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Wolken3156

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Everything posted by Wolken3156

  1. With great power comes great ugliness. The Godlikes models in general don't really do their portraits any justice.
  2. Running the Wizard in the middle is exactly why I don't use it. Its damage is top tier, make no mistake on that, but if my Wizard is within an inch of an enemy, even the disengagement attack will kill him. I haven't gotten that far in my POTD run yet, but I can certainly imagine enemies would survive one blast of it. Its basically asking your Wizard to commit suicide. For me, the hobble ability of Wall of Force can be quite useful in a large battle when you want to temporarily hold up reserves and keep them from flanking your party. Laying down a Wall of Flame on top of a Wall of Force is just nasty. I usually cast it when enemies are stationary and stapled to my tank... so the Hobble effect never struck me as useful. If I wanted Hobble though, Binding Web is probably a far more useful spell.
  3. I'm going to parrot myself. Though with some changes from the last time I posted this: Level 1 Chill Fog - Nice DoT effect plus inflicts Blind. Fan of Flames - Most damaging spell this level. Useful for taking out Shades early game. Late game it'll probably be your to go to nuke spell once it becomes per encounter instead of per rest. Eldritch Aim - Very useful self-buff when dealing with baddies with high overall defenses. This spell is golden in POTD mode where enemy defenses are high enough to warrant its use. Slicken - Prone is pretty good CC, being 1st-level makes it great. Arkemyr's Dazzling Lights - Targets Reflex and lowers Will defense by 10. Pretty solid actually. Level 2 Fetid Caress - It inflicts paralyze, always useful. Targets Fort too, so its good at stopping enemy casters. Its limited range is very problematic however. Curse of Blackened Sight - Party friendly blind. Its range is smaller than Chill Fog but it does target Will instead of Fort, so its more handy against the targets you... well... want to blind. Merciless Gaze - Boosts your crit rate and lasts around 60secs. Pretty dang good. Necrotic Lance - Corrode damage is very good. Pretty much annihilates everything in Act 1. Rolling Flame - Has high damage potential in small areas, but be careful. This can probably kill your own party. Bewildering Spectacle - Early game version of Confusion. Once you get Confusion though, this spell is less useful. Level 3 Noxious Burst - Does more damage than Fireball, plus its Corrode damage and it inflicts Sicken. Pretty clear winner for this level's AoE spell. Only real draw back from Fireball is that it targets Fort instead of Reflex. Crackling Bolt - Similar to Rolling Flame pretty much. Deleterious Alacrity of Motion - This spell does wonders to your casting times. its so good, you'll probably need to set the game on Slow Mode to fit in the maximum number of spells to cast while its active. Kalakoth's Minor Blights - Probably the Wizard's best source of single target damage. Toss up all those self-buffs and go for broke with this spell. Pretty sure this works with Dangerous Implements as well. Fireball - Its weaker than Noxious Burst, but its still fire based damage. Shades are still a big deal at this level. Expose Vulnerabilities - Lowers deflection and DR. Not a real fan of this tbh, since I mainly run caster heavy parties. If your party favors weapons though, this spell is a pretty clear winner. Level 4 Confusion - One of the best CC spells in the game. Use it, love it. Wall of Flame - Very powerful DoT effect. Essential Phantom - Set and forget type damage summon. Deals comparable (possibly more) damage to the Chanter's 2nd-invocation summon (3 Wurms). Minoletta's Concussive Missiles - Respectable damage. The splash effect can harm your own party so watch out for that. Level 5 Malignant Cloud - Another DoT spell. Wall of Force - Similar to Wall of Flame though with Crush damage instead of Fire. Blast of Frost - This spell deals a ton of damage. Range is a bit rough to get used to though. Call to Slumber - Sure its at a higher level than Slicken, but its duration is longer and well... its probably the best CC at this level anyway. Level 6 Gaze of the Adragan - It inflicts petrify... which is the best debuff in the game. Dealing 4x damage and preventing a target from acting is just amazing. Death Ring - It deals Corrode damage and can instantly kill weak targets. Of course, its range makes it very hard to work with unless you don't mind killing your own party. Chain Lightning - The Wizard's answer to the Druid's Firebug. Very damaging and great for dealing with large spread out groups. Arkemyr's Capricious Hex - Its no Gaze of the Adragan, but its still a powerful CC spell. Wall of Flames and Wall of Force are actually pretty strong. Make sure the target is always standing in it, the DoT damage it deals isn't visible (Like Disintegrate), but its definitely doing its thing. I know it made short work of certain dragon out there.
