I could, but I won't.[/quote]
Why not? Trying to be self-righteous and smug?
[quote]Elhanan wrote...
And I must have missed the post where I said that trying to boost WILL was better than immunity. Words taste so much better when self fed.[/quote]
You're trying to boost Will at all and giving up far more important stats for it. The point is that, in reality, it's immunity or bust 99% of the time. Either you're immune to the effect (or are a paladin with high charisma) or you're going to failthrows constantly which are lethal (like being paralyzed for a minute).
[quote]Elhanan wrote...
It doesn't, as I usually am satisfied with LoH at start. IW comes later in the build right before meeting straw men.[/quote]
So then your odds are even WORSE at the start -- how is this an improvement?
[quote]Elhanan wrote...
Hare; meet tortoise.[/quote]
Let's say a fighter is 1% better than a cleric unbuffed and the cleric is 200% better buffed (and can stay buffed at least 90% of the time). You still going to pick the fighter?
[quote]Westan Willows wrote...
He has at lease +14 SR and still fails to resit spells. I see it in the combat log all the tine. [/quote]
Spell Resistance is often not that useful. 14 SR means an enemy caster adds 1d20 plus their level -- if they tie or exceed it, the spell hits. So if you have 14 SR and the enemy caster is level 8, their spell is going to still hit you 75% of the time (they'll only fail on a 5 or below).
[quote]Westan Willows wrote...
My fighter has a Will save of 3. His Wis is 08 and I have no will items equip. He has Luck of Heroes
and is Dwarf. I am not sure why he has will of 3 instead of 1[/quote]
2 base will. +1 from LoH, -1 from Wis. Should have 2 will -- do you have an item giving 1 will save maybe?
[quote]Aelis Eine wrote...
Imp Disarm is nice if it works, but in many places it doesn't, or if it does, KD works just as well. I know one PW where there were KD immune mobs that were disarmable, but even on that mod, those mobs were so rare that it wasn't even worth taking just for them.[/quote]
Sure. Called Shot can still be handy though -- and you actually still don't have feats for all of these as a 20 fighter, interestingly enough.
[quote]Aelis Eine wrote...
The saving throw feats... as I said immunity > saves and it's a better idea to stock up Clarity and Death Ward pots and pro-actively sneak up and KD casters or LOS kite them.[/quote]
Better Reflex saves still don't hurt for taking half damage on some seplls and Fort for Horrid Wilting/Ruin/a few other effects can still be nice.
But even without those feats...Human Fighter gets 19 feats.
WF/WS/IC (3)
Blind Fight/Toughness (5)
Exp/Imp Exp (7)
KD/Imp KD (9)
Dodge/Mobility/Spring Attack (12)
PA/Cleave/GC (15)
So we have 4 feats to play around with (as a Human) -- which could include anything from Called Shot to Exotic Weapons to Skill Focus to Fort/Reflex saves. We don't run out of extremely useful feats until level 16 going from that above list!
[quote]Aelis Eine wrote...
As for Toughness... AC > HP. When you have d10 base HP it's a better idea to raise mitigation.[/quote]
It's still at least a 5% HP boost which applies to both attacks and spells and isn't negated if caught flat footed. Especially in places where healing spells are percentage based (or flat out full heal like the default Heal potion) that's quite nice.
[quote]Aelis Eine wrote...
The Bioware OC did that! Level 3 fighting that one Half-Orc in some house. Was the first of a string of bad experiences.[/quote]
When and where? Are you talking about the level 6+ Orc Barbarian with the Scythe that you weren't supposed to find until doing two other districts and being at least level 5, likely 6+?
[quote]Aelis Eine wrote...
Then that's not really learning how to play the class is it?[/quote]
Sure it is. Most places do not assume fighters are chain chugging Bull's Strength/Bless/Aid potions and are tuned easily enough that the benefits are not essential. In many campaigns/worlds you could go from 1 to 40 as a fighter without drinking a single non-healing potion or using a single item's "cast spell" or whatever.
[quote]Aelis Eine wrote...
From a design standpoint, the buff potions are stupid, but I've come to understand D&D is designed from the ground up to be very reliant on magic, even as a non-magic class[/quote]
Or...you could just remove buff potions and voila, problem solved! Don't put them on merchants and don't let them be crafted.
