Author Topic: Recommended Wizard feats  (Read 1858 times)

Legacy_WhiZard

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« Reply #30 on: August 21, 2015, 11:05:27 am »


               





        eBuff = EffectLinkEffects(eBuff, EffectSpellImmunity(SPELLABILITY_BREATH_PETRIFY));
        eBuff = EffectLinkEffects(eBuff, EffectSpellImmunity(SPELLABILITY_GAZE_PETRIFY));
        eBuff = EffectLinkEffects(eBuff, EffectSpellImmunity(SPELLABILITY_TOUCH_PETRIFY));




 


Huh? If the script does not call for a spell resistance check, then giving immunity is pointless.


 


This conversation seems to be devolving into how you do not want petrification, rather than what the majority of builders do about petrification.  Could you please cite a module that someone else has made where petrification immunity (besides appearance) is prevalent?  There are tons of modules that give out death magic immunity and damage resistance to even generic mobs, but I have yet to see those that really take the time to invest in petrification.


               
               

               
            

Legacy_MagicalMaster

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« Reply #31 on: August 21, 2015, 12:30:11 pm »


               


Huh? If the script does not call for a spell resistance check, then giving immunity is pointless.




 


If that's the case, I guess it was the Immortal flag all along.  Why in the world do those immunities exist as *item properties*, then?  Weird, I'll investigate.


 




This conversation seems to be devolving into how you do not want petrification, rather than what the majority of builders do about petrification.  Could you please cite a module that someone else has made where petrification immunity (besides appearance) is prevalent?  There are tons of modules that give out death magic immunity and damage resistance to even generic mobs, but I have yet to see those that really take the time to invest in petrification.




 


I'm assuming servers like Higher Ground have done that (due to posts like this one).  Any module that gives out high Fortitude saves and assumes auto-fail is disabled has done that, even if the player can play with auto-fail on 1 and try for the 5% chance.  But at that point the Transmutation focus is wasted if you're fishing for a 1, which was the original question (whether to take Transmutation focus).


 


On the flip side, I've yet to play a module and found a situation where I thought "Man, if only I had Flesh to Stone and Transmutation focus" (technically speaking, I've yet to play a module where I really wished I had Flesh to Stone, period).  I was either able to kill the mobs just fine without Flesh to Stone or the focus would have done nothing due to 1 fishing.


 


Do you have an example of a module where Transmutation focus helped you?  Feels like we're looking for a needle in a haystack -- the mobs have to be immune to Death Magic but not Stone to Flesh, the mobs have to have low enough Fortitude that Flesh to Stone is worth casting, and individual mobs have to be dangerous enough to the point using the spell to simply petrify them is worth it.  And ideally more than one example -- presumably you're not arguing "Transmutation focus and Flesh to Stone are worth taking in 1-2% of modules."



               
               

               
            

Legacy_WhiZard

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« Reply #32 on: August 22, 2015, 01:56:33 pm »


               

I'm assuming servers like Higher Ground have done that (due to posts like this one).

This is about servers which are even less predictable for consistency. If you look further down the page you will a post about how generic creatures have way too randomized resistances to oddball things. Sure it keeps up variety, but that also means you may be running into orcs, drow, or whatever else having death magic immunity. But servers also bring up the PvP aspect. In PvP anyone could have an immunity to death magic item. Items giving immunity to flesh to stone are much rarer from my experience.
 

Any module that gives out high Fortitude saves and assumes auto-fail is disabled has done that, even if the player can play with auto-fail on 1 and try for the 5% chance.  But at that point the Transmutation focus is wasted if you're fishing for a 1, which was the original question (whether to take Transmutation focus).

Like death magic and most necromancy, flesh to stone relies on fortitude saves. If there is a severe issue with a caster not having a high enough DC then your statement goes both ways.
 

On the flip side, I've yet to play a module and found a situation where I thought "Man, if only I had Flesh to Stone and Transmutation focus" (technically speaking, I've yet to play a module where I really wished I had Flesh to Stone, period).

How about evocation focus? You can always bypass that need with IGMs.
 

Do you have an example of a module where Transmutation focus helped you?  Feels like we're looking for a needle in a haystack.

There are many modules where stone to flesh is a lacking immunity, or can be used as a method to disable yet prevent killing for an indefinite period of time. As far as lacking immunity, Tales of Aterra series often has bosses with death magic immunity.

