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Сообщить о проблеме с переводом
Maybe my choice of word didn't communicate my meaning well to you. By power gamer, I mean the kind of people, that could very well be level 1, but spend hours theorycrafting the most optimal build.
This one just came naturally, I didn't over think it...
TLDR: install a mod and be god...
Summary for you, without any MOD, at level 12 only Evocation Wizard no multiclass,
you have D4+9 per magic missile
Second you mentioned breaking the level cap and including a class that isn't even in the game you pissed all over "Non-Power".
Pretty cool.
I am confused why you are so focused on irrelevant details.
I know you are not a Troll from other post, but you wilful lack of comprehension leaves me confused.
I am happy to admit bad communication. But I detailed every single damage bonus. So I don't know what else I could add?
Also its ok with the correct gear and Evocation Wizard but its not "that" great in my opinion.
Its just 3d4 + 27 = 39 Max for 1 Level 1 Spell Slot
Or: 8d4 + 72 = 104 Max for 1 Level 6 Spell Slot
So its even with this gear just 30 - 104 (with a 1-6 Spell Slot)
Average: 34 (level 1) - 92 (level 6)
Here is another alternative that comes about as natural:
Warlock + Eldritch Blast + Agonizing Blast (only 2 Levels Warlock necessary can be multi classed afterwards with literally anything even Evocation Wizard) and if you keep the Tieflings alive you get an Item that adds the Charisma Modifier on top while you already get the Charisma Modifier added once (so twice in total).
Also its possible to gain 24 Charisma by several ways but lets stick to 22 Charisma because hitting this is ultra easy. So its 12 per Ray and you gain 3 Rays while each Ray is already a D10.
So you gain:
3D10 + 36 = 66 Max for 0 Spell Slots! (72 with 24 Charisma)
Range: 39 - 72
Average: 52
But usually you pair Warlock with Sorcerer and Sorcerer has Quicken Spells which costs only 3 Sorcery Points (and can be recharged by converting spell slots of your choice, a level 1 spell slots gives 1 Sorcery Point while a level 6 Spell Slots gives 6 Sorcery Points and allows it to use twice).
This allows the Warlock/Sorcerer to cast it twice, basically doubling the damage just for a single level 3 spell slot (or for 3x level 1 or twice for a level 6).
The total max damage output is 132 Damage (144 Damage with 24 Charisma) for almost 50% damage for half the cost.
Damage Range: 78 - 144
Average: 105
And its by far not the most damage you could get out of this there are ways to make it even higher.
With a Warlock / Evocation Wizard you could even add twice your Charisma and once your Intelligence Modifier. Lets say 24 Charisma and 20 Intelligence just for the fun (it will be hard but probably possible to reach this attributes):
This would yield:
3 Rays, each D10, +7 (Charisma Mod 1) +7 (Charisma Mod 2) +5 (Intelligence Mod):
3x (D10 + 7 + 7 + 5) = 87 Max
Range: 60-87
Average: 73
For 0 Spell Slots, cast as often as you want.
Also keep in mind that I even havent added items like the Callous Ring or Spell Sparkler in my examples (which would make them even more powerful) while it is included in yours!
Mmm.. You're absolutely right Thomas.
But...
Let's just say I want to give Wizard a little love with an easy yet good enough build!;)
Everybody and their uncles are raving about Warlock and Sorcerer (and Paladin).
Frankly I am over those guys!
Plus, ahem, don't repeat it, my main character is a Warlock-Sorcerer, shame on me! :O
One need to be super simple, precise, clear, unambiguous, succinct, yet detailed when one is sharing some random ideas that crossed their mind.
(Or not bother, another sane alternative)
Anyway, it might be hard but I think I can do all that, so in this case I tried to raise to the challenge again. post rewritten yet again! (i.e. reordered, added some blank space, etc... )
If you still misunderstand the updated version... well too bad, I don't think I can be any more clear.
How to make it apparent though?
An answer for another day...
I of course would obviously NOT disagree that breaking the level cap will start to raise your power once you do so. And since the enemies are not scaling past CR 12, you're going to start outmatching them. Even if you are just multi-classing into some 12/8 or whatever configuration.
Incidentally, though, I find it amusing claiming that "any" mod class will make you "godlike". In fact, there's a mod class at mod.io called the Wretch designed for people who want to have a more challenging experience, as it basically gets little or no spells, abilities, or anything else as it levels up.
Well the title was mostly a reaction to the multiclassing optimization guide fatigue. But perhaps badly named indeed...
I am here for a light, brainless, relaxing, experience!
Other than that, the level 20 mod.... yea I am here to have fun... I have nothing to prove. plus this wouldn't be the place for it! ^_^
But anyway, I have a hard time believing *some* of the people above had an honest reaction. At best they were tired and angry, And my message was not super clear enough to get through their bad mood.
BTW were you not the one who lightly enticed me to play the cosmic sorcerer or something?
I had to make a new game. The permanent god mod buff.. the frankly over the top too op buff... I couldn't play that game anymore, lol. I even started in tactician mode with more enemies! Trying to recover from the cosmic sorcerer trauma! ^_^
Don't stress over it. There are lurkers on these boards that will take personal offense to your preference. It's not a you problem.