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Post by drunkenboastor on Feb 7, 2015 8:22:56 GMT
A guide to how I play a shifter.
- Anywhere says @60, assume +14 to abilities, +20 saves. - Anywhere says @80, assume +16 to abilities, +20 saves, x2 demi, arty. - The only reason I on purpose do any melee attacks is to help enter Improved Expertise, there is an ability for almost all situations that is better than a melee attack.
Race - Human Anarch Class - Druid 10, Shifter 50
- Using this race and class breakdown as a standard to compare to. - No value to ranger splash, skills are not tight.
Abilities - H - An - @60 - @80 Str - 08 - 08 - 22 - 30 Dex - 08 - 08 - 22 - 30 Con - 14 - 18 - 32 - 40 Int - 14 - 14 - 26 - 36 Wis - 18 - 24 - 68 - 78 Cha - 10 - 10 - 24 - 32
- Wisdom is the most important ability for a shifter, wisdom is taken at all level ups, and wisdom artifact is only choice. - Because Str and Dex are always modified while shifted, no value to invest in them. - Int has to be 13+ for improved expertise. - Placed 2 points in cha for the +1 to animal empathy.
Feats Anarch - Martial Prof, Armor Skin, Alertness, Creature Weapon Spec/Epic Spec 01 - Luck of Heroes, Blooded - Blooded is qualifier for LSA Tumble 03 - Expertise 06 - Improved Expertise - F1 key this, have it always up when not moving. 09 - Heavy Armor 12 - Great Fortitude 15 - Lightning Reflexes 18 - Toughness - Skill Focus Animal Empathy is an option here.
- Level 20 should be a your 10th druid level, be sure to take parry to 23, the skill cc for shifters. - Improved Expertise is the shifter stance, it gives no penalty to any abilities. It is my F1 key, with F2-4 shifter abilities with the "!qb poly 2" command. - Heavy armor is a required feat to take, cannot use items to give the feat. When shifting, all your gear is instantly unequipped then equipped, if you do not have the feat the item will not be equipped. - Toughness is a feat I really like on shifters, a high HP pool is nice as many shapes have rather poor ac.
21 - Construct Shape 23 - Dragon Shape 24 - Great Wisdom 1 26 - Great Wisdom 2 27 - Great Wisdom 3 29 - Great Wisdom 4 30 - Great Wisdom 5 32 - Great Wisdom 6 33 - Great Wisdom 7 35 - Great Wisdom 8 36 - Great Wisdom 9 38 - Great Wisdom 10 39 - ESF Animal Empathy
- Animal Empathy is a shifters most important skill because it increases the damage abilities do, but it caps at 120 for effect. @60 AE 63 + 50 from items + 7 cha = 120. Would have 124 AE @80. When factoring in the -2 skill penalty per hell layer, sf and esf AE do help to reach 120 AE goal. - Epic Reflexes as a level 39 feat is considered primarly for demi x5 toons, because of lessened layer penalties to AE skill. Could also drop starting charisma by 2, increase constitution by 1, and then take a great con feat at 39, to make base con 20.
42 - Form Focus Wildshape 1 - LSA tumble option here, depends on access to Loca tag and Epode. 45 - FF Wild 2 48 - FF Wild 3 - Dragon Epode 51 - LSA Tumble 54 - FF Construct 1 57 - FF Con 2 60 - FF Con 3
- Use Wonderous Tome of Ancient Lore; Spell Penetration at 41 - Use Pandect of Darkest Secrets - Epic Energy Resistance. I would default to acid, but equipment available should be a factor in deciding element type. - Because each form focus feat adds ac, ab, dc, and abilities, it is better in my opinion to to have access to more powerfull forms than more ac from tumble. With early access to a 2nd ff3 makes leveling a lot more fun. - I would use dragon over construct for epode, find dragon more usefull in legendary areas. Obviously use a construct epode if do not have dragon one. Epode is consumable book from Locathah, requires tag and ff3 wildshape to use. While epodes are not recovered when reincarnating, shifter at 60 dominates that run and can solo it even with average gear.
