Wizard Reserve Feats

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Aelcar
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Re: Wizard Reserve Feats

Unread post by Aelcar »

For a proper mage, Arcane Fire is better than a Reserve Feat. This is mainly because they cover 2 different roles, and the full arcanist doesnt need the Reserve Feat's "field of application", so to speak.

Arcane Fire deals much more damage than Invisible Needle (the most popular of the reserve feats, since it's universal due to the damage type), and it's meant to be used 4-5 times per rest employing spells you dont need in the situation to quickly finish off enemies that are too close to you, usually after you dealt massive damage with one of your main attack spells (and some of them survived). As a mage, you dont want to stay four rounds in melee with an enemy that has 80 hp...you burn a useless or inconvenient spell (say...Assay resistance when nobody has SR, Comprehend Languages when you face beasts, Ray of Enfeeblement/Enervation/Horrid Wilting when you are locked in a crypt full of undead, Undead Summons when your party is good aligned...*whistles innocently*) to dispose of them instantly, without losing precious DR/MI/HP in the process.

I have no idea why a proper arcanist would take (mechanically speaking: they are good for flavor, RP, and other considerations) a reserve feat, however, aside from soloing comfort behind his summon (but he can do the same with good spell management).

This is my take on the matter.
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Re: Wizard Reserve Feats

Unread post by Deathgrowl »

Styxwash wrote: AM Wizards Fire really needs a buff, it's a waste right now imo. and saying AM wizards fire turns spells into Disintegrate spells is abit over the top isnt it? The damage potential isn't even compareable.
No, it doesn't need a buff, and no it's not comparable. It's not meant to be comparable. Arcane fire is spontaneous conversion of any spell. If it was on par with actual damage spells, you wouldn't need those actual damage spells. Just memorize lots and lots of buffs in case you need it, and then convert spells to arcane fire when needed.

And by changing archmage from 5 (in pnp) to 10 levels, you're already getting a buff. Arcane fire is 1d6 per archmage level + 1d6 per spell level of spell converted. That's max 19d6 damage and minimum 10d6 (for cantrips). Average of 35 damage on a cantrip is pretty wicked.
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Styxwash
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Re: Wizard Reserve Feats

Unread post by Styxwash »

Nevermind me. Read wrong. Removed my earlier post.

Let me try to add one useful thing, still...

Acidic Splatter has one advantage over the Needle, it will deal extra damage to undead and can of course finish trolls off.
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Re: Wizard Reserve Feats

Unread post by Valefort »

Some wizards prepare their spell books carefully for a lot of situations styxwash, and sometimes these situations don't happen and the spells are useless => arcane fire.
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Re: Wizard Reserve Feats

Unread post by Simian »

Aelcar wrote:I have no idea why a proper arcanist would take (mechanically speaking: they are good for flavor, RP, and other considerations) a reserve feat, however, aside from soloing comfort behind his summon (but he can do the same with good spell management).
Good spell management often means no use of spells untill the event boss fight. A single reserve feat allows you to spam little arcane flavour once here and there, and the event as a whole becomes less monotonous for the mage.

Also, reserve feats are very handy against those cocky low level adventurers. (No need to go for an utter overkill. Though I still do fancy the idea of casting Solipsism.)
Styxwash wrote:Acidic Splatter has one advantage over the Needle, it will deal extra damage to undead and can of course finish trolls off.
The highest arcane spell that deals Acid damage is the seventh level spell Greater Shadow Conjuration. (Melf's Acid Arrow)

7d6 = 24,5 ~
9d4 = 22,5 ~

- Actually the third advantage is that on average it deals slightly more damage.
- And the fourth is that you do not have to reserve a ninth level slot for it, seventh level slot does just fine.
- Fifth and final advantage is that each cast of ACidic Splatter looks like this: http://www.youtube.com/watch?v=Un6ocmns-B4

Therefore, the only advantage Invisible Needle has is the less commonly resisted damage type.
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Re: Wizard Reserve Feats

Unread post by Styxwash »

Valefort wrote:Some wizards prepare their spell books carefully for a lot of situations styxwash, and sometimes these situations don't happen and the spells are useless => arcane fire.
As I said, I removed my earlier post, I misunderstood how Arcane Fire worked, I forgot about the AM level based damage dice added ontop. So simply ignore my comments.

I think Arcane Fire is clearly worthwhile and doesn't need a balance fix either way.
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Aelcar
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Re: Wizard Reserve Feats

Unread post by Aelcar »

Montaron Alagondar wrote: Also, reserve feats are very handy against those cocky low level adventurers. (No need to go for an utter overkill. Though I still do fancy the idea of casting Solipsism.)
:D.

