BigJ wrote:Just to emphasize HALF DAMAGE to secondary targets. The first target hit will be 21d6, all the rest will be 10d6. Eldritch Chain just isn't a great nuking spell, a good controller spell but then your using something other than Vitriolic Sphere (Noxious, Beshadowed etc. Not as good as a Stonehold spell but still pretty good)
Two enemies are rushing towards a level 30 Warlock, and our warlock doesn't roll a single number one.
That is 21d6 on the first enemy, it bounces to second dealing that 10d6~, it bounces back to first dealing that 10d6~, it bounces back to the second dealing that 10d6~, it bounces back to first dealing that 10d6~, it bounces back to the second dealing that 10d6~.
So with one cast, the first enemy was hit for a total of 41d6~ of damage while the second was hit for 30d6. That is damage without Vitriolic Sphere that stacks with itself, or any other Eldricth Essence that might add more damage or saves.
And the thing is, most of the time you are facing mobs in groups of 1-3, which allows our warlock to deal with these small mobs as he runs into them. No need to herd them by dashing back and forth to ensure that mobs do not loose their line of sight.
Additionally, on BGTSCC, Eldritch Doom only targets hostiles. Meaning that if you really want to, you can herd as big of a mob as you can, and then just spam Eldritch Doom at your own feet.
BigJ wrote:Storm Avatar is +100% speed increase, not 50% like haste. Also makes you immune to knockdown, the only spell to do so I think WITHOUT slowing you down.
The spell descriptions on NWN2 are not always the most trustworthy. In stock NWN2, both spells provide '50%' speed increase. You can test it out by yourself by selecting the pre-made level '18' Wizard and Druid characters in the 'Uninvited quests' module and having the two character run the same distance as you measure their time.
As for a spell that make you 'immune' to knockdown without decreasing your movement speed: just use Mirror Image.
BigJ wrote:Greater Restoration is nerfed to 150hp according to spell changes, same its the same amount as a heal spell. Heal also cures blinded, confused, dazzled, deafened, diseased, feebleminded, insane, nauseated, poisoned, and stunned. You can use normal restoration to get rid of lvl drain. Useful additions to a wizard spellbook.
Some of those conditions prevent spell casting to one degree or another, not to mention how the naturally high will saves already act as something of an immunity towards most common sources of those 'mental' effects.
BigJ wrote:Other quick points:
- Does a wizard build really need to ware full-plate for a decent AC against mobs? Could use Tortoise Shell for +9 ac, does Freedom protect from the speed reduction on that? I'm not sure as not played a druid.
Spiderskin already adds +5 Natural AC. (It doesn't stack with amulet and neither does Tortoise shell. Oh, and the movement speed reduction can be avoided with Freedom of Movement on BGTSCC.)
Therefore the difference is '+4' AC, with the exception that any normal Wizard can easily squeeze in the two feats required for Improved Combat Expertise and +6 AC. Then with both full-plate and tower shield, you are potentially looking at another +12 AC more. Therefore, our armored arcanist has access to +14 AC that our example SS/S/MT would not, not withing sacrificing metamagic feats and Charisma. (Number of spells, DCs, etc.) Then let us consider any Sorcerer that could easily squeeze in a three level dip in Turn Undead class and get Divine Shield. (Their Charisma modifier to AC.)
Thus the bottom line is, your AC is going to be lower than with a regular arcanist, let alone a 'power built' one. Hence you need to rely more on your mirror images, concealment, other distractions, and plain old luck to avoid being hit. (And actively using Blood Magic will not really do any wonders to your own HP pool.)
BigJ wrote:- That spare feat? Howabout Telthor Companion, that way you can have two summons out whilst nuking. Would look cool with a Phantom Bear.
Telthor Companion is much like the Druid animal companion. Therefore, for it to be of any mechanical use, you need to get 30 levels of Spirit Shaman and spend two feats on top of the one that went into the Telthor. As for the Phantom Bear, the Elemental Summons were far superior when I played my Druid.
BigJ wrote:- SS/sorc doesn't need greater shout for 36d6, its has greater fireburst, Chain Lightening, Firestorm, IGMS.
And any regular Sorcerer or Wizard can still go for the Arcane Scholar PRC and both Empower and Maximize most of the spells you listed at a lower level. Granting them the better selection of offensive spells. Not to mention that the ability to invest on feats or additional PRCs that would increase their spells DCs even further gives an added boost to their 'save or die' spells.
BigJ wrote:- I see you didn't mention the Stonehold spell. Not surprising, I hear druids love that spell.
It is blocked by immunity to mind affecting. As for its usability, it depends. Does our druid want to use their ninth level slots on buffing up a beastly animal companion, or do they prefer standing in the middle of a Storm of Vengeance?
BigJ wrote:Whatever way you cut it, putting two spellbooks into one character with FULL dc's as per a pure single build is overpowered.
The build we have discussed thus far can reach DCs of 37. (Which is only possible by imposing themselves with self harm via Blood Magic, the DCs are 33 without Blood Magic.)
A single class Sorcerer or Wizard can reach DCs of 36 with ease, and 39 with a specific school of spell via Epic Spell focus. (The one school of spells that really matters to you.) If you multi-class our single class Sorcerer or Wizard with various PRCs, you can achieve even higher spell DCs.
As for our single class Spirit Shaman, it is the same story as above, except with additional +4 thanks to the Blood Magic feat.
So tell me, how does our SS/S/MT gain 'FULL' spell DCs in two spell books?
BigJ wrote:Now a Cleric/Wizard ONLY MT class still smacks of abuse potential but at least it has to prop two stats. Nerf the MT progression, make it application only and then maybe see how it goes.
Your SS/S/MT has to
prop up two stats. Your 'master blaster' cannot cast any Spirit Shaman spells without an investment in Wisdom. (Base 16 and + 3 from an item is required as the bare minimum.)
As for nerfing the MT's spell casting progression and seeing how it goes, we really do not need to look beyond an already implemented PRC. A case point: Black Flame Zealot. BGTSCC's only PRC for your AD&D 'Cleric/Thief.' A PRC so horrible that I was advised against using it. A PRC that most probably do not even realize existing on this server.
So let us entertain the thought that Mystic Theurge is implemented with a decreased spell casting progression. There is the initial rush to try out a new thing, to try a new 'OP' spell caster with two spell books!
But after a while the reality will kick in. People will notice how often they get dispelled. They will level up and discover a longing for spells they would normally have access to with a regular spell caster. They will see a sudden jolt in the prices of those +3 Wisdom and other ability items due to the sudden increase in demand. The game engine bugs with spontaneous spell casting progression. As for game-play itself, they may have two spell books, but those did not come for free... There are other things you could have, better things. Etc...
How many will be playing a Mystic Theurge after few months? Probably just as many that were playing a Black Flame Zealot two months after its release. The ones that want the PRC for 'RP.'
So yeah, I am still recommending that '10+10'/Spell casting progression, because even with that progression - Mystic Theurge is not that great of a deal.