Is there a reason to choose HLAs that are not greater whirlwind or deathblow?
I am currently soloing an elven fighter/mage imported from BG1, and it seems these are by far the most useful. Deathblow is great for quickly taking down glass cannons like mindflayers, greater wolfweres and umber hulks, and whirlwind for more powerful foes like dragons. Also taken the bonus mage slots, but I think I will give the 10th lv spells a miss; knowing so many is moot when I only have so few 9th lv slots, so I think I will just invest them all in greater whirlwind.
I am not particularly impressed by the descs of other HLAs like hardiness, resist magic or smite. Your thoughts or experiences with them? Have they proven useful in any circumstances?
Fighter HLAs...
Débuté par
kenng
, juin 12 2011 03:49
#1
Posté 12 juin 2011 - 03:49
#2
Posté 12 juin 2011 - 06:24
With a F/M you have lots of room to pick whatever you wish. Fighter HLAs become more important if your character is only a fighter.
Keep in mind that when you use improved alacrity you can use your fighter HLA in concert with one another effectively one after the other without having to wait for the aura to cleanse. I would pick hardiness and greater whirlwinds myself, however there are other players who like other HLA but I can't seem to remember what they were/are.
Keep in mind that when you use improved alacrity you can use your fighter HLA in concert with one another effectively one after the other without having to wait for the aura to cleanse. I would pick hardiness and greater whirlwinds myself, however there are other players who like other HLA but I can't seem to remember what they were/are.
#3
Posté 12 juin 2011 - 08:09
Critical Strike can at times be more useful than Greater Whirlwind. Such times are:
1 - When you have 10 APR anyway (which is easily accomplished with Belm or Kundane, the Gauntlets of Extraordinary Specialization and Improved Haste (or still easier if you have the True Grandmastery tweak installed)).
2 - Whenever you have at least 6 APR and the enemy is not wearing a helmet. (as a fighter, when going with the power-option of dual-wielding, you should always reach 6 APR).
3) When you have a specific on-hit ability like Harm. Harm + Critical Strike = killing ANY opponent in two strikes, even Ascension Yaga Shura with 99% physical resistance and 3 digits HP.
Hardiness by itself only improves your defense by 67% (which alone should be enough to pick it a couple of times). For a FM it's not very important , since the mage's defenses should above the 1,5M XP line be at a level where physical resistance doesn't matter. (if you are playing with a mod though that makes Comet deal physical damage, that's a different matter entirely) Other builds though should not neglect the ability. An RC or FT could use it to reach a Physical Protection of 85% or better, and that is pretty awesome.
Smite is a Crowd Controller, which is even more useful if you use it with a ranged weapon. If you have no need for such things, leave it. (you can only learn it once anyway).
Resist Magic is broken, because it sets your MR rather than adding to it. Like you, I have never chosen it.
Of the Mage HLA spells you should pick at least Improved Alacrity and Dragon Breath. These two are game-breakingly powerful. Note that IA only shows it's true horrible and disastrous powers if you combine it with the Robe of Vecna and the Amulet of Power (at which point it will allow the careful player to cast their entire spellbook in 1 or 2 seconds). It is often likened to Time Stop, but there are several important differences:
1) You can cast more spells during a IA. (of course, you can also cast IA while under your Time Stop, but that's usually a waste)
2) You get free automatic hits during the Time Stop.
3) Nobody is immune to Improved Alacrity. During the hardest battles, Time Stop is not an option (if you are a party player. Soloing it's simply a waste).
4) People tend to overkill during Time Stop. "Were those 3 Dragon Breaths enough? Maybe cast one more Fireball? Oh, TS is already over? What, the creature is IMMUNE to fire?!"
1 - When you have 10 APR anyway (which is easily accomplished with Belm or Kundane, the Gauntlets of Extraordinary Specialization and Improved Haste (or still easier if you have the True Grandmastery tweak installed)).
2 - Whenever you have at least 6 APR and the enemy is not wearing a helmet. (as a fighter, when going with the power-option of dual-wielding, you should always reach 6 APR).