But man, really, if you havent done it yet...Solipsism or Flesh to Stone. A "must". Just remember to stay there until the first end or until YOU end the second, because once I went away with the guy under Solipsism...and before it ended, the Helmed Horrors shattered him, so I had to run all the way back to get his corpse...Not my most brilliant evening, admittedly ...
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Re: Wizard Reserve Feats

Unread post by burbles »

Aelcar wrote:
Montaron Alagondar wrote: Also, reserve feats are very handy against those cocky low level adventurers. (No need to go for an utter overkill. Though I still do fancy the idea of casting Solipsism.)
:D.

But man, really, if you havent done it yet...Solipsism or Flesh to Stone. A "must". Just remember to stay there until the first end or until YOU end the second, because once I went away with the guy under Solipsism...and before it ended, the Helmed Horrors shattered him, so I had to run all the way back to get his corpse...Not my most brilliant evening, admittedly ...
jusp put invisibility on him next! :roll:
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Aelcar
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Re: Wizard Reserve Feats

Unread post by Aelcar »

burbles wrote:
Aelcar wrote:
Montaron Alagondar wrote: Also, reserve feats are very handy against those cocky low level adventurers. (No need to go for an utter overkill. Though I still do fancy the idea of casting Solipsism.)
:D.

But man, really, if you havent done it yet...Solipsism or Flesh to Stone. A "must". Just remember to stay there until the first end or until YOU end the second, because once I went away with the guy under Solipsism...and before it ended, the Helmed Horrors shattered him, so I had to run all the way back to get his corpse...Not my most brilliant evening, admittedly ...
jusp put invisibility on him next! :roll:
Helmed Horrors man...True Sight...

But I didnt even think of them. I just was so caught up with the RP, I literally forgot the respawns, the environment in general XD. Poor girl...
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Re: Wizard Reserve Feats

Unread post by burbles »

ouch. well, in case of ordinary spawns or wildlife. I can't imagine a noob annoying you where Helmet Horrors roam :)
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Aelcar
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Re: Wizard Reserve Feats

Unread post by Aelcar »

burbles wrote:ouch. well, in case of ordinary spawns or wildlife. I can't imagine a noob annoying you where Helmet Horrors roam :)
Well..."noob" perhaps is a bit strong for a lvl 15-17 elven female (player was a guy, I believe), sedicent "Black Archer"...but surely, with me being a high epic Drow (some lvl 28-29 at the time), it's not like she had a chance...I still dont know who brought her down, she died with the secret...I'm looking at you, Bobetta Black!! *fistshake* XD.

Anyway...I believe we kinda covered the difference between Arcane Fire and Reserve Feats...hope it helps you mages of tomorrow :).
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Re: Wizard Reserve Feats

Unread post by dzidek1983 »

acidic splatter is best.. starts from lvl 2 spells and gets a dmg increase every spell level you get... till you reach 7d6 when it stops... which is lvl 13 for a wizard, 14 for a sorcerer
thats almost 1/2 of your levels made relatively easy

in higher levels its an endurance option, it spares you that lvl 1 orb to finish the job on a dying creature

now the rune is a different story... with 30 sec delay you cant spam it but frankly very few locations have a high spawn rate for it to be trouble... it does a lot more dmg 19d6 i think on a lvl 9 slot... or 19d4? i thought we were going to up it back to 2d6 per spell level?

now a rune is a small fireball so it affects multiple enemies... i would propose fire or cold on a wizard for easy acces on a lvl 9 slot and basically a new option every level to fuel it

going through low and mid levels with a wizard is really easier with those 2 feats... you can practically buff and use those for dmg backing up with a normal spell-book option for those "close to death" occasions
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Re: Wizard Reserve Feats

Unread post by Eden »

Invisibile needle for me is the best, because

a) Doesnt allow a save
b) Stacks with Sneak attacks
c) You can hardly resist magical dmg.
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Re: Wizard Reserve Feats

Unread post by Caleb »

Acid Splatter is a ranged touch attack (which means it can critical) single-target spell that has a maximum damage potential of 7-42 damage per cast for Mages. (Seventh level spell, Greater Shadow Conjuration). It is the only single-target reserve feat that doesn't allow for a reflex save for half damage.
I am happy that I picked Acidic Splatter as a reserve feat. It is indeed very useful throughout prolonged adventures and events, where you do not get the chance to rest. This way your wizard stays useful even when you run out of your usual arsenal of offensive spells. Also, since it does acid damage, you'll be able to put Trolls under quite easily without having to memorise acid or fire spells.

Bound to a Greater Shadow Conjuration, it usually deals 20 to 40 damage on my foes. Though I've had occassions where it did around 80 damage. Not bad for a support spell.
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Re: Wizard Reserve Feats

Unread post by dzidek1983 »

Eden wrote:Invisibile needle for me is the best, because

a) Doesnt allow a save
b) Stacks with Sneak attacks
c) You can hardly resist magical dmg.
acidic splatter

a) doesnt allow a save
b) stacks with sneak attacks
c) true its resisted vs acid but you can use it since lvl 3 not lvl 9...
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