63 - Paragon Wildshape 66 - Paragon Dragon 69 - FF Humanoid 1 72 - FF Hum 2 75 - FF Hum 3 78 - Paragon Humanoid
- The humanoid feats are for better kobold traps - The legendary and paragon form defense feats could add 3 ac each, but effective use of improved expertise makes those feats less useful than ff3 in an extra shape.
Skills - @60 - @80 Animal Empathy - 63 - 63 Concentration - 45 - 45 Craft Armor - 63 - 63 Discipline - 31 - 41 Hide - 63 - 63 Listen - 43 - 63 Parry - 31 - 41 Pick Pocket - 1 - 1 Tumble - 60 - 60
- The one point in pickpocket is required to use pixie spill potion ability. - Hide is for conceal from mass cammoflage spell. Most important skill for a shifter after animal empathy. - The only shape where listen is useful is manticore spikes. - Concentration investment is mainly for the number of creatures that force concentration checks that tend to be 60-80 for daze, disarm, etc... Most shifter forms do not use spell casting, not really required to max it.
Saves - @60 - @80 Fort - 63 - 72 Ref - 54 - 63 Will - 75 - 85
- Reflex save unshifted is poor, most shapes have enough dex to boost save to reasonable levels.
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Post by drunkenboastor on Feb 7, 2015 8:23:21 GMT
Alternative Subraces - Some of the subrace choices have splashing ranger at 40. Prefer to avoid splashing, but the penalty for a ranger splash is generally not to painfull.
Open Subrace Option 1 Race - Lizardfolk Class - Druid 10, Shifter 30 Abilities - H - Liz Str - 08 - 10 Dex - 08 - 08 Con - 14 - 16 Int - 15 - 13 Wis - 18 - 18 Cha - 08 - 06
Feat Changes - Swap either toughness or great fortitude for alertness. If have access to MoaD blood, can drink it for feat. - Epic, dropping esf animal empathy is an option to pick up armor skin. Not sure if that is a good option.
Skill Changes - Drop Listen
Other - Advantage of this race over other open ones is the bonus class druid 10% xp bonus, in effect gives an extra level over a not bonus class. I find sometimes that one extra level is the difference between hero and zero.
Open Subrace Option 2 Race - Drider Class - Druid 10, Shifter 29, Ranger 1 Abilities - 1/2E - Drider Str - 08 - 09 Dex - 08 - 08 Con - 14 - 14 Int - 15 - 14 Wis - 18 - 20 Cha - 08 - 06
Feat Changes - Loose luck at 1st, and toughness. Need pick up alertness at 3rd. - Epic, dropping esf animal empathy is an option to pick up armor skin. Not sure if that is a good option.
Skill Changes - Splash ranger at 40, parry 43, disc 43.
Other - Splash of ranger at 40 for skill dump and pick up epic toughness as bonus feat. Main reason for ranger splash is for martial wepon proficiancy. There are a number of two handed weapons that have nice added immunities, notable one to use is a halberd from the dragon Wastalgranig has 90% fire immuntiy. - Drinking dragon blood wiill not give a feat, but it will lower the 50% fire vulnerability. - The lev racial on this is handy for tanking Malebranch in Death Slaad.
Secret Subrace Option 1 Race - Human Kenku Class - Druid 10, Shifter 30 Abilities - H - Kenku Str - 08 - 07 Dex - 08 - 08 Con - 14 - 14 Int - 15 - 14 Wis - 18 - 22 Cha - 08 - 08
Feat Changes - Because kenku has Lightning Reflexes, replace that in build with alertness. - Epic, dropping esf animal empathy is an option to pick up armor skin. Because DC is just 1 less than BUR, I would lean more to armor skin.
Secret Subrace Option 2 Race - Thri-Kreen Class - Druid 10, Shifter 30 Abilities - H - 3K Str - 08 - 08 Dex - 08 - 10 Con - 14 - 14 Int - 15 - 13 Wis - 18 - 20 Cha - 08 - 06
Skill Changes - Drop listen
Other - Thri-Kreen's strider, deflect arrows and fast speed are a perk. Plus the subrace is by far one of the easiest in the game to obtain.
