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Even if you're limiting yourself to just effects cast against the target, you've got Heat Metal, Phantasmal Force, Bleeding (special weapon attacks), and Burning (various sources, such as Alchemist's Fire). I'm sure there's more, that's just off the top of my head.
They tend to be supplemental, though. OP seems to be looking for support to entirely focus on such effects, as is possible in other systems.
Oh, you can actually do this king of thing. From the EA, your warlock has Hunger of Hadar, you can play that and a druid's Sleet Storm or Plant Growth and create a deadly area that's really hard to move out.
It's just not really pragmatic. Because the Lv cap at EA is Lv5 (and your enemies are also lv 5 at the Grymforge, the EA most high lv area), spending 2 Lv3 slots and not killing stuff imediately, or giving a HUGE buff like haste isn't the best decision - even it works.
I expect this usage for Lv3 spell slots to grow in value as the game goes on, because a single fireball will not be as relevant against a lv 10+ enemy, and over several turns the hunger and other upleveled AoE repeatable damage (Cloud of Daggers, moonbean, call lightning, etc) really give huge return over investment (both in terms of action economy and spell slots).
On the RP side, well, it's a deadly area that does repeating damage, and I'm just saying what is possible. You can create poisonous vapours I think, but it would be HIGHLY overcomplicated (create a water surface, use fire on it to have a vapor cloud, THEN throw a poison flask, arrow or spell on it... I think it works, but it's really too much work for the effect).
Back to Hunger or Hadar, what I meant is - it's obvisouly not that useful if a fireball would instantly kill the targets anyway (and it often does that against targets with the EA lv cap of 5), but it could suspass the damage by a large margin if the targets lasted enough.
At spell slot Lv 3, HoH does 4D6 per turn, while fireball causes 8D6 (without save). It's even on the second turn, and HoH lasts for ten turns, possibly causing up to 5X the damage at the cost of the same 3rd lv slot and one action.
It could possibly kill high HP enemies if you crowd controled them to be unable to leave the area. It also gives blindness to creatures inside of it, so even ranged creatures are in real danger unless then can move out.
Hm, increasing effects is something I don't think we can emulate with the tools we have so far (like adding DoT stacks, I guess, something like Guild Wars 2 burn specs or affliction warlocks in WoW?)
The only think we can do to my knowledge is adding conditions so the total DoT damage grows, but thot the stacks of a specific condition. Stacks seems to add turns on the target, not intensity.
I was actually talking about what's in the game ATM - I don't think a single DoT debuff has stacking intensity.
About mods, you'll need someone who is better versed at D&D 5e than me, because I feel modders will focus on making stuff to complete 5e tools the game lacks, so if 5e doesn't have intensity stacking DoTs, I'm not sure any modder will create something in that direction.
So if you go buy a 5e players handbook, and find a way to build a solid DoT build, you should be able to translate it into this game.
I think I covered everything in first post heh... IF we going with moonbeam or dragger we just call it AoE push/move build not dot build cos they do damage every time an enemy is pushed or moved into Aoe... but again that is a far cry from a classic dot builds. The objective there is to get the target moved in and out aoe as much as possible.
Anyway, outside of action rpgs (particularly-diablo likes) you don't really get builds so specific like that.
Actually that where I come from, and I 've asked for years for a viable dot build specifically with the witch doctor, but alas, we got pets and stupid spirit explosions. He would have been perfect with so many underused skills like locusts and grasp of the dead of the top of my head or the Jade set build in general.
Exactly. I really like the Flaming Sphere spell and as you say, you cast it and then if the enemy is stupid enough to stand there while taking damage from the Sphere's aoe fire damage, you do not have to do anything, unless you want to Ram a enemy.