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Post by whodat1 on Aug 31, 2006 1:30:17 GMT
umm just a quick question and please dont flame me hehehe. Why do you consider toughness a must have? is 1 HP per lvl such a big advantage? specially at lvl 60 when u have around 850 HP naked? Toughness is a *must* have. A must for casters, a must for str tanks (the secret of str tanks - con is their primary stat, not str ). And for all you dexer melees who never get hit and are raising their hands now, I introduce you to "team meteor shower" in ssithy temple.... Most importantly, HP buys you time. After all the fancy damage reductions and concealments have run their course, hp decides if A) you die this round, or B) can get the heal off. That comes down to single digit hps some times.
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Post by Yomi on Sept 1, 2006 18:25:01 GMT
Couldn't resist.
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Post by ocath on Sept 1, 2006 19:17:42 GMT
Now that's funny> ;D
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Post by rover on Sept 1, 2006 20:18:30 GMT
/emote falls from chair laughing
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Post by azrael on Sept 1, 2006 21:50:46 GMT
"And for all you dexer melees who never get hit and are raising their hands now, I introduce you to "team meteor shower" in ssithy temple...." meteors are a reflex save my dexer's reflex is over 70 and he has improved evasion but seriously, toughness is essential for dexers too, for those times i roll a 1 (or am getting tossed around by gravitors cause my discipline sucks)
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Post by versengeteriks on Sept 2, 2006 11:19:40 GMT
Gravitors, yay. for us pixie types its just like being bounced on daddys knee :-)
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Post by kaldair on Sept 2, 2006 18:04:29 GMT
Great work wow wish I'd had this before I started building characters here ;< As I read through & try to pare down these into what will fit into my future builds, I wonder if I could lower the priority on the following based on my current (admitedly flawed due to bad builds) observations: 1) Improved critical - Seems most LL areas are immune to them ;< 2) 2 Knockdown & disarm feats - Again, I never seem to get them to work against those things where I really really need them too if you know what I mean: Again, not trying to imply I know best just looking for reasons why my observations need clarification - Thanks Yue
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Post by FunkySwerve on Sept 2, 2006 19:50:10 GMT
Very few creatures in LL areas are crit immune - basically just bosses, undead, and construct/elemental types. There WILL be more crit immunes in the Hells, but even there it'll probably be a must-have feat.
As for kd and disarm, we're planning to go through the areas and rescale them. Right now they work on a fewcritters, but too few.
Funky
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Post by maljin on Sept 7, 2006 16:38:45 GMT
Maybe something that casters should never forget: The book(s) of Spellfocus: xyz. This opens up another HG epic spell. But I still have a question about those books (regarding the feat selection of palemasters): Can you take the legendary spellfocus of the school, you got the book of? So can you leave away regular, greater and epic spellfocus: necromancy while your character advances but use the book of necromancy as soon as possible to get the legendary spell focus: necromancy in LLs?
maljin
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Post by whodat1 on Sept 7, 2006 18:56:55 GMT
Yes
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Post by chainlink on Sept 11, 2006 8:19:29 GMT
Are sub-races that can walk on sand immune to the damage effects of Gravitars? My suspicion is that they are but I've not confirmed it.
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Post by fusa on Sept 11, 2006 12:38:40 GMT
no
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Post by chainlink on Sept 11, 2006 12:47:04 GMT
Oops, in that case I'm going to have to get Lev rings for my PW and FA toons if I ever want to take them to the bad place.
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Post by Yomi on Sept 11, 2006 19:55:50 GMT
If I remember correctly, the greater wind ring also does not work, though you can't wear it your first time regardless since it needs tag. Only the plot lev ring works. I chose to skip it on a couple of my recent characters with striding ability, as I'm such a packrat I'm always fighting the 150 item limit and can't get rid of the silly things (why the heck did I get a water ring for my siren?!). It also depends a little on where you're going to stand -- my tanks are always having to make the roll, but wizard or AA rarely does (in a group -- go solo and the gravitars are all going to focus on you). Also there are the psiforger boots which you could wear after your first time, or just load up with +discipline equipment (sadly much of which is UR or requires illithid tag).
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Post by whodat1 on Sept 14, 2006 1:39:40 GMT
I thought I would try this, and went without improved combat casting up to level 57 for a cleric. Heres what I observed: -Your losing a quickslot to defensive mode casting. -When there is a lot going on, or when the lag gets up there, the "defensive mode" text does not pop up, or is delayed significantly, which sometimes makes you question weather or not you clicked it. -In situations when the lag is bad defensive mode will sometimes not engage at all, until the server/client catch up. -You can click defensive mode, and you will stay in that mode through healing, casting, resting, adjusting inventory, and scrying. If you cast a spell that requires your character to get in range of a target, your character will move into range, but will not lose defensive mode. But once you move it will turn off. -You will forget to turn on defensive mode casting, many times, regardless how hard you try to remember.
I feel that you can go without improved combat casting, and have a successful build. However, when I lined it up with the feats I was looking to take near the end of my build, its benefits overshadowed the others by quite a margin. Improved combat casting makes the character easier to play, and lets you concentrate on other things at the start of a battle. I will use improved combat casting on all my caster builds in the future.
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