thinking about starting domains, it seems like plant is a good choice because it gives the build something offensive to do besides turn, and also turning vermin is useful in lowbie levels and helpful against a lot of stuff along the way. My question would be if taking good domain at creation would be worth it just to try and help you party once it is time to go to the abyss and get immo. I am not sure because I have never seen a lvl 40 turner do the immo run (only seen lvl 60 clear it like nothing) and I wonder if the turning would be powerful enough at that point to destroy abyss mobs.
I would say that for a turner in Hells, think hard about when you want to use your Creeping Doom. Since this build has Epic Illusion it should be quite useful in the right circumstances, but be careful about putting it up early. Often it seems to serve no purpose but to un-turn all the things you so skillfully froze into inaction, as well as hit the party with kickback from things inside it like Machines, Fumes, and Winds.
I took Evil and Plant at level one just to be a bit different and with epic illusion you do have another offensive option that helps the whole party especially with the vulnerability infliction. When to use it really depends on your party make-up and the situation, I quite often use it and turning if the party is strong enough and has good physical damage output as it can significantly improve kill speed on certain things.
Additionally, the planar turning feat alone seems to allow for turning outsiders without the domains of Good / Evil. Is this the case? -or- is taking good or evil required / provide additional effectiveness. Here is what I found in the Wikia:
Type of Feat: (Epic) General
Prerequisite: Cha 25, Wis 25, 21st level, Turn undead
Specifics: This feat allows outsiders to be turned like undead.
Use: Selected. If the character has twice as many levels as the outsiders have hit dice, the outsiders are instantly destroyed.
Notes Requires Hordes of the Underdark. Outsiders turned via this feat get turn resistance equal to half their spell resistance. (Outsiders turned by other means, namely via the good or evil domains, receive turn resistance equal to their spell resistance.)
Perhaps these questions are answered somewhere in the forums / documentation - I am unable to find them. If someone can reply with a link to Funky's / Acaos' description of Turning Mechanics in HG, I would sincerely appreciate it.
About the domains... Taking plant domain is obvious right? But the other one then? Good domain would help a little bit on the way to immortal, but so far energy buffer and wall of stone have been very useful. Especially the wall combined with creeping doom.
"Araxis Sunsoar: brb, need water Kuroi [Nightwolf]: is water some kind of a drink? Rin Tinntinn: it's an inqredient in beer Kuroi [Nightwolf]: ohh Friar Toque the Angry Angel: hmm. beer