UR Subrace Option 1 Race - Treant Class - Druid 10 Shifter 29 Ranger 1 Abilities - H - Tree Str - 08 - 10 Dex - 08 - 04 Con - 15 - 18 Int - 14 - 14 Wis - 18 - 23 Cha - 08 - 08
Feat Changes - Drop toughness or great fort for alertness. - Epic, choice to keep wis 10 or swap it for Epic Reflexes. If you do not plan on ever reincarnating take E-Ref. If you plan on reincarnating later, might be worth while having the extra wisdom so max dc at first paragon wis point.
Skill Changes - Splash ranger at 40, parry 43, disc 43. - Because of ranger splash will have a lot of extra skill points Other - Splash of ranger at 40 for skill dump and pick up epic toughness as bonus feat. Main reason for ranger splash is for martial wepon proficiancy. There are a number of two handed weapons that have nice added immunities, notable one to use is a halberd from the dragon Wastalgranig has 90% fire immuntiy. - The 20% xp bonus is massive, practically like having 2 extra levels, but you will walk slow getting there.
UR Subrace Option 2 Race - Human Doppleganger Class - Druid 10, Shifter 30 Abilities - H - Dopple Str - 08 - 06 Dex - 08 - 08 Con - 14 - 16 Int - 14 - 14 Wis - 18 - 23 Cha - 08 - 06
Feat Changes - Epic, drop wis 10 for armor skin.
Other - Complete the Badger's challange to look cool
BUR Subrace Option 1 Race - Sidhe Class - Druid 10, Shifter 29, Ranger 1 Abilities - E - Sidhe Str - 08 - 08 Dex - 10 - 12 Con - 12 - 14 - will go 16 while shifted Int - 14 - 14 Wis - 18 - 24 - 26 if include 2 grt wis feats Cha - 10 - 10
Feat Changes - Drop Luck at 1st, swap toughness for alertness. - Epic, because sidhe has great wis 1/2, replace one with armor skin and the other can take any of Epic Reflex, Dragon or Undead with other. - Could also drop ESF AE, for the other of Dragon or Undead to have access to all shapes. But would one really use a form without much focus? - One other radical path is to pick up esf persuade, persuade is a shifter class skill. Would also have to have sf persuade to hit 127 with -10 skill penalty of a x5 demi in nessus. - For Ranger bonus feat take epic toughness.
Skill Changes - Because of ranger splash dump and able learner, skill placement has options. Could max parry to 63, could pick up search, could take persuade.
Searching Shifter Race - Elf Anarch Class - Druid 10 Shifter 29, Ranger 1 Abilities - Elf - Anarch Str - 08 - 08 Dex - 10 - 10 Con - 12 - 16 Int - 15 - 15 Wis - 18 - 24 Cha - 08 - 08
Feat Changes - Take only Blooded at 1st - Take Great Int I at level 21 to make int 16. Will not take ESF Animal Empathy. - Take Epic Toughness I for Ranger bonus feat, when taking Ranger level at 40. - Because I use this in abos, PF in Wildshape, Construct and Outsider. FF3 in Humanoid.
Skills - Take ranger at 40, put 43 points in each of search, parry, discipline Skills - @60 - @80 Animal Empathy - 63 - 63 Concentration - 20 - 40 Craft Armor - 20 - 63 Discipline - 43 - 43 Hide - 63 - 63 Parry - 43 - 43 Pick Pocket - 1 - 1 Search 63 - 63 Tumble - 60 - 60
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Post by drunkenboastor on Feb 7, 2015 8:25:07 GMT
Notes about Shapes
- My notes about shapes are influenced by my suggested build, assume not taking undead or dragon shapes.
Construct Shape - Construct shapes have very poor dex, want to avoid use around dex and reflex checks. - Constructs area amnesia immune, shape want to be is when that is a possibility. Demonflesh Golem - Never use it Iron Golem - This shape is the reason to take construct. - Poison breath is very effective for mass killing in many areas, but it is limited use in abyss. Stone Golem - Rock throw for bludge damage. Crystal Golem - Prismatic spray is only source of posi damage, it is a spell so spell resistance can be an issue. Marut - Grapple Chain is very effective at paralysing. A lot of spell casting types can be disabled with this. - Lightning pulse is best option for electrical damage.