Alternatively, do something like make all potions last 30-60 minutes or something. Honestly I think NWN would be in a better place if buffs were basically classified as either 3 minute buffs or 60 minute buffs (pick your own numbers, I'm just throwing something out there) -- stuff you're supposed to expected to cast each combat (or at least fairly often) or stuff that lasts until you rest.
[quote]Aelis Eine wrote...
If you want to fix that, the game world has to spin the a different way, and casters need to stop getting self-cast only steroids that boost melee stats.[/quote]
It actually evens out a fair bit in epic levels if the cleric focuses on wisdom -- but if they only raise wisdom to 20 and pump strength they remain better.
[quote]Aelis Eine wrote...
Barbarian X/Fighter 1 can have Exp, Imp Exp and Heavy Armor, and that's all the tanking feats he needs.[/quote]
I'll just note the meta problems with that (since, for example, we're not allowing the fighter multiclass) and get to the main point below.
[quote]Aelis Eine wrote...
Mitigating 3 damage per hit, or 2 damage with a 10% higher HP pool at level 15 is pretty significant though. What does the average mob have at level 15? 18 Strength and a +3 Longsword for an average hit of 11.5? The Barbarian is going to last 33% longer and the DD 35% longer. I'd say that's high enough to make a difference at level 15.[/quote]
That's the same as having 2 more AC in many cases. How many times have you found a mob you couldn't survive against with 30 AC but could survive with 32 AC? Likely very, very rare. Healing is usually plentiful enuogh and things tuned loosely enough that it doesn't matter.
[quote]Aelis Eine wrote...
I know, but the point is that you run out of stuff to take that has as big an impact as say, crit immunity and scaling AC with no cap, or 26/- DR, or +2 Crit range +1 Crit mod and so on.[/quote]
Absolutely. But again, as I've said multiple times, I'm talking about early teen characters. A fighter doesn't run out of very useful feats until level 16 as a human as seen above. I'm not saying a pure fighter isn't slightly weaker at that point. I'm saying its close enough it's perfectly acceptable.
[quote]Aelis Eine wrote...
It's not a PW
It will be eventually (not Siege specifically but I'm working on a PW based on that idea of scripted boss fights).
[quote]Aelis Eine wrote...
I have to say though, Clerics in 3E are like Ryu in Street Fighter. For one, you can't really have a party without a Cleric, unless you pick his similar but not as effective counterpart, Ken (aka Druid).[/quote]
I would disagree, entirely enviornment dependent -- especially in environments with plenty of healing. Do clerics still offer a bunch of support buffs? Sure -- but they're very rarely necessary in higher magic environments.
[quote]Aelis Eine wrote...
Case in point: I'm going to take a swipe at MM here and say in his Fire Mountain mod, he nerfed a lot of the mage debuffs, but he kept all the Cleric buffs in place and even buffed some of them, like Undeath's Eternal Foe.
Traditionally, a mage is better support because of the debuffs, but when Bigby 5 is nerfed to -4, Negative Energy Burst doesn't drain strength and the Ray debuffs haven't been fixed to be solely Ranged Touch Attack, they can't really do a lot of debuffing.[/quote]
Bigby 5 was actually nerfed to -2 (which is the equivalent of making affected enemies do 20-30% less damage) -- but all Bigbies were made AoE. I'll also point out that in Fire Mountain UEE was basically USELESS except for the buff (8 positive energy damage) -- NEP already shields just about all of it and I don't believe any mobs even used drains/death magic. Basically the cleric offered bless/aid/darkfire/stats/prayer/battletide/UEE. Mages offered Flame Weapon/more stat buffs/Imp Invis (though cleric with trickery could technically offer it) along with stronger spells and by far the best AoE.
In addition, keep in mind that bringing a second cleric offers much less -- the party already has the group buffs so all the cleric offers is their melee or spells -- and mages are better at destruction than clerics in general.
Yes, if I had a party of 2 WMs and 2 AAs then I'd prefer a cleric over a mage simply because the buffs benefit more people -- but I'd rather have a mage than a second cleric. And if I had a party of, say, a DD/Druid/Bard/Mage I'd rather add another mage than a cleric since the mage can decimate enemies more easily and the cleric physical buffs won't benefit as many people.
It's certainly not as simple as you seem to think and overall I would strongly argue mages are the most powerful single characters in Fire Mountain. Clerics were buffed (mainly UEE as a level 9 spell) because most of the "standard" cleric buffs wound up being useless.
Modifié par MagicalMaster, 22 décembre 2013 - 09:06 .





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