DaloLorn wrote: ↑Sat May 21, 2022 10:34 am
Dragonslayer wrote: ↑Sat May 21, 2022 9:40 am
The fact that there's such strong pushback against getting a +12 to a stat, any stat, for the duration of an entire server reset confuses me. Even the spell as is is a massive buff for any druid caster, WIS monk, or whatever else build that relies on WIS for skills/DC/ab/ac. There exists no other equivalent in the entire game, bar none. With the glut of consumable play already present on the server, making it more difficult for consumable based builds (and let's be real here, normal casters won't be affected much if at all by a 15 minute duration as they can rest and regain it in short order) to roll through content is a good thing, in my opinion.
And yes, I've seen monk WIS builds roll through content with one of those potions downed, thank you.
A couple of quick corrections:
- For my part, I do agree that it's an overwhelming buff to anything, except DC druids. It would be an overwhelming buff to DC druids, too, if not for these factors:
- While it certainly skews the odds against mundane NPCs in your favor, those mundane mobs are too numerous and too spread out for an offensive caster to be effective with anything less than an infinite supply of spells. Even if you're using save-or-die spells, Reserve feats might count, but even on a failed save, you're probably better off wildshaping and smacking the enemy down.
- Most bosses are immune - if not formally, then through inflated saves and Epic Resilience - to any DC spells you might want to cast.
- Unless caught completely unprepared, a lot of player characters will be about as hard to land a DC spell on as a boss. Spell mantles, protections from alignment, mind blanks, and various other immunity and save spells from elixirs, scrolls, wands and spellbooks alike are a staple of BG's PvP environment, and that's not accounting for the save boosts offered by rampant multiclassing, stacking save items, and that sort of thing.
- Normal casters actually will be affected somewhat by a 15-minute timer (... unless they extend, and even then, only if they can rest every time the timer expires). The maximum rest timer is 20 minutes. Additionally, as stated by others, DM events and other RP-intensive adventures can make very short actions take a very long amount of time.
I mostly agree with you, except for the assertion that DC druids have anything really going against them.
As of right now, a 30 WIS Druid can hit a base DC of 24 prior to spell level, with Prodigy and epic caster levels. Add Hierophant to that, pop in an additional 1 DC for epic caster levels and you're looking at a base of 25 prior to any Spell Focus feats. Make it an Aasimar, and you can hit 36 WIS by investing in Epic Wisdom all along the way, making your bonus +13, making your base DC 27 prior to spell level. Now, add owl's insight? Your WIS is 48, 2 below the maximum stat allowable, and an instant +6 DC, making your
base DC 33. Which means your 9th level druid spells carry a base DC of 42, prior to any spell focus feats.
In addition for Hierophant, and I'm quoting Invoker here:
-) Blast Infidel: it's rather good, because 150 to 300 negative energy dmg Harms (and with your DCs, it will be 300 often) are on par with several Epic Spells, and better than a few of them.
-) Spell Power & Advanced Divine Spellpower: excellent, for obvious reasons (spell power, length, resistance to Mords which are a major weakness for Druids)
-) Oak Friend: this is absolutely overpowered for party play. It's just ridiculous, and will allow you and your team to walk over everything this server has to offer, including many DM events.
And in
addition to those DC spells, you can also pick up an additional +2 DC to Contagion, Infestation of Maggots, Poison, Quillfire, Mass Contagion, Swamp Lung, Blood to Water, Dehydrate, Hypothermia and Cascading Plague. And you're affected by mantles as any wizard or sorcerer, but you have the added bonus of spells like Storm Avatar, Bombardment, Whirlpool, Drown, Earthquake, etc. With a breach wand, mantles, immunities, etc. are about as pierceable to the druid as anyone else. And when you're wildshaped? Can still cast all of those things, as opposed to a wizard who is restricted from casting while shapeshifted.
Call me crazy, but druid casters have a lot to work with.