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Re: Daggerspell Mage help needed
Posted: Sat Jan 16, 2016 10:05 am
by freekender
I'd try to take Eldritch Master as soon as you can. I'd change Eldritch Chain for Ignore the Pire in that build too. Another option is to try go full invocations, so you can take Retribute Invisibility instead of Flee the Scene. This way you can have both Eldritch Chain and Ignore the Pire.
Practiced Invoker makes the build have +4 caster levels and 2 extra blast dices (+2d6 damage, x1.5 with Eldritch Master).
I think Power Critical is useless as you can't crit SA, could be better Dark Transient (doubles the haste and +1 AB while active) or Practiced Invoker. I'd try to have both, maybe if you change the order of the different classes you can have both of them dropping Able Learner (the leveling could be a bit crazy this way lol).
As you have Cat's Grace spell with Assassin, maybe you can swap Leaps and Bounds for Entropic Guarding (I take this one instead of See the Unseen). The problem is that Cat's won't last forever.
A minor points about skills. Raise Spellcraft to 25, that's +1 to saves vs spells. Tumble 30 is optimized, 33 doesn't do anything. With this, you have 2 skill points to raise another skill.
To finalize, I personally prefer Shadowdancer for HiPS. In my build I take Bodyguard instead of Rogue, because Evasion is granted with SD and have some extra goodies, higher caster level and +1AB, although less SA and skill points. But that depends on your playstyle, Assassin is OK too (less blast dices and caster levels but more SA with Death Attack and more skill points).
Re: Daggerspell Mage help needed
Posted: Sat Jan 16, 2016 12:10 pm
by Heimdallr
Practiced Invoker makes the build have +4 caster levels and 2 extra blast dices (+2d6 damage, x1.5 with Eldritch Master).
You mean This build up there? Builder still says nothing about additional Blast power;/ Or builder doesnt show it?
Small edit - How much I need disable device/open lock/set trap on this server to open/put all I can?
Re: Daggerspell Mage help needed
Posted: Sat Jan 16, 2016 1:17 pm
by freekender
Heimdallr wrote:Practiced Invoker makes the build have +4 caster levels and 2 extra blast dices (+2d6 damage, x1.5 with Eldritch Master).
You mean This build up there? Builder still says nothing about additional Blast power;/ Or builder doesnt show it?
The Practiced Spellcaster feats for wizards, clerics, etc. makes casters with other classes have up to 4 extra CL, and hve extra spells as they had reached those extra levels. For example, a 27 Cleric / 3 Blackguard will have a CL of 30. If it was a 20 Cleric / 10 Blackguard the Cl would be 24. The feat that makes this for Warlorks is Practice Invoker. As the invocations can be casted infinite times, it raises the blast dice too, even if the builder doesn't show this point. I assure you this feat makes this.
Heimdallr wrote:Small edit - How much I need disable device/open lock/set trap on this server to open/put all I can?
About this maybe this thread can help you:
http://www.bgtscc.net/viewtopic.php?f=64&t=49579. Is a build question I posted some days ago. Have in mind that is a bard build, so can add 8 to all skills with a song and +4 with Greater Heroism. But I would wait to the answer of another player that knows better how these skills work with sneakers, I completely disknow this.
Re: Daggerspell Mage help needed
Posted: Sat Jan 16, 2016 1:26 pm
by Heimdallr
Thanks for all;]
Re: Daggerspell Mage help needed
Posted: Sat Jan 16, 2016 8:05 pm
by Heimdallr
Hm What about
Blind fight? worth of picking?
Re: Daggerspell Mage help needed
Posted: Sat Jan 16, 2016 8:41 pm
by flyingchair
Definitely worth it against displacement enemies or spellcasters that cast greater invisibility.
Re: Daggerspell Mage help needed
Posted: Mon Jan 18, 2016 10:36 am
by Heimdallr
Ok, was wondering does Improved Critical ranged touch attack affect daggercast?
Also what items should i hunt for as a dsm fro mwarlock? what daggers etc? I figured out that amulet must give +3AC back regeneration and boots dodge ac, how about rest?
Re: Daggerspell Mage help needed
Posted: Mon Jan 18, 2016 11:20 am
by chad878262
you want a deflection AC item +3 (unless you get lucky or rich and get a +4), Dodge AC +3/+4 (boots), Armor AC +4 (either mithral breastplate, mithral chain shirt or leather/padded/cloth depending on how high your dex is). Natural AC is not as important since potions of barkskin and (eventually) scrolls of spiderskin can give you your +3/+4 and your amulet spot can give you a SR 28 item. Conversly, if you have a +4 nat armor amulet you could also buy scrolls/potions/wand of improved mage armor for +6 armor AC.
Other than that, if you are a HiPS build anything that increases stealth is very good, such as Cloak of the Stalker which gives you the +1 regen as well as +2 to hide, ms, listen, search and spot (or maybe survival, I don't recall). You also have to consider if you want any slots to increase any stats such as a +3 Strength or Con item.
As far as daggers go, I imagine +4 w/ whatever bonus damage you can find. Since you have Sneak Attack just realize that items which give 1d6 or 2d6 Sneak Attack damage do not stack with your SA (but they will apply if you only have Death Attack) so things like Rieli's belt of meschief and pins don't really help you. There are easily aquired daggers +3 w/ +3 hide/ms that can help quite a bit in area's where the monsters are able to spot you since wielding one in each hand is a +6 bonus to stealth.
have fun.
Re: Daggerspell Mage help needed
Posted: Fri Jan 22, 2016 10:23 am
by Heimdallr
Ok got it!
Now I just realised that my build got one free feat...what should I pick?
Can choose from - Combat expertise>deadly defense, combat expertise>greater combat expertise, disarm, dodge, feint, improved critical, power critical, toughness, craft feat or the ones that grant me +2 to saving throw(i got lower throws on fort and will)
Can choose one of them.
Also would like exactly how the Feint works? someone said that if I use it i waste first attack but rest of mine(so if 10 attacks, 9 are counted) as sneak attacks, is that true?
btw is dagger with the strength absorption from rogues guild worth its price? or instead of it should go like 2 +2 with elem dmg ?
Re: Daggerspell Mage help needed
Posted: Fri Jan 22, 2016 2:07 pm
by illithid
Heimdallr wrote:Also would like exactly how the Feint works? someone said that if I use it i waste first attack but rest of mine(so if 10 attacks, 9 are counted) as sneak attacks, is that true?
You use the first roll of a flurry to try to feint your opponent, which if successful will mean the next round's worth of attacks count as sneak attacks. People who are savvy with the feat will aim to feint on the lowest AB flurry.
With 10 APR your flurries will be 4 3 3 (or 4 4 3 with flee the scene), these equate out at AB's of
30/25/20/15...
10/30/25...
20/15/10. You can feint on any of the coloured attack rolls, with the red one being optimal as you're using up one of your low AB rolls rather than one of the highest. From whichever point you feint (and hit) the next 9 attacks will then count as sneaks. The best bet here is to attack from stealth first then feint on the second flurry which means you'll get a sequence of never ending sneak attacks:
+30/25/20/15...feint/30/25...20/15/10...30/25/20/15...feint/30/25...20/15/10...(hips available again)30/25/20/15
The downside is you HAVE to invest a fair bit into bluff, a skill of 50+ will cover a lot of mobs but won't be good enough to feint everything, and some bosses cannot be feinted