  4. Actually a Wood Elf not a Pale Elf. I didn't like the Pale Elf racial trait. Probably could've gotten INT much higher if I bothered going to Defiance Bay for that lovely +4 INT resting bonus. ... I was lazy and just took the INT bonus from my Stronghold. +1 is really underwhelming for the price you have to pay to technically get it I have to admit. Its a Rogue. Dirty Fighting tends to do that. That 97 accuracy may be a factor too.
  5. Its currently bugged in that male voices are much more quieter than female voices. If you want to hear your casters mutter chants you'll want to make them female for the time being.
  6. That was one of the battles I mentioned earlier ^^ If you have two tanks though, the fight is actually in your favor positioning wise. Have 1 tank block the bridge while the other engages the conversation. This way, they can't get around your tank and you can go all nova on them. Make sure to use Prayer against Treachery on whoever is blocking the bridge however... Also, the thought of doing the final boss of the Endless Paths in POTD gives me nightmares.
  7. Level 1 Chill Fog - Nice DoT effect plus inflicts Blind. Fan of Flames - Very damaging for a 1st-level spell. Useful for taking out Shades early game. Late game it'll probably be your to go to nuke spell once it becomes per encounter instead of per rest. Eldritch Aim - Very useful self-buff when dealing with baddies with high overall defenses. Slicken - Prone is pretty good CC, being 1st-level makes it great. Level 2 Fetid Caress - It inflicts paralyze, always useful. Curse of Blackened Sight - Party friendly blind. Its range is smaller than Chill Fog but it does target Will instead of Fort, so its more handy against the targets you... well... want to blind. Merciless Gaze - Boosts your crit rate and lasts around 60secs. Pretty dang good. Necrotic Lance - Corrode damage is very good. Rolling Flame - Has high damage potential in small areas, but be careful. This can probably kill your own party. Level 3 Noxious Burst - Does more damage than Fireball, plus its Corrode damage and it inflicts Sicken. Pretty clear winner for this level's AoE spell. Only real draw back from Fireball is that it targets Fort instead of Reflex. Crackling Bolt - Similar to Rolling Flame pretty much. Deleterious Alacrity of Motion - This spell does wonders to your casting times. its so good, you'll probably need to set the game on Slow Mode to fit in the maximum number of spells to cast while its active. Kalakoth's Minor Blights - Probably the Wizard's best source of single target damage. Toss up all those self-buffs and go for broke with this spell. Pretty sure this works with Dangerous Implements as well. Fireball - Its weaker than Noxious Burst, but its still fire based damage. Shades are still a big deal at this level. Level 4 Confusion - One of the best CC spells in the game. Use it, love it. Wall of Flame - Very powerful DoT effect. Essential Phantom - Pretty good set and forget type damage spell actually. The clone actually does reasonable damage. Level 5 Malignant Cloud - Another DoT spell. Wall of Force - Similar to Wall of Flame though with Crush damage instead of Fire. Blast of Frost - This spell deals a ton of damage. Range is a bit rough to get used to though. Call to Slumber - Sure its at a higher level than Slicken, but its duration is longer and well... its probably the best CC at this level anyway. Level 6 Gaze of the Adragan - It inflicts petrify... which is the best debuff in the game. Dealing 4x damage and preventing a target from acting is just amazing. Death Ring - It deals Corrode damage and can instantly kill weak targets. Of course, its range makes it very hard to work with unless you don't mind killing your own party. Chain Lightning - The Wizard's answer to the Druid's Firebug. Very damaging and great for dealing with large spread out groups. Arkemyr's Capricious Hex - Its no Gaze of the Adragan, but its still a powerful CC spell. Money is an issue early game, plus it costs money to even copy spells in the first place. Its not a bad idea for the late game spells though, if you're hording around a lot and don't know what to do with it all.
