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Post by omino23 on Apr 30, 2008 17:13:14 GMT
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.
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Post by Yomi on Apr 30, 2008 23:10:58 GMT
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.
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Post by chainlink on May 1, 2008 7:53:05 GMT
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.
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Post by AW O'Reilly on Jul 8, 2008 22:31:25 GMT
Understanding the Spell availability benefits of taking domains like Plant and Fire up front, does the HG turning model support the Sun Domain's original benefit as outlined in the NWN Wikia? Retrieved from " nwn.wikia.com/wiki/Sun_domain" 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: 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.
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Post by Acaos on Jul 8, 2008 23:40:04 GMT
Understanding the Spell availability benefits of taking domains like Plant and Fire up front, does the HG turning model support the Sun Domain's original benefit as outlined in the NWN Wikia? No, the Sun domain only improves turning of undead on HG. Acaos
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Post by nwthepredator on Aug 13, 2008 7:24:42 GMT
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.
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Post by magecat on Dec 6, 2010 19:08:07 GMT
Quick question, is this build still viable?
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Post by Bring The Pain on Dec 11, 2010 17:48:59 GMT
Of course! Though, if you like max DC like I do, and if you only have fallen angel, I would start with 9dex/17wis/18cha for a 62 ending cha without demi/14s/arti - Pain
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Post by magecat on Dec 12, 2010 16:45:49 GMT
I had to use Anarch instead of Fallen Angel. I set Wis at 16, Cha at 18 and Int at 12. Minimum on all other stats.
I did manage to acquire a Cha Arti for it, though.
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