Dragon Shape - Dragon is hands down the most effective elemental damage dealing shape a shifter has access to. It also has a high ac, str, and dex. - Dragon is freaking huge, everyone in your group will hate trying to do anything around your fat ass. For this reason I would not focus in this shape.
Humanoid Shape Drow - Darkness, usefull in ely, but drider can do it as well along with web. Kobold - The reason I take humanoid shape. - Kobold traps are effective in two ways. They can be stacked up for a burst of acid and slashing damage, or used individually to lower fort and reflex saves by 1 plus 1 per form focus. - The trap is a loot breaking spell, cannot "cast" it in anti magic zones or when silenced. - I often use this when dealing with paragon mobs to help lower fort saves, big deal to go from only failing saves on a 1-2 to a 1-4 or more. Lizardfolk - Never use it Kenku - never use it Sahuagin - Web spell is suprisingly effective in a number of areas, but drider can already do it along with darkness.
Outsider Shape Azer - Fire Stream is best fire damage option. It is loot breaking and a long range so may need to be aware of surroundings to use. - Only the fire pulse works underwater.. - Because Azer has an axe for a weapon, it can be disarmed or slagged, which will force unshift, when faced against nessus ichors who also take cold well, will use beholder on them instead of azer. Death Slaad - Best option for acid and magic damage. Use this shape in hells for serpents and malebranch. Rakshasa - Mainly use this form for great thunderclaps, sonic damage. It is a spell so have to deal with sr issues. Modron - Main use of this form is the Coruscating Beam, for fire posi damage. It is useable underwater. The save for this though is all or none, just having FF1 will not be very effective. Leonal - Fear Howl is usefull in abyss. - Leonal Rage bardsong is pretty crappy in duration. Use is situational, in bardless parties will be not plausable to maintain.
Undead Shape - I have never played a shifter with undead shape. Undead in my opinion does not offer enough to make up for the loss of not taking something else.
Wildshape 1 - Unlikely to ever use these wyrmling shapes after level 40. - The only time I have ever used these shapes is with dragon focus and in tight areas where dragon can not manouver.
Wildshape 2 Gargoyle - I have tried to use this for spawning, but it is to big and not manouverable. Useless. Harpy - This shape is very squishy, @80 ac is 120, str 56 dex 28. - In a bardless party, the ability to curse will definitly help, but you do not want to be the guy spawning. Minotaur - Ability to maze stuff is intresting, but really a lot of work to shift into, one attempt at maze, then have to reshift. I have very rarely used, not impressed with results. Fairy - Spill potion ablitiy is great for boss type mobs that have heals. Troll - never use it
Wildshape 3 Basilisk - Death Gaze, not a spell so bypasses mantles, ignores the saves vrs spells boosts that some creatures get. But if you or your target is blind, will not work. - This is a very important shape for a shifter, is usefull in every run in the game. Drider - Web is good, in fast moving party hard to use because of all the time needed to shift to apply. Manticore - Years ago this was the only form shifters ever used, limited use now in endgame. Would only use it on single target that is vulnerable to piercing. The spikes can crit though, so if lucky can do good damage with it. Wyvern - I have played with this a bit, but found it useless. If something is vulnerable to poison, going to use iron golem on it. The toss ability is bleh. Xorn - Because when shifters shift, all their gear is unequipped the equipped, cannot use a passwall item. Xorn is only option to move through areas where passwall is required.
