A rogue can kill the dracolich ?
#1
Posté 05 mars 2013 - 12:17
I'd like to beat the game with a rogue character, probably the Death Stalker build http://web.archive.o...rkstalker.html?
But I'm wondering if it would work. What a rogue can do vs monster immune to sneak attacks exept sending a "fighter like" hencheman ?
#2
Posté 05 mars 2013 - 02:47
Cleric buffs (rog/clc build). Damage shield scrolls. Deadly Holy traps. +3 or better Blunt weapons.
Make sure to use the hidden door to skip by it to destroy the phylatery to prevent repeat performances. Lots of great scrolls for a UMDer in the Maker's room. Like Greater Sanctuary.
#3
Posté 05 mars 2013 - 02:49
Traps. Lots of nifty, shifty traps. :-) *Holy* traps, oh my!
<...if this is a trap>
#4
Posté 05 mars 2013 - 03:32
Rolo Kipp wrote...
<wonders aloud...>
Traps. Lots of nifty, shifty traps. :-) *Holy* traps, oh my!
<...if this is a trap>
never played a rogue b4 thats why it is going to be my next character. Traps work well vs hard boss ?
Is going high in set trap worth it ? (Ex; 40+ ?)
#5
Posté 05 mars 2013 - 06:49
#6
Posté 05 mars 2013 - 06:51
Nah. Maxed levels are only for epic trap management which don't exist in HotU.Varlak wrote...
never played a rogue b4 thats why it is going to be my next character. Traps work well vs hard boss ?Rolo Kipp wrote...
<wonders aloud...>
Traps. Lots of nifty, shifty traps. :-) *Holy* traps, oh my!
<...if this is a trap>
Is going high in set trap worth it ? (Ex; 40+ ?)
Ignoring gas traps altogether, which are pretty lame performance for how expensive and touchy they are... with the synergy in effect you'll need Set Trap at a modified level of 13 and Disable Trap at a modified level of 19 to recover and set all default traps. Use sources of +INT equipment to boost your disable skill and +DEX gear for setting trap skill if your skill level isn't quite making it, being sure to remove armor & shield while setting. Take the Skill Mastery feat only if you want to be able to set traps while under attack. Occasionally, you will run across a trap or 2 with DC that has been customized by the designer, but in the campaigns they are few enough to ignore in the base build plan.
Holy traps (divine energy) have the unique characteristic of allowing no save, so they always cause damage, just much less if the creature is not undead... which makes the dracolich a sitting duck where a standard dragon would only get annoyed by it.
You'll be able to kill the hardest boss there is with complete security as long as you build your field correctly. Practice on small mundane groups before tackling the tough dudes.
Concentrate on maxing UMD for spellcasting via scrolls, possibly the most powerful skill in the game. By the end of HotU it should be over 30.
#7
Posté 06 mars 2013 - 02:56
HipMaestro wrote...
Ignoring gas traps altogether, which are pretty lame performance for how expensive and touchy they are... with the synergy in effect you'll need Set Trap at a modified level of 13 and Disable Trap at a modified level of 19 to recover and set all default traps. Use sources of +INT equipment to boost your disable skill and +DEX gear for setting
How is the "trap level" of a character is calculated ?
Is 1 point of skill = a DC of 1 ?
Modifié par Varlak, 07 mars 2013 - 03:21 .
#8
Posté 10 mars 2013 - 02:47
MagicalMaster wrote...
Epic Traps are generally good, yes - but in HotU, just superpower your weapon up to +10 Enhancement and 2d6 acid damage. You can kill anything.
Except perhaps for that horrible weapon spirit thing that steals your weapons.
- unclejoe1917 aime ceci
#9
Posté 10 mars 2013 - 04:59
- unclejoe1917 aime ceci
#10
Posté 11 mars 2013 - 03:35
I wanted a character with a lot of skills: capped, hide,move silently, UMD, Trumble, Search, Open Lock, disarme trap and 20 in set trap (I might revert search with set trap)
Beeing playable at every level is a requirement for me and I take these 11 epic fighter so I can use Great Dex in every Epic feat (but 1 is Epic Dodge) and I use the bonus feat for Epic Weapon spec, prowess, Armor skin and 2x epic thougness.
And these 11 fighter level are a net + 44hp, +124hp with feat for a total of 384HP naked by lvl 40.
I was tempted by either shadowdancer or assassin level but it would hurt my "skills" too much for this build.
Modifié par Varlak, 11 mars 2013 - 03:47 .
#11
Posté 11 mars 2013 - 11:38
#12
Posté 12 mars 2013 - 01:18
Empyre65 wrote...
I would take 2 of those Fighter levels and make them 1 SD and 1 Rogue, losing a nearly-useless Epic Toughness. That way, you'd get HipS, 1 more die of sneak damage, and more skill points.
Its one of the possibility I'm going to think while leveling, but with an enchman I'm not sure if I value HiPS
that much especialy in the mid 30's.





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