Going back to my original question, can you find any SP modules (perhaps beside your own) that give give immunity to stone to flesh to various monsters? There are plenty of modules that give out death magic immunity, and PvP on servers already can make the necromancy school a bit of a joke. But your contention is that transmutation focus feats are detrimental to feat count as they prevent focusing on other schools which are better. To that end the burden of proof still lies on you, to show that flesh to stone is in fact a less feasible spell than both the necromancy and evocation spells that require focus feats.
               
               

               
            

Legacy_Elhanan

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« Reply #33 on: August 28, 2015, 10:36:07 pm »


               It is so difficult for me to not play a Wizard/ Rogue, as the skills and abilities have such a synergy. I prefer versatility overall, so making a pure Wizard is rare.

While many dismiss it, I take Blind Fight for every character, usually in the early lvls; my fave Feat in the game. It has offensive, defensive, and all purpose benefits:

http://nwn.wikia.com/wiki/Blind_fight

Also recommend this build as a possible variance to the norm (also alter it for my own use of Rogue):

http://home.comcast....uild301814.html
               
               

               
            

Legacy_MagicalMaster

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« Reply #34 on: August 30, 2015, 09:20:12 pm »


               


This is about servers which are even less predictable for consistency. If you look further down the page you will a post about how generic creatures have way too randomized resistances to oddball things. Sure it keeps up variety, but that also means you may be running into orcs, drow, or whatever else having death magic immunity. But servers also bring up the PvP aspect. In PvP anyone could have an immunity to death magic item. Items giving immunity to flesh to stone are much rarer from my experience.




 


Whoa whoa whoa are you saying that orcs, drow, or other creatures having Death Magic immunity is some kind of bad/weird/unusual thing -- in the sense that we should only be discussing "default" creature immunities?  No Death Immunity on anything but Undead/Constructs?  Because you're rarely going to find that outside of the official campaigns or low level campaigns where this whole issue is moot.  It's not even a variety issue, it's a balance issue.  I mean, easy example, the Royal Knights in Aielund wear a helm that gives Death Magic and Fear immunity -- is that not allowed or something?


 


And servers do not bring up the PvP aspect by default -- PvP was not mentioned here at all.  Most servers do not have PvP and even those that have PvP tend to have rarer PvP.  Talking PvE Wizard choices here.


 




Like death magic and most necromancy, flesh to stone relies on fortitude saves. If there is a severe issue with a caster not having a high enough DC then your statement goes both ways.




 


No, it doesn't go both ways for multiple reasons.


 


1, Death Magic DCs are higher -- 1 to 3 higher specifically for the Death Magic we're discussing.  Being able to Wail a crowd of 20 enemies and kill 10 instantly is extremely powerful...and in such a situation you'd be using Flesh to Stone on *one* target for a 35% "kill" chance.  Or if you had a 25% chance to succeed on Wail then you'd only have a 10% chance for Flesh.


 


2, Death Magic is either AoE or has a secondary effect -- hitting the target with a blast of Divine/Negative energy from Destruction/Finger of Death means the spell isn't completely wasted and obviously Wail can kill up to 40 enemies.


 


3, you have more Death Magic spells available -- 7, 8, and 9 at a minimum vs just 6 and 7.


 


4, Necromancy benefits other spells as well such as Undeath to Death ("death magic" vs Undead with will save), Horrid Wilting (for AoE Magic damage or against stuff immune to insta-death but low fort), minor average damage bonus to Negative Energy Burst in many cases, and early death AoE from Circle of Death (though that becomes useless later).  Possibly others as well depending on the module.


 


I'm possibly forgetting another reason or two off the top of my head, rather tired at the moment.


 




How about evocation focus? You can always bypass that need with IGMs.




 


Until you run into enemies immune to IGMS specifically, resistant to magic damage to indirectly nerf IGMS, or IGMS is nerfed in the module or world.  IGMS is also pathetic AoE damage in situations where that matters.


 




There are many modules where stone to flesh is a lacking immunity, or can be used as a method to disable yet prevent killing for an indefinite period of time. As far as lacking immunity, Tales of Aterra series often has bosses with death magic immunity.




 


And did those bosses have such low Fort that you used Stone to Flesh to "kill" them easily while they were immune to Death Magic?  From what I remember of that module series I'd hardly cite it as an example of good combat/balance.  But even for argument's sake, say we "count" that -- what about others?