Wildshape 4 Dire Tiger - Knockdown ability I have only ever used in abos on phanes. Definitly not 100% effective. Medusa - Petrification gaze, @80 55str, 39dex, 128 ac. This is definitly my favorite shape to chain spawn with in hells, most layers have 50%+ spawn compositions that are vulnerable to petrification. Only bad thing to say about medusa is that it's use is situational in abyss. Mind Flayer - I have tried to use this, can not recall any situation where this is better than something else. Beholder - The best cold damage damage, often find that if cold is the 2nd most vulnerable, this is still the better damage shape. - Neg ray is pretty decent, boss fights in rona, ely, and abos this is the best damage shape. - Antimagic Cone is effective for aoe debuffing enemies and party memebers. As a bonus it is also the first of the three abilities when using the !qb poly 2. Gelatinous Cube - It disarms and slows, but @80 dex is only 22. So if a balor is on anybody but you, it might be worth disarming. I would not try disarming a malebranch, Death Slaad with lev on is better choice to tank with and kill. Pit Fiends, more efficiant to just tank and kill with beholder than bother disarming.
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Post by drunkenboastor on Feb 7, 2015 8:25:29 GMT
Spells - While having just 10 caster levels, shifter spells do have value. - Bonus spell slot gear is of no value, because of unequip effect while shifting. 1st - Summon creature 1 - I generally use these for distractions while in greater sanctuary. 2nd - One with the Land x3, Lesser restoration - Swift restore, I use this a lot when between shifts - One with the land will provide +4 to hide and animal empathy, lasts 20 minutes. 3rd - Caustic Weapon and shock weapon - These are in case missing cores, pitiful weapon buffs for needy. 4th - Summon Creature 4 - More GS distractions 5th - Restoration - Same swift action use as lesser restores, but removes level drain and blindness that lessers do not fix.
Item Buffs - All these item buffs are from items where can buff than remove the item, the buff will stay. - All mention of buffing from augs is assumed to be level 45 rare version. Of course UR 50 and BUR 55 versions are better.
Epic mage armor - 60 minutes - Typically from UR belt Ashen Shugar's Lifethread (but it is added to many other items), +5 dodge ac to help counter hell layer penalties, only flux slimes and death remove it.
Energy Buffer - 45 minutes - From Aug, 45/- resist to all elements. Help prop up weak resists on gear.
Freedom of Movement - 45 minutes - From Aug, FoM not only provides boosted movement speed, but also prevents a few dominating effects.
Endure Elements - 90 minutes - From Aug, 7% extra elemental immunity
Mass Camouflage - 50 minutes - From Links of binding BUR armor, caster level 50. Ring from Pom that gives level 45 version. I always buff first this, becasue it requires an armor swap and I do not want to be caught in combat swapping armors.
Monsterous Regeneration - 45 minutes - 10 hp regen. Sometimes when disabled for a short period, regen might be the difference between living and dying.
Death Ward - 90 minutes - From Aug, protects against some insta kill effects.
Shadow Shield - 13 minutes - I usually buff this from BUR Nature's Squirming Coil. I do carry potions in case rak mass spell destructs before start spamming wail of banshee.
Wisdom Arty - 500 temp hps - Soemthing to use while waiting.
Consumables Shadow potions - for emergancy rebuff Neg Protection Pot - when on the cheap in a place like beholders where neg is constantly dispelled Clarity Potions - in case of daze Lesser Rerstore Potion - outside of humanoid, only way to self restore while shifted. Potion of Etherealness - for when bad things are happening and not safe to unshift to gs with BUR ammulet Chain of Solidarity. Potion of Life Unbound - to ress without unshifting - Never drink your last potion, forces unshift.
Equipment Needs
Animal Empathy - At a minimum, want to have at least 20-25 points from equipment. 5 from prell tag, 4 from one with the land, 20 from bard song will hit 50. Good to have alt setup to hit 50 cap for harpy cursing in bardless groups.
Hide - Mass cammo gives at least 7. prell tag 5, bard song 20, one with land 4. If have +15 hide from gear is optimal.
Blindness Immunity - Two of most powerfull forms, medusa and basilisk, are nullified if blinded. Cannot count on full time uef. Spell immunity blindness, from items like lowby druid staff from gaobin does not work for all blinding effects. The ur tranguil aug is a good option with the +15 hide it gives.
Bigby 7 and 9 immunity - I do a lot of spawning on my shifter and I am often the target for cast bigbys and the conjuration epic. Rooted with a bigby usually results in a swift death.
