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Realistically, if you want Halsin to have Counterspell, you only need the 1 WIZ level. SRC adds nothing to the DRD kit outside metamagic - which to be quite frank the DRD does not need.
Add in the fact that Halsin's gonna be a Moon DRD innate - which is going to revolve around his Wild Shape abilities moreso than his spellcasting - and I really don't see a lot of value of taking more than 1 WIZ level. For me I only took the WIZ level when I did a DRD build when it wasn't even a DRD build; it was 6 CLC, 1 WIZ, 5 DRD and that WIZ level was SPECIFICALLY for Conjure Elemental.
In all of my hours playing, don't believe I have ever found one.
not in game, is an asset that can be spawned with script extender:
Osi.TemplateAddTo("17f828a4-5684-42dd-9f08-ff99ba43358a", GetHostCharacter(), 1, 1);
The other 2 hidden scrolls are summon arcane eye and dispel magic, which are also cut scrolls still in the files. The game originally had some cleric and druid scrolls as well but were cut entirely and aren't in the game files anymore.
Counterspell will be based off your SRC/WIZ casting stat which will be INT or CHA respectively. This is only relevant for those moments where you have to make a check or lose the Counterspell, since it auto-succeeds on spells of a level equal to or lower than the slot you used.
Honestly not a great combo. Druid is wisdom,wizard is intel, sorc is charisma. Anytime you multi class you want to be single attribute dependent.
counterspell is level 5 and to take 5 levels away from druid is pretty rough. I'm not 100% but I think the save on counterspell is level based so maybe you could ignore intel but you'd miss the insane circle of land druid spells at levels 10 and 11. some of the best ingame
the other druid sub classes im not familiar with
If you attempt a Counterspell on a spell of a level equal to or lower than the consumed spell slot, there's no check; it just happens.
You only need to make a spellcasting check (usually INT or CHA) if the spell you're countering is higher than the slot you used to counter it.
Higher level DRD features only really matter for a Moon DRD because of their 3rd attack and their Myrmidons. Spores DRD is more than healthy at 7th (28 THP on top of a 10-stack Arcane Ward makes you one of the chonkiest frontliners in the game), which makes the WIZ dip more palattable, and Land DRD is really only taken for Natural Recovery, wherein you want both your WIZ and DRD levels to be odd for maximum charges (CLC 6, WIZ 1, DRD 5, for example). If you make sure to use WIZ spells that don't have spellcasting checks (avoid spell attacks or Save DCs primarily for this context) - such as Longstrider, Feather Fall, Cloud of Daggers, Haste, Magic Missile - than INT won't matter save for having more spells in your pocket.
My build when I multiclassed WIZ & DRD took a single level and stuck to Shield and Conjure Elemental (because Shield is Shield and Shield is good, while Conjure Elemental was specifically for Water Myrmidons). Minimal INT investment (I think I had a 12 INT because I had spare points). Worked beautifully for the function I wanted it to fulfill.
my go to honor mode is druid or cleric with 1 level dip and headband of intellect (effective intel 16) this will give 4 spell slots to learn every scroll in game.
late game the additional +1 or 2 dmg (from 18-20 intel) is inconsequential as long as you have the attack rolls (arcane acuity) you're good. Ciriculum of strategy on the nether brain CRUSHES as well as disintergrate. 1 round hasted is about 160 dmg average
Circle druids Wall of thorns, heros feast and wind walk imho can trivialize some encounters. all level 6 spells.