Re: Persistent Spells
Posted: Sat Sep 15, 2018 1:04 pm
I do too.Arjay wrote:For the record, I'm not at all aligning myself with the tone/attitude of the OP. I just enjoy that feat and figured why not.
Neverwinter Nights 2 Persistent World BGTSCC Discussion Forum
https://bgtscc.net/
I do too.Arjay wrote:For the record, I'm not at all aligning myself with the tone/attitude of the OP. I just enjoy that feat and figured why not.
No one is disputing this. What's been pointed out is that you can turn off its ability to be persisted, as I'm sure ALL servers with persistent have done.metaquad4 wrote:Haste is persist-able in raw nwn2. Though I can see where your confusion might have arose, since the wiki article pictures were in "Improperly Flagged Spells". Regardless, haste was always persist-able in OC (play the game if you don't believe!) as it states in the haste wiki article and in the list of persist-able spells.
Body of the sun is really the only one that needs it. Bladeweave and Death Armor are cool to use, but they're barely worth the lost spell slot from experience. Ditto with Clair/Clair. You're losing spell slots that you need, badly, for things like Shades or Premonition or high-end damage spells.If persistent spell did come on this server (no doubt it won't, at-least not near this time), you can safely bet that haste, divine favor, bladeweave, death armor, Clairaudience/Clairvoyance, Body of the Sun, Vigor, and all the strong persist-able spells would be made none-persist-able. I remember ToA/PoS did similar when they allowed in persistent spell.
ToA/PoS did a lot of things wrong. I played both as well.metaquad4 wrote:If persistent spell did come on this server (no doubt it won't, at-least not near this time), you can safely bet that haste, divine favor, bladeweave, death armor, Clairaudience/Clairvoyance, Body of the Sun, Vigor, and all the strong persist-able spells would be made none-persist-able. I remember ToA/PoS did similar when they allowed in persistent spell.
Tell me more about those level 1 and 2 healing spells! Don't get me wrong, Lesser Vigor is a great healing spell at low levels... But you get better spells at higher spells levels that no longer stack with Lesser Vigor on this server.ARHicks00 wrote: Divine Favor - Divine Favor last a minute and barely any longer than that with extended meaning you would be casting this several times taking away from healing spells. Without persistent spell, it's near useless or doesn't get use much. If that is the goal then get rid of the spell.
https://youtu.be/ja0jS_toKxkArjay wrote:I do have to agree that ToA/PoS should not be used as an example of... well, ANYTHING.
I use level spells for healing and often combine augmented healing with empowered healing and maximize spell feat for maximum healing. So my low level heals can restore a good chunk of health for low level characters. Not every cleric tries to be a battle cleric, but I also like to have versatility of being able to melee, heal, range attack, and nuke when needed.Sun Wukong wrote:Tell me more about those level 1 and 2 healing spells! Don't get me wrong, Lesser Vigor is a great healing spell at low levels... But you get better spells at higher spells levels that no longer stack with Lesser Vigor on this server.
Most of my DC cleric's first level spell slots go to Divine Favor because there literally is not other spells worthy to be memorized. An enemy appears, my cleric casts Divine Power followed by Divine Favor... and I usually run out of Divine Power way before Divine Favor
The DC maybe low with being a DC of 16, but there is an off chance an enemy npc may roll a 1 and allow the mage the upper hand so I see no real reason to not let it be persistent.And don't get me started on Bladeweave!
You are wrong, example: scod, rot, havenArjay wrote: No one is disputing this. What's been pointed out is that you can turn off its ability to be persisted, as I'm sure ALL servers with persistent have done.
Dalelands, Tales of Amn, and Port of Shadows. The fact the spells were unpersisted in these servers means there is no excuse for why persistent spell feat was removed. That is why I said what I said in my third post on the first page because there was absolutely no reason to remove the feat when you can editted the spells as opposed to removing the feat.Born2BeWild wrote:You are wrong, example: scod, rot, havenArjay wrote: No one is disputing this. What's been pointed out is that you can turn off its ability to be persisted, as I'm sure ALL servers with persistent have done.
1. I have a gish build back in Dalelands who has persisted and no. The DC on it is low, you sometimes forget you have it until one of your enemy NPCs rolls 1, which is rare. When the person is hit, it is not an auto death nor will o t cause a chain to create a stunlocj effect.Hammer_Song wrote:Bladeweave would be crazy OP if persisted. Have you guys even tried it? I use it often on my bard as an extended slot and he usually dazes opponents within the first round. All it takes is a bad roll and they're dead.
I usually don't get involved on balance issues now because everyones idea of balance is different. The only thing that bugs me from time to time is the (seemingly) constant empowerment of casting classes. Persistant spell would do this (again).
What's Dalelands got to do with this? My build is on THIS server, with OUR mobs. Their will saves rarely succeed ALL their saves over the course of a fight. It works VERY well on OUR server because it forces many saves - the opponent will inevitably fail. And yes, when they do, they rarely come out of the daze against a melee bard. Again, this is talking purely from a BGTSCC perspective, which is the only one that matters in this forum.ARHicks00 wrote:1. I have a gish build back in Dalelands who has persisted and no. The DC on it is low, you sometimes forget you have it until one of your enemy NPCs rolls 1, which is rare. When the person is hit, it is not an auto death nor will o t cause a chain to create a stunlocj effect.Hammer_Song wrote:Bladeweave would be crazy OP if persisted. Have you guys even tried it? I use it often on my bard as an extended slot and he usually dazes opponents within the first round. All it takes is a bad roll and they're dead.
I usually don't get involved on balance issues now because everyones idea of balance is different. The only thing that bugs me from time to time is the (seemingly) constant empowerment of casting classes. Persistant spell would do this (again).
2. Persistent spell does empower anything, butbfree up slots for extra damage spells, CCs, or healing spells.