 




Going back to my original question, can you find any SP modules (perhaps beside your own) that give give immunity to stone to flesh to various monsters? There are plenty of modules that give out death magic immunity, and PvP on servers already can make the necromancy school a bit of a joke. But your contention is that transmutation focus feats are detrimental to feat count as they prevent focusing on other schools which are better. To that end the burden of proof still lies on you, to show that flesh to stone is in fact a less feasible spell than both the necromancy and evocation spells that require focus feats.




 


You're still asking the wrong question.  Whether enemies have immunity to Stone to Flesh isn't the issue.  The issue is whether Stone to Flesh is better than Death Magic (and Transmutation focus better than Necromancy focus) -- if every enemy has -20 fortitude and is vulnerable to Death Magic then Necromancy is clearly better (though both foci would be moot).  Actual instant death and AoE death spells.


 


So to rephrase your question -- can I find any SP modules where I found Necromancy/Death Magic to be superior to Transmutation/Flesh to Stone?  Absolutely.  Let's see...


 


The original campaign


Shadows of Undrentide


Hordes of the Underdark


The Aielund Saga


Swordflight


Snow Hunt


HeX Coda

Dragon Dominant


Mines of Twin Summit


Siege of Shadowdale/Crimson Tide of Tethyr/Tyrants of the Moonsea


 


I mean, really, my biggest issue here is finding modules that go high enough level for single player!  We need a module that goes up to level 11 at a minimum here and in theory more like level 16+ preferably.  Then there are other modules that I didn't care much about and played a long time ago (like Sands of Fate) to the point I don't feel comfortable asserting that Death Magic worked better as my memory is hazy about the whole thing.  Then there are yet other modules not meant to be played as a Wizard (like the Paladin series, ADWR, etc) so the question is moot there.



               
               

               
            

Legacy_WhiZard

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« Reply #35 on: August 31, 2015, 05:18:47 pm »


               

Whoa whoa whoa are you saying that orcs, drow, or other creatures having Death Magic immunity is some kind of bad/weird/unusual thing


You yourself made that statement...

2, the most common "standard" enemies immune to Death Magic are constructs and undead. Flesh to Stone does not work against constructs and also does not work against a good chunk of the undead. Also, Undeath to Death is also a level 6 spell, benefits from Necromancy focus anyway, can hit multiple enemies (meaning a higher chance of one failing), can be Empowered/Maximized for more castings, and attacks Will rather than Fort which is usually weaker for most undead.

So except for a situation like an enemy caster who uses Shadow Shield (for Necromancy immunity (and yes, I'm aware that won't stop Implosion but this player specifically is a Wizard)) but not Spell Mantle, it's hard to find a use for the spell unless the combat design is bad. And in that case using Bigby's Forceful Hand or IGMS will usually work just as well.


... and when given a setting (one that you cited) you acted as if you never said that, and then want to go back to treating everything like the standard creature.

 

No, it doesn't go both ways for multiple reasons.
 
1, Death Magic DCs are higher -- 1 to 3 higher

The variation of saving throws from monster to monster on any module is a lot greater than a span of 3. Arguing that necromancy has a place where the +3-+6 boost from focus matters, and flesh to stone does not have such a place is a little absurd. It's like saying that wail of the banshee is absolutely worthless if you do not take the focus feats.

I'm possibly forgetting another reason or two off the top of my head, rather tired at the moment.

Given that all the other reasons you mentioned were off topic anyway, I don't think tiredness has much to do with your reply.
 

You're still asking the wrong question.  Whether enemies have immunity to Stone to Flesh isn't the issue.  The issue is whether Stone to Flesh is better than Death Magic


Again off topic, unless you can show that a mage can only reasonably focus in one school of magic, or that evocation or some other school (besides necromancy) is more worthwhile focusing in than transmutation.
 

So to rephrase your question

Just answer the question, because none of the modules you listed have any implementation of immunity to flesh to stone.
               
               

               
            

Legacy_rogueknight333

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« Reply #36 on: August 31, 2015, 08:50:20 pm »


               



So to rephrase your question -- can I find any SP modules where I found Necromancy/Death Magic to be superior to Transmutation/Flesh to Stone?  ...


 


Swordflight...





 




...Just answer the question, because none of the modules you listed have any implementation of immunity to flesh to stone.




