Clerics being the best fighters.
Only solo and even then a WM still trumps a cleric, AA probably does as well.
Aelis Eine wrote...
This might make more sense, although it's still kind of silly to require that everyone uses those spells, and then balance the game around that.
Might be a gold sink or a hoop for people to jump through to feel accomplished.
Aelis Eine wrote...
There's still Zen Archery and Monk multiclass, so the Cleric maintains a very healthy AC lead for tanking even if going with Wisdom, while maintaining a competitive AB.
Monk AC is broken. We going to bring in 38 sorc/1 monk/1 paladin next for reasonable comparisons?
Aelis Eine wrote...
Can a Fighter replace a DD at level 15 in that role? I think not. His squishiness will show when fighting in areas much higher than its level, and most hits will connect on a 2 or more.
Yes. Especially if the DD is taking larger hits like 20+ per hit. At which point the DD needs to take 80%+ of his HP every 3 seconds for the fighter to not be able to survive.
Aelis Eine wrote...
Typically, those environments are usually designed by people who don't know the engine very well '> That means a Cleric is still useful for Regen stacking.
Regen stacking? 10 Regens stacked is still only 10 HP per second (60 per round). What's the point of that exactly?
Aelis Eine wrote...
First thing, other than UEE there's many other useless spells in NWN, so I don't know why you chose to buff an ability on a class that least needed a buff to a "useless" spell. I don't think you did anything to say, Power Word Kill or Elemental Swarm for example.
UEE, SoV, PWK, MS, and many other level 8 and 9 spells were buffed. I didn't touch summon creature blah spells so Ele Swarm wasn't considered either -- druids already got shapeshifting buffs and animal companion buffs.
Aelis Eine wrote...
Second, Flame Weapon is supplanted by Darkfire - if I remember right, they don't stack in your mod. Stat buffs aren't unique to mages, Imp Invis isn't unique to mages as you note. So my claim was that Clerics stole the support crown, and you just admitted it '>
MageStats
Weapon Buff
Imp Invis
Debuffs/Dispels
Best spell DPS
No melee presence
ClericStats
Weapon Buff
Imp Invis (ONLY if Trickery)
Extra Healing
5 AB/11 damage (assuming no paladin/ranger)
Best melee presence
Moderate spell DPS
BardStats
Weapon Buff
Imp Invis
8 AB/7 AC/4 damage
Decent melee presence
Bad spell DPS
Each brought their own benefits. Bards would buff fighters/rogues the most, more than Clerics actually. But they were weaker in combat and didn't really have any spell DPS. And clerics were deliberately make substantially weaker in spell DPS than a mage (doubly so if they didn't pump wisdom and get spell foci).
Aelis Eine wrote...
So bringing that back to the issue at hand. On FM, in a party lacking a support character, i.e. assume There's a DD to tank and DPS is very well covered with either a bunch of WMs and AAs or Rogues or Necromancy or Evocation-specced mages. Who would you turn to for the support role? A) Str-based Monk/Cleric loaded with a ton of buffs Bard/RDD/Blackguard C) Sorcerer loaded with support spells. And the scales have been overwhelmingly tipped in favour of the Cleric.
Bard if heavy with rogues and fighters. Sorcerer otherwise for more nuking. Cleric is basically always the second best choice.
Lots of meleers? Bard > Cleric > Mage
Lots of spellcasters? Mage > Cleric > Bard
Gregor Wyrmbane wrote...
The only reason to take Dodge and Mobility is because they are prerequisites for Spring Attack. Spring Attack is very useful for a pure fighter in full plate and carrying a tower shield, especially when he's never going to reach epic levels.
Dodge is better than you think unless you're always swarmed by identical enemies with no particular threat. Roughly 10-15% less damage taken from your target. Mobility is nice for using potions. Are either absolutely critical? No, but there's reason to take them if you can.
Aelis Eine wrote...
Otherwise there's a few tricks you can do with movement AoO, like provoking AoOs from a mage or healer to disable their spellcasting for 6 seconds, or forcing an Invis/stealthed enemy to break stealth.
While true, that's not relevant for 99% of people. And it's also, frankly, stupid.
ShaDoOoW wrote...
while i cant say its not true i never used it really, one (and if you take more than you have bad tactics) AoO isnt that problematic since rarely would one hit make a difference
Think running through a crowd of enemies, not one enemy (in which case it could be quite a few hits).
Modifié par MagicalMaster, 23 décembre 2013 - 12:54 .