Not planned to take lore on this druid yet personally since i donot have game available to test. Druid is pretty good at dealing elemental damage according to the mob's vulerability, ie. elemental swarm, although it's at the risk of healing p2+ mobs. According to what the HG forum spell changes information, the druid spells that have damage increased by lore are: Inferno, Flamestrike, Vine Mine, Icestorm and Flaming Sphere. However, it makes the idea to try fitting empower spell into a druid build, or even max spell. that way problly at a cost of losing an Epic or losing 2 wisdom you can make an universal druid with high damage output too. When i get access to nwn, I'll do a test on these spells with lore for sure and figure out if there's a set of druid gear to max lore for such need.
Anyway, now that i've checked the spell info, I just wanna mention 2 spells changes: Inferno has lost its fire vulerability infliction and creeping doom has got a cap at its physical vulerability infliction at (Illusion foci * 5)%.
Well lore does significantly increase your damage output as a druid. It is not in the docs as of this moment (I think it was left out accidentally) but lore does significantly increase the fire damage on the firestorm spell. I've been using a lot of empowered firestorms with some nice results lately. That doesn't mean I'm neglecting my natures balance and drown duties. It does mean I'm a much better tear killer and have been posting much more impressive damage score on the logs. I'm also using empowered elemental damage spells in slots I considered very niche or useless in most areas, so I have a lot more options now.
You can draw skill points from animal empathy and/or the heal skill if you don't want to increase your intelligence.
The answer to the equipment issue is yes there is enough lore gear for druids.
That would leave you with +15 do be gained via Bard Song.
If I remember correctly, my 5 X druid that has a similar build to this one (5 epic, monk/paladin) gets around 122 lore. My other druid is too close to nessus right now to reincarnate but I will add lore when I get another demi on her.
Not enough data points to show the true % boost on the spell but just by eyeballing it you can see lore is boosting the fire damage (normally equal) in each case. You can see a similar pattern if you use other similar elemental/exotic spells such as flamestrike or icestorm to get a sense of how much lore is affecting the spells you cast.
Compared to Rilmani, Half Celestial has one less feat, 4 less con while 4 more cha and lev ability. The idea on this build is to fit in max DC, 5 epics and greater ruinx2 on a BUR subby. so far i found Rilmani is the only one that fits it. If you insist on using Half Celestial, you'll have to drop either 2 wisdom or one epic spell. Personally, as an alternative on Half Celestial, my suggestion is: 1. drop 2 greater wisdom and choose LSF: necromancy.
2. drop epic spell focus: necromancy for empower spell and LSF: Evocation.
If you wanna take Lore skills, then go: 3. drop 2 greater wisdom and choose empower spell. and either drop 2 dex for 2 more int or drop Animal Empathy for Lore.
4. drop epic spell focus: necromancy and choose empower spell and LSF: Evocation (or Max Spell). drop 2 dex for 2 int or drop AE for Lore.
Whether the Lore worth taking I canot decide for sure yet. For one thing, I havenot been able to do any test. For another, testing personally involves some certain mobs and areas. I have several druids parked at LL so I can reinc for such tests once i get back. but according to Tyr's statistics, it looks good to me.
Post by Talamanthalon on Jul 12, 2009 12:20:44 GMT
Lore is actually working out very well for me, I have this druid up to level 41 and reincarnated last night. Prior to reincarnation I had max lore and the damage was very nice. After reincarnation I spent the points on parry instead and will be dropping +10 heal from heal to go towards lore since Half-Celestial gets Epic skill focus heal.
I'll drop back to Gr Wis 8 and run LSF Necromancy
Also by my estimates, Dropping back to Gr Wis 8 allows me to take Extend Spell and another feat. It doesn't allow me to take two additional feats if I pickup extend.
I've updated the spell instruction and spellbook a bit, mainly because of the recent druid spell changes. This is what i changed: 1. Dropped Inferno completely cuz it lost the fire vulnerability infliction on hit so basically useless now unless u have lore skill.
2. Dropped Slay living for Restoration. recently after playing with this spell I found it quite awesome. not like restoration from pearl or grapes of plenty, this lvl 5 druid spell when cast is a swift action which means you can restore yourself even when your casting another spell or running or drinking a potion etc. It's pretty handy in places where the mob can quickly inflict damage vulerability like fumes/machines/colds/winds/tears. imagine when ur ESing tears at the same time restoring yourself. and I've used grape 0 time on druid now with this spell.
3. Creeping Doom is nerfed a lot with the damage vulerability infliction cap, so basically i'd completely drop it after seeing it did at most 20 damage to a single pf, unless it's enervated/dirged.