 


For the record, the Swordflight series does have some creatures in it who have been given immunity to Flesh to Stone, who would not have it by default just because of their appearance. On the other hand, there are not very many of these and it also has a fair number of tough creatures who do not have this immunity, while sometimes possessing others such as to Death magic, so I am not sure whose case is supported by the example of my modules. I certainly would not recommend that a Sorcerer playing Swordflight take Focus feats just to benefit a single sporadically useful spell (at most two if one uses Burning Hands as an anti-troll weapon). I suppose for a Wizard with some feats to spare after focusing in a more generally useful school like Necromancy or Evocation the utility of Transmutation might be at least arguable, though I am doubtful Flesh to Stone would really work noticeably better than alternatives from other schools.



               
               

               
            

Legacy_MagicalMaster

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« Reply #37 on: September 01, 2015, 06:58:30 pm »


               


I certainly would not recommend that a Sorcerer playing Swordflight take Focus feats just to benefit a single sporadically useful spell (at most two if one uses Burning Hands as an anti-troll weapon). I suppose for a Wizard with some feats to spare after focusing in a more generally useful school like Necromancy or Evocation the utility of Transmutation might be at least arguable, though I am doubtful Flesh to Stone would really work noticeably better than alternatives from other schools.




 


Pretty much.  Whizard seems to be thinking of modules where you have a substantial number of low fort but important enemies who are immune to Death Magic but not to Petrification...which I've never run across.


 




You yourself made that statement...


... and when given a setting (one that you cited) you acted as if you never said that, and then want to go back to treating everything like the standard creature.




 


I think you're confused here.  I've generally run across two scenarios:


 


A, author uses default creatures or close to it.  Result: nearly every enemy that is Death Magic immune is also Petrification immune (golems and undead).


 


B, author does what they see fit balance-wise and gives important (and/or difficult) enemies protection from insta-kill attacks.  Result: nearly every enemy that is Death Magic immune is also Petrification immune (whether via items, scripting, or massive Fortitude saves).


 


Either way, stuff immune to Death Magic (literally or practically) is usually immune to Petrification (literally or practically).  Pick your poison.


 




The variation of saving throws from monster to monster on any module is a lot greater than a span of 3. Arguing that necromancy has a place where the +3-+6 boost from focus matters, and flesh to stone does not have such a place is a little absurd. It's like saying that wail of the banshee is absolutely worthless if you do not take the focus feats.




 


There are modules where Wail of the Banshee is worthless without the focus feats (or rather, not worth using compared to other spells).  Huge difference between killing 3 out of 20 enemies and 9 out of 20 enemies.  Or 13 vs 19.  And that boost can easily matter without +6 to Flesh to Stone mattering by a simple reason: Flesh to Stone is 3 lower DC and single target.  Against a single powerful enemy (assuming the enemy is even vulnerable to these spells), a 20% chance to insta-death is much, much better than a 5% chance, or 25% vs 10%, or whatever.  And against a bunch of weak enemies (with presumably low saves) Wail can wipe out the entire pack (or close to it) while Stone to Flesh is still just one target.


 




Given that all the other reasons you mentioned were off topic anyway, I don't think tiredness has much to do with your reply.




 


No, it was completely on topic.  Go reread your own statement (or here, I'll help): "Like death magic and most necromancy, flesh to stone relies on fortitude saves. If there is a severe issue with a caster not having a high enough DC then your statement goes both ways."


 


Second reason points out how Finger of Death can be used as a single target nuke (for a rarer damage type that doesn't allow a reflex save).  If they fail, they die.  If they succeed, they still take a decent chunk of damage (even those "20/- to all damage and 100 in each save" bosses).  With Flesh of Stone, if the enemy fails, they die.  If they succeed, nothing happens.  That's a reason to favor focusing on Necromancy over Transmutation *unless* Flesh to Stone is effective against individually dangerous targets that are immune to Finger of Death.  It also mentions how Wail is an AoE...and thus (in addition to higher chance of killing *something*) is actually well suited for a bunch of weak mobs unlike Flesh to Stone.


 


Third reason points out how you get more of the relevant Necromancy spells.  Most people will skip Greater Ruin because, in spite of being a blast of 61ish or 122ish positive damage in one go (and thus piercing stuff like 20/- bosses)...it's simply not worth the feat investment for only one use per day.  So clearly there's a limit -- if you were limited to casting one Flesh to Stone per day I sincerely doubt you'd advocate Transmutation.  Whatever you think that limit is (somewhere between 1 and level 6/7 spells), it's certainly on topic.


