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Post by the1kobra on Jun 17, 2008 3:08:27 GMT
After the latest batch of edits, I decided to try and fit in Legendary transmutation and disintegrate into the build. Updated, I'll get to each subrace in the subroutine shortly.
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Post by starlandra on Jun 17, 2008 15:06:49 GMT
just made this build and tia tagged last night (decided this over the tank variant only cause star needs to start making casters) and it is alot of fun. Legendary trans needed? I have one feat left and trying to decide if legendary trans or a LSF instead.
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Post by chainlink on Jun 17, 2008 15:46:00 GMT
Legendary Trans pah, get Greater Ruin can be very handy.
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Post by the1kobra on Jun 17, 2008 18:08:22 GMT
I guess I'm a bit of a disintegrate freak with mine, though it's debateable if it's worth reincarnating for it. Regardless, disintegrate means you are useful against much more targets, machines and the clouds in particular, something which before, you were not great against. As for greater ruin, I don't think it's worth it, it only has a 54 DC when cast by this build as compared to 65 when cast by a pure sorcerer. I don't think this is worth taking the feat for it, but I suppose it's an option.
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Post by Acaos on Jun 17, 2008 18:16:42 GMT
Hmm, Disintegrate shouldn't be working on the clouds (they are, after all, not particularly solid). I'll have to fix that Acaos
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Post by the1kobra on Jun 17, 2008 21:14:44 GMT
I haven't tried it, I just figured it would work since it says implosion immunity is the only thing that stops it. In any event, since gas is made of matter(and has all the properties of matter, etc), it should be able to be disintegrated, right?
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Post by the1kobra on Jun 22, 2008 23:19:01 GMT
Updated the subrace subroutine with a half-eladrin variant.
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Post by arek on Dec 27, 2008 4:27:55 GMT
WRT: Radiance Genasi, shouldn't the L1 SF be GSF Evo rather than ESF evo?
--Arek
Edit: Looks like this came from your editing your local version rather than the version here, since it seems to be like that in all versions.
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Post by the1kobra on Dec 27, 2008 13:04:19 GMT
Yeah, it should be, corrected. I also made some minor modifications on spell selection, disintegrate isn't nearly as viable anymore, due to the disintegrate resistance, so I put in flesh to stone instead. I also swapped out death armor for ghostly visage, just in case you get an item which has SF illusion attached you can use it for a quick round of breathing space.
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Post by xarkon on Jan 28, 2009 2:13:02 GMT
Could someone explain what putting 63 points into spellcraft does for you on this build?
Thanks
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Post by starlandra on Jan 28, 2009 2:16:06 GMT
you need spellcraft so you can take greater ruin and epic spell focus AND I think... it helps your spells does it not?
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Post by the1kobra on Jan 28, 2009 3:25:13 GMT
It allows you to identify spells as they are cast, and allows you to counterspell, which can be pretty nice since the basic build comes with cast mords, meaning you can counterspell anyone. It was also included when the SP/Lore to damage change was being aired, though I'm not sure if that one is still being worked upon. I've heard that when it comes out, 8 spellcraft will equate to a +1% markup on direct damage magic, which would be very useful for this character. I guess you could also take greater ruin with it, problem is you don't get your RDD levels to the DC so it tops at 54, which can still be fairly nice I guess, and spellcraft would get you a second use. At the time, you could shuffle it elsewhere I guess, I would sooner take away lore though. When the disintegrate nerf took place, taking LSF trans on this character became a lot less useful. I guess it is +1 to the soak on your stoneskin though, helping you stay alive, and I guess it might be better to opt for flesh to stone instead of disintegrate. You could however, reasonably substitute LSF trans for greater ruin with little cost to the overall build.
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Post by xarkon on Jan 28, 2009 15:04:56 GMT
Thanks. Wasn't thinking counterspelling...that's a nice feature. For the record, greater ruin only takes 25 spellcraft and spell focus/penetration don't require it at all. I'd be interested if something in HG has changed with lore, spellcraft, as to damage or spell efectiveness but I haven't seen anything lately. For base NWN, spellcraft adds a +1 to save against spells for every 5 skill points, but I think it's part of the 20 cap, so not of much use for this purpose.
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Post by chirikov on Jan 28, 2009 16:15:19 GMT
you want at least 50 spellcraft if youre taking greater ruin, so that you get a second use per day
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Post by tagnusd on Jan 28, 2009 18:30:25 GMT
I have the rad gen version, and i have found disintegrate (leg trans, charisma 68 pre-demi, pre-arti) to be useless except when farming Uro runs...in hell, i always get a message like "your spell was too weak to affect the machine..." or something like that. Only tagged to phleg atm, so i may reincarnate and change to ruin or not sure what else.
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