mrm3ntalist wrote:Reserve feats are a waste of a feat on a mage build. Even on arcane trickster builds. Having watched SteveBaraccuda with his invisible needle character, try to correctly position the character for the sneak attack to fire, loses even any fun factor very quickly.
You should play one yourself instead of watching someone else play it.
Invisible needle is not a good choice, because damage is low. It is reserve reserve feat. With reserve based trickster you keep shooting one of the elemental attacks and when you run into something that is immune to your favorite element, then you switch to invisible needle. When you run into something that is immune to magic too, you run away.
Reserve-feat based arcane trickster is not a full blown mage. It is magical thief, so the whole talk about dcs and controllers and what not does not apply here - that's not archmage/asoc. Relying on thralls and dcs and offensive spells means there was little point in taking AT levels to begin with. Go full-blown archmage/arcane scholar thatumaturge instead. While summoning a loud walking pile of rocks or bringing into play a nearby monster might make sense in some situation for some rogues, it is extremely unsubtle option for AT.
Reserve feats have synergy with rogue sneak attacks so after getting 20 levels as wizard you have fairly good reason to keep leveling as rogue, which means more skill monkeying.
Aiming and positioning character is incredibly easy too, I have maybe failed to trigger sneak attack 1 or 2 times out of thousands. So I have no idea how you managed to find any difficulty there.
Arcane Trickster blaster is versatile. You can go forever without buffing (because magic is your ammo), you can still craft wands and play merchant, you can temporarily take place of a party buffer, it is a great support, you have more skill points than wizard and you have familiar. It is also incredibly tough at levels 12...18, past 21 it will be slowly getting overpowered (it will still be able to tag along and survive tougher encounters), but then again there's not much point in playing past 21, because it gets very boring very fast and there's literally nothing fun to do.
The class plays as hybrid of rogue, warlock and wizard. Infinite ammo, like warlock, skill monkey like a rogue, and arcane spells like a wizard, but you don't really rely on them all the time. Of course, sorcerer-based trickster blaster will be clearly suboptimal (loss of versatiity, because you'll need to either abandon int or rely on 3 stats instead of two) and there is little reason to have reserve feats on divine caster aside from maybe some RP purpose or showing off.
It is one of the two or three most entertaining combinations I played on the server. AT blaster does not need crude weapons (like crossbow) it is quite obviously a mage, at the same time it is not alignment locked like warlock, it can be thieving and cowardly and there's plenty of reason for other mages to sneer at the character for wasting talents on rogue skills instead of fully embracing "the art". Definitely not a front-line character, of course, more of "kill things by running away from them".
There's a lot of potential for fun here. Instead I hear "feats are not needed, you should go for summons, dcs, etc". Which is why I said it is depressing. Apparently at least some people are so caught up in DCs and steamrolling things that they no longer recognize rp potential for fun even when hits them right in the face. What the hell, guys?
If you wanna steamroll, play as favored soul. Pretty much playing on easy mode with godmode enabled, also the most boring thing to do, mechanically. If you wanna steamroll with magic, there is arcane scholar (even though various combos that involve that class are highly improbable).
Deathgrowl wrote:
The reason people think mages are good in pvp is because of their utility. Their damage is low, their AC tends to be pretty low compared to other things and their HP is just a joke.
The reason why people think mages are good is because of their high damage output and high defensive abilities.
A decent wizard can hold melee fighter in place or just fire IGMS which can only be blocked with mantles and deals (at cl 20) 40d6 damage straightaway. Decent sorcerer will spam that. IGMS, then ILMS, then 20 fireballs, then magic missles, then gate in a devil/angel, go ethereal laugh maniacally for 5 minutes straight, throw solipsism at you and teleport away just because they can all the while you're held in place by bigsby. You won't do that with scrolls, because their damage output and duration is laughable compared to real mage.
Mages have many ways to ignore or avoid damage completely. Concealment (% chance to miss completely), mirror image (high chance to miss completely), greater stoneskin (which doubles their hp and can be replenished). How about just going invisible or ethereal?
That is why mages are good in pvp. Unless you're REALLY good at that ridiculous magical
rock-paper-scissors that is nwn2 magic system, fight with mage means death in few rounds at the beginning of fight or prolonged conflict with opponent running away undefeated. Oh yeah, if you somehow manage to trick mage into wasting all the spells (can be done), it will be a squishy opponent. Good luck accomplishing that, though. The only other way is to learn ins and outs of arcane magic and try to counter everything with wands, scrolls, etc. Kills fun in the game completely, because knowing mechanical ins and outs of magic is out of character most of the time, unless you're playing a full blown wizard.