 


Fourth reason points out how Necromancy helps with other spells still even if the "save or die" aspect is rendered moot.  We're comparing Necromancy and Transmutation focus as a whole in the thread (and part of the problem is that Transmutation focus as a whole...is really just Flesh to Stone).


 




Again off topic, unless you can show that a mage can only reasonably focus in one school of magic, or that evocation or some other school (besides necromancy) is more worthwhile focusing in than transmutation.




 


Evocation usually is, particularly for AoE spells.  Even if you have to spam IGMS against bosses the minions are usually vulnerable to things like Firebrand, Cone of Cold, Chain Lightning, etc.  And if you're in a module where everything has a zillion saves and resistance then both Evocation *and* Transmutation focus are worthless (along with every other focus).


 


Even Enchantment (Dominate and Hold spells that attack Will) and Conjuration (things like Flame Arrow, Acid Breath, Evard's, Cloudkill, and Acid Fog) are usually better than Transmutation -- again, because Transmutation affects very, very little that isn't already covered by Necromancy.  If Necromancy didn't exist (or if Flesh to Stone did something like attack Reflex) then Transmutation would be much more valuable.


 




Just answer the question, because none of the modules you listed have any implementation of immunity to flesh to stone.




 


They don't need to, because as *you* said...


 


"To that end the burden of proof still lies on you, to show that flesh to stone is in fact a less feasible spell than both the necromancy and evocation spells that require focus feats."


 


Necromancy and Evocation spells (with foci) are far more feasible in those modules than Flesh to Stone.


 


P.S. Apparently Swordflight does have that implementation.



               
               

               
            

Legacy_MrZork

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« Reply #38 on: September 02, 2015, 01:33:13 am »


               

I don't really have a dog in this race, but a quick hunt (via letoscript) through the standard pallet may add a little perspective. In the standard palette creatures, there are 86 that have immunity to death magic via some equipped item (usually a creature skin). Among those death-immune creatures, 48 do not have an appearance that is immune to petrification. Obviously, the standard palette is hardly a comprehensive list of creatures for the game, but it's at least a starting point for these discussions, which sometimes turn on whether a particular type of creature vanishingly rare or if it's worth having a strategy for.



               
               

               
            

Legacy_MagicalMaster

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« Reply #39 on: September 02, 2015, 11:22:51 am »


               


Obviously, the standard palette is hardly a comprehensive list of creatures for the game, but it's at least a starting point for these discussions, which sometimes turn on whether a particular type of creature vanishingly rare or if it's worth having a strategy for.




 


Part of the problem is that when people move off the standard palette (and if you don't the combat is usually so easy in a module that you could do nothing but pick up Skill Focus feats and still faceroll it) you start adding more immunities (to death magic and/or petrification) and adjusting saves.  The default saves for most creatures are so low that this is a moot point in the standard palette, but if 45 of those 48 creatures had extremely high fortitude saves then the focus feat is really only helping versus a whole three creatures.


 


Then there's also the question of how many of those 48 creatures would even be worth casting Stone to Flesh on -- if 40 of them are weak creatures who swarm you then you want to be using AoE spells rather than single target petrification.



               
               

               
            

Legacy_MrZork

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« Reply #40 on: September 02, 2015, 07:44:44 pm »


               

I think the standard palette creatures can be used for challenging combat; it's just that Bioware didn't use them that way in its modules. Obviously, there aren't that many creatures suitable for epic encounters, but that's a separate issue.


 


I don't know what fraction of module authors' custom creatures have death magic immunity or increased saving throws. Or what fraction of same also have immunity to petrification.


 


Regarding Flesh to Stone, the reality is that it's a module-dependent issue and, partly as a result of that, our perspectives on the usefulness of this or that build decision will be skewed by our experiences with which modules we have played (and which we like to play and which we think of as well-designed, etc.). I threw in that data on the Bioware standard palette creatures (which doesn't even include the module-specific creatures for the BW modules) to add a baseline to the discussion (which started out in the context of the OC).


 


As long as I am at it, here is the list of standard palette death immune creature resrefs who are not immune to petrification by appearance, along with their CRs.