Main Hand - Ideal item for main hand shifter is ur druid staff with a nice added property and an augment. Large size shifters have advantage of using the various 2-handed weapons weapons with added properties like spell immune transmutation, spell immune illusion, 90% fire immunity. Your weapon is for defense, not offense.
Resists and Immunes - Should have a goal of at least 20/- resist to all physical and exotic damage, and at least 30/- resist to all elements. Because most shifter damage attacks are single target, I gear more to deal with infliction from being hit than from kickback caused by me. It is suprisingly easy to equip a shifter bercause of the flexability of various plate armors, and one of few classes that can use a tower shield. Asmo Artifact Armor - I think this is a good choice for shifter, has the very important +16 to wisdom. Immunity for flesh to stone is usefull if using medusa in areas like ely and hive where creatures reflect gaze attacks. Immunity to earthquakes is great in hells, abyss and rona. Helmet - Good option as well for all +16s. Boots - Because can use construct to be amni immune, boots are lesser value. Rest - Unless have access to abyss loot to get +16 wisdom, would limit artifact selection to helm or armor.
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Post by drunkenboastor on Feb 7, 2015 8:25:54 GMT
In case I need more.
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Post by Torin on Feb 7, 2015 9:04:24 GMT
Very, very nice. Thanks a lot. I wanted to make a caster-shifter but was lost - now I know what to do. Please put the classes in the title.
A question: From what nasty killing effects protects death ward?
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Post by desocupado on Feb 7, 2015 11:03:46 GMT
06 - Improved Expertise - F1 key this, have it always up when not moving. You can (and should) move with the mouse to avoid causing attacks of opportunity, and losing combat modes. 18 - Toughness - Skill Focus Animal Empathy is an option here. SF AE is required to reach 120 Animal empathy, before demi x2, level 80 and CHA+14 gear Well, this one is open. On second tough, Undead would be a reasonable choice. As it is great for leveling (SR ignoring high DC death magic/level drain), helps party with CL (baelhorn), gets positive (suburst / finger of undeath) and negative damage options. Also, being pure helps it a lot due how concealment is calculated. 42 - Form Focus Wildshape 1 - LSA tumble option here Postpone LSA: Tumble to lvl51 or 54, as you AC won't be of much use until then anyway, due low Polymorph level. At very least you should postpone it to level 45 - as LFF 1 is very useful. 69 - FF Humanoid 1 72 - FF Hum 2 75 - FF Hum 3 Humanoid shape will be less than desirable with your low AB / attacks per round. Ironically, Legendary and paragon Spell penetration could be interesting. The third feat could be used on Legendary Reflexes, rounding up your earlier choices. Well, the last Paragon form focus feat is a valid alternative, since you are using Improved expertise. --Shape Advice-- Having Polymorph level 60 (pure) and your feat selection allows you to use anything quite well, except stuff that uses AB. So I'd stay out of humanoid. Outsider - Best choice for running Aboleth and any underwater maps (Modron and Azer*). Spamming Thunderclaps never gets old. Construct - Nearly required for ABOs (Marut) and Hells (Iron Golem) Undead - Best death skill ever (Banshee), Party utility (Baelhorn), Great against undead (sunburst) Dragon - Highest SR ignoring elemental damage (CL*d10) - Emergency tanking (high AC/Dex, extreme Str) *Fire Blast works underwater
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Post by desocupado on Feb 7, 2015 11:17:55 GMT
Dragon Shape - Dragon is hands down the most effective elemental damage dealing shape a shifter has access to. It also has a high ac, str, and dex. - Dragon is freaking huge, everyone in your group will hate trying to do anything around your fat ass. For this reason I would not focus in this shape. True. You need to flank foes from the opposite side of the party when you intend to use dragon, or just avoid it altogether. It is the highest damage a shifter can go for (excluding Lizard's whip). Undead Shape - I have never played a shifter with undead shape. Undead in my opinion does not offer enough to make up for the loss of not taking something else. Risen Lord - high melee damage and AB - useful when your build supports it and you feel lazy - arguably the least useful Spectre - Bestow curse is good to drop saves / SR if something happens to the people who usually cast it. SR ignoring level drain is VERY useful - specially against Paragon/Elite Vampire - Saves up a lot of stress on Greater Sanctuary, thus is good for spawning (spawn and hide). Domination Gaze is very situational, but can be amusing with mass daze. Baelnorn - the second best shape - positive finger of death is pretty cool due range/damage type. Sunburst have a nice DC. Empower Ally Grants temporarelly CL to the target - Clerics and Druids will love you for it (as they can reach CL 60 much easier) - very useful before any boss as well Banshee - The best shape. 2 more DC than basilisk on top of more area, and a Saves -4 aura. SR ignoring Sonic damage is useful, as it gets will save instead(thus mind fog help you)
