DaloLorn wrote: ↑Tue Sep 14, 2021 6:30 amCould someone else please step in? My building experience is losing this argument.

If the Archmage was a 5 level PRC, Spell Power 3 would require 4 levels of the PRC.
Therefore, one could very well make a class combination as follows:
Wizard 10/Red Wizard 10/Blood Magus 6/Archmage 4.
It would have the offensive caster level of 41 [29 (Base Caster level) + 5 (Red Wizard) + 3 (Blood Magus) + 1 (Practiced Spell Caster) + 3 (Archmage)], thus it would provide a total of +7 to the spell DCs of the primary chosen school of magic, probably Necromancy.
Currently, if you want to make such a build, it will have to take the following form:
Wizard 6/Red Wizard 10/Blood Magus 6/Archmage 8.
And this build will as well have that very same +7 to the spell DCs of the primary school of magic, probably Necromancy.
However, the primary difference between these two builds is as follows, the first could go something like Wizard 9/Red Wizard 3/Blood Magus 3/Archmage 4 pre-epic, and thus it would have three three extra Wizard epic feats to spare.
The build that is currently available has to go something like: Wizard 6/Red Wizard 3/Blood Magus 6/Archmage 5 pre-epic, and thus it would only have only two extra Wizard epic feats to spare.
Now what could a Wizard do with that extra feat? Well, it could let them grab extra Great Intelligence, or maybe an additional Epic Spell, or perhaps even Epic Spell Focus in their secondary school of magic, which in and of itself might have additional perks for our wizards in the form of even stronger summons. Monsters can make their saves on this server, and thus the 'Goodly Aligned' Necromancer can be guarded by a host of less 'offensive' or 'aggravating' summons. Thus the summons can take care of the straggles, which in turn might help explain away the increase in power.
And if we want to improve the Necromancy spell DCs even further, Wizard 5/Red Wizard 10/Shadow Adept 10/Archmage 5 would have a total of +9 to the Necromancy spell DCs, and the Archmage Spell Power feats would actually help off-set the penalties suffered in other schools of magic due to the usage of Shadow Weave. But because the Archmage is a ten level PRC, you could go for Wizard 5/Red Wizard 10/Shadow Adept 7/Archmage 8, and you would get a total of +8 to the Necromancy spell DCs, and you would have one that High Arcana feat fewer. (No quickened Mords of Wails, for you, so to speak.)
And while some might argue that what difference is a mere +1, it is still +5%. It can take you from 50% coin flip to a coin flip that is 55% in your favor. And since you have to kill thousands and thousands of enemies on this server, the +5% simply means that you kill more.
Which finally brings us to matters of PvP, and I should mention that I do have a character that will have Fortitude save of 42 at level 30, with +2 Universal save equipment -- Spell Craft not included -- who will probably just laugh at any Save or Die spell cast at him. And then you have characters that struggle to meet 20 with their Fortitude saves. Thus a Quickened Mord cast on the ground, UMD Death Armor just went poof, followed by that High DC Wail of Banshee in more or less the same round... And the conclusion of it is simply how PvP is terrible in NWN2, or in D&D in general.
If you are offended by what I said have said above, I have recieved my last warning, I have discussed Intuitive Attack, so report - for I do not mind. Getting me banned is nothing special, it happens every week. But you could also choose not to be offended, this place needs more banter, your choice.