   Spoiler
   


So, using CR as a rough gauge, many are quite wimpy, but roughly half are creatures that a PC might encounter at level 12 or later, about when he gets access to F2S. (I am not weighing in on whether that's a decent way to take any of those creatures down. I would guess empowered Flame Arrow would do the job for most, even without a focus in conjuration.)


 


My own inclination is to take spell focus in necromancy and/or evocation, with the possibility of swapping one of those out for enchantment if the module is one where mind-immunity is rare but fort saves are high. But, I suppose I might consider making more use of F2S in a Ravenloft-esque module where neither necromancy nor enchantment spells are likely to be helpful.


 


But, that's the point: How a module is designed and who my expected enemies are will be a critical factor for that sort of decision. There is little point in saying that a certain strategy is almost always a bad idea or always a good idea without specifying the context in which it can be evaluated. Even then, it's usually a fair bit of work to look at all of the module's creatures and decide whether the strategy will be effective against them.


 


Meanwhile, someone might want to try something for fun and variety, whether or not it's the best possible use of feats, as long as it's still somewhat effective. In other words, even if it turned out that a given feat isn't optimum by some criterion, that doesn't mean it's a waste. A player may still want to chose it and find it to be effective enough and add to a fun and unique play experience.



               
               

               
            

Legacy_MagicalMaster

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« Reply #41 on: September 07, 2015, 07:04:46 am »


               

I think the standard palette creatures can be used for challenging combat; it's just that Bioware didn't use them that way in its modules. Obviously, there aren't that many creatures suitable for epic encounters, but that's a separate issue.


I'm not sure about that -- their AC/AB at a minimum and often saves/spell choice are usually so bad that you'd have to use insanely high CRs for challenging combat. Like CR 20s for level 10 or something -- part of the problem is the whole CR calculation is royally messed up in the first place. Look at an Orc Shaman, for example: CR 4, 1 Humanoid/4 Cleric, 32 HP, 13 AC, and so on. If I gave it Regeneration +20 the CR jumps to...157. Hell, the properties on skins don't count toward CR in the first place which means things like undead or golems are effectively represented as being easier than they should be per se.

So, using CR as a rough gauge, many are quite wimpy, but roughly half are creatures that a PC might encounter at level 12 or later, about when he gets access to F2S. (I am not weighing in on whether that's a decent way to take any of those creatures down. I would guess empowered Flame Arrow would do the job for most, even without a focus in conjuration.)


It's worse than that -- from my count (and I might be slightly off) only 6 of those creatures weren't undead. Which means most of them are more easily dealt with using Undeath to Death.

Bodak: 3 Fort and 7 Will...but the lowest save you can get on UtD is realistically like 10 + 6 (spell level) + 4 (Greater Spell Focus) + 7 (4 ability score from gear -- this could easily be 10+ rather than 7) = 27 DC...so the Bodak is already only living on a 20 for either spell.

How about tougher enemies?

Doom Knight Boss: 10 fort, 8 will
Vampire Priest: 9 fort, 11 will (still going to die 75%+ of the time to our minimum DC...and UtD is an AoE that can hit multiple enemies)

Even the strongest willed Mummies are topping out at 12 will.

And, of course, UtD is a Necromancy spell.

But, that's the point: How a module is designed and who my expected enemies are will be a critical factor for that sort of decision. There is little point in saying that a certain strategy is almost always a bad idea or always a good idea without specifying the context in which it can be evaluated. Even then, it's usually a fair bit of work to look at all of the module's creatures and decide whether the strategy will be effective against them.
 
Meanwhile, someone might want to try something for fun and variety, whether or not it's the best possible use of feats, as long as it's still somewhat effective. In other words, even if it turned out that a given feat isn't optimum by some criterion, that doesn't mean it's a waste. A player may still want to chose it and find it to be effective enough and add to a fun and unique play experience.


You could certainly say that as a general thumb of thumb going Transmutation isn't worth it. Yes, there could conceivably be a few edge cases (like 1-2% of modules or something) where it made sense but it's simply not remotely close to the norm and would need very specific circumstances in order to have a chance at being the case.

Regarding the latter part...this is a thread where someone specifically asked for advice. If someone wants to experiment on their own, sure, fine, more power to them. But under your definition I might try to do a skill focused wizard who has no feats other than skill foci and the magic crafting feats or something similar -- in many cases those feats wouldn't be complete wastes the the wizard would be effective enough even in that situation in many/most modules. But I hope you wouldn't give that as advice to someone asking.
               