3) When you have a specific on-hit ability like Harm. Harm + Critical Strike = killing ANY opponent in two strikes, even Ascension Yaga Shura with 99% physical resistance and 3 digits HP.
Hardiness by itself only improves your defense by 67% (which alone should be enough to pick it a couple of times). For a FM it's not very important , since the mage's defenses should above the 1,5M XP line be at a level where physical resistance doesn't matter. (if you are playing with a mod though that makes Comet deal physical damage, that's a different matter entirely) Other builds though should not neglect the ability. An RC or FT could use it to reach a Physical Protection of 85% or better, and that is pretty awesome.
Smite is a Crowd Controller, which is even more useful if you use it with a ranged weapon. If you have no need for such things, leave it. (you can only learn it once anyway).
Resist Magic is broken, because it sets your MR rather than adding to it. Like you, I have never chosen it.
Of the Mage HLA spells you should pick at least Improved Alacrity and Dragon Breath. These two are game-breakingly powerful. Note that IA only shows it's true horrible and disastrous powers if you combine it with the Robe of Vecna and the Amulet of Power (at which point it will allow the careful player to cast their entire spellbook in 1 or 2 seconds). It is often likened to Time Stop, but there are several important differences:
1) You can cast more spells during a IA. (of course, you can also cast IA while under your Time Stop, but that's usually a waste)
2) You get free automatic hits during the Time Stop.
3) Nobody is immune to Improved Alacrity. During the hardest battles, Time Stop is not an option (if you are a party player. Soloing it's simply a waste).
4) People tend to overkill during Time Stop. "Were those 3 Dragon Breaths enough? Maybe cast one more Fireball? Oh, TS is already over? What, the creature is IMMUNE to fire?!"
#4
Posté 12 juin 2011 - 08:13
Critical Strikes are more important than GWW. I'd focus on these. And don't pick Smite.
GWW attacks are good, IMO you should have an equal amount of these and Critical Strikes when you hit the XP cap.
While Greater Deathblow is fun, I'd consider it to be nothing more but fun. So skip these, not to mention you could get that from the Wish spell.
I concur about Improved Alacrity being one of the essential picks for any kind of mage, and for a F/M it's far more devastating. You could, for example, having pre-buffed with the Shapechange spell, cast Improved Alacrity, cast Improved Haste, prot from Magical Weapons, turn into an Iron Golem (who has astounding damage output but unfortunately only 1 attack per round normally), activate Critical Strike and Greater Whirlwind - all that in one microsecond with autopause on 'spell cast' - and literally crush your enemies in the following round with ten critical strikes with the golem's +4 fists and their base 4-40 damage output.
About the rest of the mage HLAs - I wouldn't skip a (fallen) Planetar, but the others are really weak.
Smite is an upgraded version of Critical Strike, or so it seems. In fact, it is a Critical Strike HLA which you cannot focus on one enemy only, because the first strike sends that enemy miles away from your F/M, and you have to either chase that enemy for a second strike, losing precious seconds that way (by the time you get there for a second strike, the Critical effect of the smite ability has usually waned), or turn to strike another enemy - not cool.
Resist Magic is one of the MOST USELESS HLAs ever developed. That goes for Greater Deathblow too, cool as it may seem. All HLAs look cool, that doesn't make them all useful however.
Warcry is stupid.
Hardiness is good basically for any fighter-type, however if your F/M starts to rely on physical resistances in order to survive, then obviously something in your playstyle is very wrong. So don't pick any of these.
Edit: You mentioned the extra spell slots. That is one major choice of why people prefer a gnomish Fighter/Illusionist as being the most powerful of all fighter-mages. +1 slot on all levels (especially levels 5, 6 and 9) is invaluable. Plus, the gnome has astounding innate saving throw bonuses vs spells and wands (+5 if constitution is maxed).
GWW attacks are good, IMO you should have an equal amount of these and Critical Strikes when you hit the XP cap.
While Greater Deathblow is fun, I'd consider it to be nothing more but fun. So skip these, not to mention you could get that from the Wish spell.