  8. Primordials are Oozes and Spores, but they also include Pŵgra, Mênpŵgra and Adragans. The latter two are very dangerous but they tend to die fairly quickly in Normal and Hard. As someone mentioned, the Blights are actually Spirits. Trolls, Vithracks, Skuldrs, Ogres and Xaurips are all Wilders. Also I disagree, Ogres can actually be quite dangerous, specifically Ogre Matrons and Ogre Druids... I've been scarred by that bounty quest. Worth noting that some of the most dangerous enemies in the game, are in fact Vessels. Death Guards and Fampyrs are extremely dangerous, and two of the toughest fights in the game involve you fighting boss level versions of both types. Anyway if I had to pick one, I'd probably go with Kith. They're the most common, and they normally can actually put up quite a fight. But usually you're better off saving those anvils for more worthwhile enhancements.
  9. Elves are the best race for Wizard because of Distant Advantage, which also works with spells. As for attributes, Might will affect the damage of your spells, Intelligence will affect the size of the AoE and their durations, and Dexterity will affect how quickly you'll cast them. The remaining stats are mostly useless, as the amount of extra protection they provide won't change the fact your Wizard will probably die in two hits. As for spell picks, Chill Fog and Fan of Flames are often considered the best 1st-level spells.
  10. I posted something on this recently: Also Bloody Slaughter is a terrible talent on a Wizard, its far too situational. Plus, most of their blasting will be while the enemies are topped off, not when they're on death's door. Late game, you get a spell called Death Ring, which flat out instantly kills enemies on low endurance anyway.
  11. Scion of Flame, Spirit of Decay and Secrets of Rime are the only real must-have talents, since they affect he Wizard's most powerful spells. Maybe Heart of the Storm for Chain Lightning and Crackling Bolt as well if you like using it (I'm not sure if it affects Essential Phantom, would be pretty sweet if it did). That leaves 2 - 3 talent slots to play around with as you please. Wizards will use their auto-attack less and less as the game progresses. Once you hit level 9, you practically abandon it, since you can cast 1st-level spells every encounter with reckless abandon. Whichever weapon you decide to use won't be a game changer or anything. With the change to Arcane Torrent's range though, Blast is less valuable IMHO.
  12. Jolting Touch actually is pretty good... as a scroll or weapon effect. For some reason the grimoire version does less damage than the scroll or spellbinded weapon versions. Sunless Grasp though, does have very limited applications... even if you're running a melee wizard. As for the missile spells, they're pretty garbage. They do have short casting times, but this is the class with Deleterious Alacrity of Motion. That spell alone makes Wizards cast times virtually instant anyway. Look at the size of that safe zone. Its a pretty damn safe spell to cast. Granted I stacked a lot of Intelligence stuff (You can see my resting bonus), but yeah, with a lot of intelligence AoE spells become very safe to cast. I have overseeing ring/chest and its not even half that big..wtf! Well... it was an INT + 4 resting bonus =/ While the theory is sound, the only problem is that the missiles spells target Deflection, which is usually the target's highest defense stat. On the other hand Fan of Flames targets Reflex which is usually lower than Deflection. As another aside, Chill Fog targets Fortitude which also usually lower than Deflection on most targets. So if you have low accuracy, generally those two spells are better anyway. Also each individual missile has their own separate DR reduction. Against any enemy with DR (Which is nearly everything), those missiles are doing pitiful damage. What they really should've done was make them deal raw damage. Then it would somewhat make more sense that you're casting a spell that is attacking a common defense type.
  13. Jolting Touch actually is pretty good... as a scroll or weapon effect. For some reason the grimoire version does less damage than the scroll or spellbinded weapon versions. Sunless Grasp though, does have very limited applications... even if you're running a melee wizard. As for the missile spells, they're pretty garbage. They do have short casting times, but this is the class with Deleterious Alacrity of Motion. That spell alone makes Wizards cast times virtually instant anyway. Look at the size of that safe zone. Its a pretty damn safe spell to cast. Granted I stacked a lot of Intelligence stuff (You can see my resting bonus), but yeah, with a lot of intelligence AoE spells become very safe to cast.
  14. Went and used Hail Storm on a bunch of puny assassins. It does indeed do Crush and Freeze damage, though only a fraction of the damage is Freeze based. Oh yes, it was overkill. But they had it coming to them.