               

               
            

Legacy_MrZork

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« Reply #42 on: September 07, 2015, 08:22:11 am »


               

I am not sure we are disagreeing here on any of the broader points. I am saying that, although it isn't the route I take, there are cases where F2S will be an effective attack and you seem to be saying that the necromancy spells will be more effective in all but rare cases. Agreed. (And, of course, WhiZard may have another take on this.) I sort of wish you wouldn't pull a number like "1-2% of modules" out of the air, since I find it doubtful that anyone has done the required investigation to determine such a thing. But, that's a minor point.


 


BTW, I agree that recommending a strategy with a very specialized application isn't really what the OP is probably asking for in a thread like this. You can see my recommendations early in the thread and I doubt we differ much on that.


 


And, I agree that the OC is sufficiently forgiving of builds that a wizard built with craft skill focus feats could still play it and come out okay. But, there is a slight difference in that the F2S strategy (with focus feats) will give the PC a combat edge that the craft focuses will not. Since I dislike overly broad statements, I hesitate to claim that crafting is a total waste (though the value is even lower for a mage in the OC than in many modules, since some of the only worthwhile components for the standard crafting system are unavailable), but I can pretty well say that it adds little combat value to a mage in the OC. In contrast, there are creatures in the OC who are subject to F2S whose saves are high enough that the spell focuses will have an impact at the levels and with the gear that a toon is likely to have when he meets them. So, someone wanting to try something new would not only be doing something different and still survive (as he would with the skill focus approach), but he would be doing something that was different and which worked better because of the spell focus feats. I want to doubly clarify that I am not saying the toon wouldn't be more effective overall with SF necromancy or evocation or even another school. I am saying that there are encounters where F2S will work and SF alteration will improve it and that's a difference between it and the hypothetical skill focus build.



               
               

               
            

Legacy_MagicalMaster

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Recommended Wizard feats
« Reply #43 on: September 07, 2015, 09:42:19 am »


               

I am not sure we are disagreeing here on any of the broader points. I am saying that, although it isn't the route I take, there are cases where F2S will be an effective attack and you seem to be saying that the necromancy spells will be more effective in all but rare cases. Agreed. (And, of course, WhiZard may have another take on this.)


Yes, Whizard seemed to have another take on that -- advocating it with statements like:

"There are a few that go transmutation- just for flesh to stone- as it is a spell with almost no immunities to prevent it, and creatures that are immune can be distinguished by their appearance."

Which makes Flesh to Stone sound like a completely awesome and useful spell (and Transmutation focus a completely awesome Spell Focus because it makes FtS good).

I sort of wish you wouldn't pull a number like "1-2% of modules" out of the air, since I find it doubtful that anyone has done the required investigation to determine such a thing. But, that's a minor point.


What would you prefer? Minority could range from >0% to <50% Small minority could easily imply up to, oh, 20-30%. And so on and so forth with tiny minority or edge cases or whatever. What description do you feel is both accurate and easily understood by other people (and if you object to my description definitions so far that gives of goes to prove my point).

And, I agree that the OC is sufficiently forgiving of builds that a wizard built with craft skill focus feats could still play it and come out okay.....I am saying that there are encounters where F2S will work and SF alteration will improve it and that's a difference between it and the hypothetical skill focus build.


It's a lot more than the OC, though -- same would apply to all official campaigns, most PWs, and most custom campaigns.

For the latter sentence, among other things, you're looking solely at immediate combat results. That Skill Focus: Persuade/Bluff/Intimidate might result in better rewards (more gold to buy expensive items, special exclusive items, allies to help you in a tough fight, etc) for improved combat performance...Skill Focus: Disable Trap/Search/Open Lock might enable avoiding trap damage getting into secured areas with special treasure, being able to use something besides the Pixie and still handle locks/traps, etc.

And maybe simply getting Spell Focus: Transmutation would technically offer more power overall, optimally speaking. But, to quote a wise man...

"In other words, even if it turned out that a given feat isn't optimum by some criterion, that doesn't mean it's a waste. A player may still want to chose it and find it to be effective enough and add to a fun and unique play experience."