I concur about Improved Alacrity being one of the essential picks for any kind of mage, and for a F/M it's far more devastating. You could, for example, having pre-buffed with the Shapechange spell, cast Improved Alacrity, cast Improved Haste, prot from Magical Weapons, turn into an Iron Golem (who has astounding damage output but unfortunately only 1 attack per round normally), activate Critical Strike and Greater Whirlwind - all that in one microsecond with autopause on 'spell cast' - and literally crush your enemies in the following round with ten critical strikes with the golem's +4 fists and their base 4-40 damage output.
About the rest of the mage HLAs - I wouldn't skip a (fallen) Planetar, but the others are really weak.
Smite is an upgraded version of Critical Strike, or so it seems. In fact, it is a Critical Strike HLA which you cannot focus on one enemy only, because the first strike sends that enemy miles away from your F/M, and you have to either chase that enemy for a second strike, losing precious seconds that way (by the time you get there for a second strike, the Critical effect of the smite ability has usually waned), or turn to strike another enemy - not cool.
Resist Magic is one of the MOST USELESS HLAs ever developed. That goes for Greater Deathblow too, cool as it may seem. All HLAs look cool, that doesn't make them all useful however.
Warcry is stupid.
Hardiness is good basically for any fighter-type, however if your F/M starts to rely on physical resistances in order to survive, then obviously something in your playstyle is very wrong. So don't pick any of these.
Edit: You mentioned the extra spell slots. That is one major choice of why people prefer a gnomish Fighter/Illusionist as being the most powerful of all fighter-mages. +1 slot on all levels (especially levels 5, 6 and 9) is invaluable. Plus, the gnome has astounding innate saving throw bonuses vs spells and wands (+5 if constitution is maxed).
Modifié par saros_shadow_follower, 12 juin 2011 - 08:19 .
#5
Posté 12 juin 2011 - 01:53
Now that I think about it, you have a valid point of gnome gishes (fighter/mages) being a very viable choice. I initially chose elf in BG1 for the 19dex and +1 with bows (and for the cool female elf avatar) but in hindsight, the con penalty is a tad annoying, and the gnome's extra saves to spell would be very handy (mine is around 2-3, and I still fail the occasional save vs a mindflayer's domination or umber hulk's confusion). The sleep resistance never seems to get applied, no necromancy spells is practically a non-issue, and I really could use the extra higher-lv slots. 
Can't believe I never considered those little runts before. Well, live and learn. :happy:
I only have 3.5 attacks now (opted not to use belm/kundane, having done so with my previous kensai/mage character) dualling flail of ages with some +3 axe, and haven't yet located a scroll of improved haste. I guess I also a tad sloppy/haphazard in my gameplay, as I can't really be bothered to pre-buff extensively prior to each fight, so I am still taking tons of damage left and right. I am also trying to "iron-man" it in a sense that I do not rest till I have to, so I try to ration spells. AC is a crappy -6, so even stoneskins deplete fast.
Think I will settle for planetar, alacrity and split my remaining HLAs between improved crit and greater whirlwind. Thanks all!
Can't believe I never considered those little runts before. Well, live and learn. :happy:
I only have 3.5 attacks now (opted not to use belm/kundane, having done so with my previous kensai/mage character) dualling flail of ages with some +3 axe, and haven't yet located a scroll of improved haste. I guess I also a tad sloppy/haphazard in my gameplay, as I can't really be bothered to pre-buff extensively prior to each fight, so I am still taking tons of damage left and right. I am also trying to "iron-man" it in a sense that I do not rest till I have to, so I try to ration spells. AC is a crappy -6, so even stoneskins deplete fast.
Think I will settle for planetar, alacrity and split my remaining HLAs between improved crit and greater whirlwind. Thanks all!
#6
Posté 13 juin 2011 - 03:29
Edit: sorry I found answer....
Modifié par Shadow_Leech07, 13 juin 2011 - 03:31 .





Retour en haut