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Post by Deleted on Feb 7, 2015 11:49:41 GMT
69 - FF Humanoid 1 72 - FF Hum 2 75 - FF Hum 3 Humanoid shape will be less than desirable with your low AB / attacks per round. Ironically, Legendary and paragon Spell penetration could be interesting. The third feat could be used on Legendary Reflexes, rounding up your earlier choices. I believe this is to get a higher damage kobold trap damage, and the extra save drop isnt a bad bonus. Oh and in terms of animal emp gear, BUR Natures Boots give +30 and regularly get boosted to +35 with randomization. If you're not wearing breach boots these are very nice since they give good elem resists too.
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Post by Twilight Semner on Feb 7, 2015 14:39:58 GMT
For the sake of fairness to dragon might want to include the ridiculously high dc on its gust ability.
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Post by KnightErrant on Feb 7, 2015 15:59:45 GMT
Very, very nice. Thanks a lot. I wanted to make a caster-shifter but was lost - now I know what to do. Please put the classes in the title. A question: From what nasty killing effects protects death ward? CL 41+ Death Ward protects from enemies Vorpal ability...
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Post by sabregirl on Feb 7, 2015 17:21:03 GMT
Not true that both of Azer's abilities don't work underwater. The pulse ability does, the stream does not.
Also, Wildshape I (Wrymling) with dragon focus inflicts with the damage type of the breath. This is VERY useful when fighting bosses or any mob that sticks around for a while, elites, goristros etc. It's also unlimited so if you run out of EP it's a semi-viable option if you have dragon focus. White - inflicts cold Red - inflicts fire Blue - inflicts elec Black - inflicts acid green - not sure it works - save vs. poison but no poison occurs on failure.
I will also point out, in terms of melee for shifters, only armed forms can benefit from damage buffs like flame and frost weapon. Unarmed forms can get monk progression with a monk splash, but only GMW transfers to the form. Melee forms also receive a bonus attack with focus, so even if you're not a ranger shifter you'll get back to 5 atacks per round. Demonflesh golem is one of the melee forms that will do this. Risen Lord, leonal and all the humanoids will do it as well. Something to think about when building a melee shifter.
-S
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Post by Twilight Semner on Feb 7, 2015 19:02:26 GMT
It's probably got to do with the way weakening breath is implemented. Lowered physical damage isn't going to show as poison. It might show as the little upside down sword but that icon would be redundant with bard curse song and I'm not sure that they would even stack.
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Post by drunkenboastor on Feb 7, 2015 19:36:44 GMT
I was definitly wrong about azer pulse working underwater ( I am a NOOB ), I thought I tested that a long time ago.
Wyrmling could be usefull if there was synergy in group to overwrite the less damage that you are doing. Reverse gravity and fissure hurts the use of elemental infliction.
Humanoid focuses are purely for better kobold traps. If it was not for the versatility that outsider brings for elemantal damages I would take humanoid to P-focus before taking a point in outsider. In areas where spawn composition is more random, I like to spawn in kobold form partially because it has good ac, and partially for the quick save drop to fort and ref. I use kobold traps a lot to lower saves on elite posion vulnerable mobs, nicer to fish for a failed save on 1-4 instead of a 1.
Not sure where found a quote of me saying to take form defense feats. I made the mistake of taking one on my HC shifter, the only part of the build I wish I could fix.
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Post by tank on Feb 7, 2015 19:38:39 GMT
iirc wyrmling inflict lasts like 1 round, or something very short, so either you keep spamming or not at all
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