Which seems to lead to the conclusion that unless you somehow determine a completely arbitrary threshold (is 0.01% sufficient? 1%? 10%? etc) any feat which could conceivably somehow ultimately help in combat isn't a waste. The difference between SF: Trans and Skill Foci wizard seems to be merely one of degree.
               
               

               
            

Legacy_MrZork

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Recommended Wizard feats
« Reply #44 on: September 07, 2015, 11:39:00 am »


               

 



I sort of wish you wouldn't pull a number like "1-2% of modules" out of the air, since I find it doubtful that anyone has done the required investigation to determine such a thing. But, that's a minor point.



What would you prefer? Minority could range from >0% to <50% Small minority could easily imply up to, oh, 20-30%. And so on and so forth with tiny minority or edge cases or whatever. What description do you feel is both accurate and easily understood by other people (and if you object to my description definitions so far that gives of goes to prove my point).

 



I think that a description that doesn't imply more mathematical certainty than exists would be preferable. IMO, the easiest way to do that is to not use a number at all. AFAIK, the truth is that no one has done the work needed to determine a number here. (And, IMO, the problem hasn't yet been defined in such a way that a number would be meaningful. Is it x% of all modules? The first 300 most popular modules? Just action modules? What are the criteria for "where it made sense"? Etc.) So, without that work, we are going by what we think we have encountered while playing modules. But, even our playing experience doesn't typically provide direct knowledge of the issue, since we don't systematically consider the petrification-immunity status of most opponents; there is little need to. So, we don't really have a number that we know applies to the question and, since we don't actually need one, why guess at it? As I said, this is a minor point, but people reading numbers are tempted to infer that the numbers came from some actual quantification of whatever is being discussed. IMO, it's better not to encourage that, since it hasn't happened.

 



For the latter sentence, among other things, you're looking solely at immediate combat results. That Skill Focus: Persuade/Bluff/Intimidate might result in better rewards (more gold to buy expensive items, special exclusive items, allies to help you in a tough fight, etc) for improved combat performance...Skill Focus: Disable Trap/Search/Open Lock might enable avoiding trap damage getting into secured areas with special treasure, being able to use something besides the Pixie and still handle locks/traps, etc.



I think I misread your earlier comment. I thought you were proposing that even someone who took feats with no actual combat benefit to the mage would still survive the OC. And, I agree with that, due to the fact that survivability in the OC can be pretty high regardless of build decisions. I was pointing out that such feat decisions were of a different category than focusing in alteration to enhance the effectiveness of a spell which the PC planned to use regularly in combat. But, if you are saying that even marginal feat decisions (e.g. skill focus in intimidate) might have some indirect benefit and that that benefit would be comparable to having the spell focus, then I misunderstood. I don't know of a good way to compare the impact of the two choices.


FWIW, I think that some skills (e.g. parry, ride, etc.) will be of negligible use to a mage in the OC. But, I guess that is beside the point.

 



Which seems to lead to the conclusion that unless you somehow determine a completely arbitrary threshold (is 0.01% sufficient? 1%? 10%? etc) any feat which could conceivably somehow ultimately help in combat isn't a waste. The difference between SF: Trans and Skill Foci wizard seems to be merely one of degree.



If we are assuming that both add some benefit to the play through, then it is just one of degree. Sometimes, given some context, we can quantify the benefit and compare it to some other benchmark or standard (some extra hp in damage, some +% chance of a failed save, etc.). But, I agree that the standard for value is arbitrary. And, ultimately, up to the player. My guess is that the skill focus route provides very low combat benefit to the mage, but there is a real quantification problem here. Even if one could determine some combat metric to measure, there would be a hairball of assumptions needed to design a test for it. So, even though I would be inclined to value the effectiveness of the skill focus mage as low, it would be essentially a guess on my part.


IMO, there is nothing necessarily wrong with arbitrary benchmarks, as long as people understand what they are. If you say that taking spell focus evocation and using firebrand will reduce amount of damage the mage takes per round from a given sample of opponents by 20 HP (because it is helping kill them off faster) and that taking spell focus alternation and casting F2S reduces it by 6 HP, then the reader can make some decisions about his choices. (Or decides that he needs other information, a different set of assumptions, etc.) Ultimately, he is deciding what the relative value of trying something unusual is versus the presented metric of combat effectiveness (meaning that he is deciding that the threshold for his choosing one over the other is a difference of 5 HP/round or whatever).