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The only feat which will increase Spell Save DC is an ability related feat, but there are other more important ways to increase your Spell Save DC. I always use at least one feat on my casters to increase their spell ability to 18.
I never multiclass, but that said ... Multiclassing usually reduces the number of feats you can access. So it tends to work against increasing your Spell Save DC. Multiclassing is always about trying to grab a few coveted class features, and not about Spell Save DC.
Beyond that, look for gear that improves Save DC. Melf's First Staff is a good place to start.
If you're early in the game, you're gonna see a lot of spell saves, mainly due to how bounded accuracy works. It's less a matter of enemy strength and more a matter of ability targeting (be mindful of what stats the enemies are good at saving with). I'll be frank, for non-dedicated casters, 16 in a casting stat is usually enough, mostly because you can augment it in other ways or just straight up circumvent it entirely (Cloud of Daggers, Spike Growth, Bless, that sort of thing).
Late game, you're gonna be swimming in gear that buffs Save DCs, and you'll have a base DC of 12 before ability modifiers, so 16 in a casting stat is DC 15, and if you have a +1 from a weapon and a +1 from your armor, that's DC 17. DC 17 is pretty good.
A perfect example is Hold Person, or Hold Monster ... an up cast Hold Person can lock down 4 enemy characters. Then you send in Bamm-Bamm for guaranteed crits. Meanwhile your caster holding concentration on the hold spells sends up cast magic missiles across the battle field in support - with reverberation and lightening charges of course.
Very effective.
The correct hint was given above - casters are better off left as supports. Your casters is usually a haste-bot (or whatever other "best concentration spell" you happen to have at the time) with some occasional splashes of damage. It's sad, but it's just what it is especially on HM - you don't bet your combat on those fiddly saves that you know you have largely no control over.
Not really. Hasting your allies is much better, because:
-- Your hasted ally will get better freedom of choice on what to do even if on paper it's "same damage" (because crit vs an additional action)
-- Crits will only be worth it when you don't have a lot of flat numbers damage. Unless it's a pally, mid-to end game most of the damage will come from flat modifiers. Stuff like GWM, STR modifier (or double of that with gianslayer), elemental equip etc - all of it will not benefit from crits at all
-- You don't risk enemies rolling those saves at all
-- You can stay back or potentially even out of combat with that caster concentrating haste to minimize chances of concentration break due to attackers hitting him
Oh no. Better:
Pick up Create Water. Not only is it cantrip-castable, but it doubles Cold/Lightning damage, pretty reliably, with no save.
Same caster can hold Sanctuary and Bless, and while Sanctuary is up, NOT BREAK IT by spamming Create Water and the occasional heal.
Now, even if your blaster scuffs a Lightning Bolt, that Lightning Bolt still ends up doing full damage regardless, but failed saves can do the big peepee damage.
I mean, they're still Supports at the end of the day.
Whether it's gigabuffing your beatdown with Haste; or harassing half the battlefield with Hunger of Hadar + Plant Growth; or putting Bless up, then hiding in Sanctuary as you make the battlefield Wet with Create Water; or - hell - even just throwing up Crusader's Mantle while your team of 6 minions goes ham with action economy.
You're still supporting your team.