  15. Shades and Shadows are just complete jerks. Shades are even bigger jerks since they also bring a powerful cold based ranged attack on targets they're not engaged with and can summon more Shadows to teleport and overwhelm you. On higher difficulties, they're much more resistant to paralysis by their sheer... level of... jerkness. That said, the Priest's Repulsing Seal spell is a godsend against these jerks. Plant it on your squishies, when they do their teleporting move into it, they'll get knocked prone which will give you enough to either reposition, or even flat out kill them. Complementing it with Warding Seal isn't a bad idea either. Also I dunno about you guys, but these jerks target my Cipher instead of my Wizard =/
  16. You forgot the worst part, they can constantly summon more Shadows to fight too! Not in POTD. Debuffing them in that seems futile.
  17. When it rebounds of a wall it also splits into multiple orbs. In small rooms, you can literally cover the entire room with these things. Also they can hit multiple times, so with Scion of Flame, your looking at some really great damage. That said, this is an excellent way to get your own party killed too. I'm not really a fan of using it myself for this reason =/
  18. Fan of Flames and Chill Fog are still top tier 1st level spells. The patch didn't even touch the former. Eldritch Aim also a great spell, but mostly for higher difficulties. 2nd-levels though, have always been a bit underwhelming. Merciless Gaze and Fetid Caress are the only ones I ever find myself using.
  19. What level is this? Level 9 for 1st level spells, I think it was 12 for 2nd level.
  20. You get more spell levels as you level up, which means you also get more casts. Once you reach a certain level, 1st and 2nd level spells become per encounter instead of per rest. also there's items and talents that can increase the number of casts you have per spell level.
  21. I can't edit my old post, but there are some things I'd like to add. But Reny Daret's Ghost, He Would not Rest - Actually worth the trade off from the 3 skellies, since he can Stun and does pretty decent damage. Gets outclassed by Act 2... but then again so do the Skellies. Firebug - Surprised I didn't mention it. Its Mind Blades, Druid edition. Blast of Frost - This... actually deals a lot of damage. Wizards doing damage, who would've thought. Curse of Blackened Sight - Since it no longer affects allies, I think this is now kinda a given.
  22. Relentless Storm, sure. But Returning Storm is definitely damage based. With each bolt doing at around 30 base shock damage. Each separate bolt fired gets the +20% as well, so it gets benefits from the talent much more than most spells do. As for Fire vs. Ice, well eh, I suppose its a matter of taste. Pretty sure Hail Storm does both Crush and Freeze though, the description says that much anyway. Firebug though, is a damn fine spell, so I'll give you that. If you don't grab Marksman or any Weapon Focus talents, you probably can grab all three. The explosion from Rot Skulls is Corrode damage... though I don't think its worth burning a talent slot for that.
  23. I think burn is the best. The only worthwhile Frost spell is Blizzard. Dancing Bolts at level 1 is outdone by Sunbeam, and the storm-based spells don't do enough damage per hit to benefit greatly from another 20%. Relentless Storm and Returning Storm can be stacked together. With both spells going off at once, you're looking at a ton of damage being thrown out per second. They're the best Druid spells by far, so no, you do want Heart of the Storm. Just maybe not in early game since, yeah, Dancing Bolts is pretty garbage. Winter Wind does more damage than Sunbeam, but its a nightmare to aim unless you're a gimmicky melee Druid. Hail Storm though, is a much better 4th level spell than Boiling Spray. Though usually summoning Blights is the best use of 4th level spells anyway =/ I don't like the +1 spell talents. There's items that can do the same thing, plus once you hit a certain level, 1st and 2nd level spells become per encounter instead of per rest. 90% of the battles in the game are against large groups, 99% on higher difficulties. So AoE damage is actually very useful to have. If you increase your Druid's Intelligence you can increase the "safe zone" in your spells as well. As for casting time, don't wear anything beyond clothes or even going naked. The recovery penalties from armor have some serious impacts on casting speed. Also, increasing your Dexterity will boost your casting times as well. I have no idea why the in-game star things don't have that as a recommended stat for Druid... it really is very important for them.
  24. This isn't IWD, heavily armored Priests are far from optimal sadly. It probably won't harm you too much in Normal or Easy, but in Hard or POTD, its a really bad idea.
  25. Barbarians have really bad Deflection, from my experience I'd dump Res and Per and go for Con anyway. Though to be honest, what you have is perfectly fine. As for Dual Wielding, I personally like Maces for their DR Reduction. Stilettos are another nice choice, there's a fantastic Stiletto you can buy at Gilded Vale which will make your Barbarian do ridiculous AoE damage.
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