Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Not nessesarily but for instance you could get a freebooter to help the party this would help Even your casters to some extent
Casters are not the best thing in 3.5 to begin with, they just don't have the damage output of melee to begin with, and when you have a large number of them then their weakness is even worse.
For example you can have two (or more) full fledged melee guys all threatening one target, hitting ~9 times in a turn each, with a 25% chance of critting, and each crit they land will make every other person threatening get an attack of opportunity. So you're potentially getting 10+ 100+ damage attacks out of each person.
Even lvl 9 spells struggle to do 100 damage in a single casting.
Can any NPC be made into these? I want to use the NPC game comes with, not mercs, not looking to min/max :)
My MC can get around 130 from lvl 7 Scorch (Max + Empowered + items). Ember can get 300+ easy from Chain lightning (AoE dmg). But I do get your point, but I really don't like Melee in this game, maybe it's because I play turn based but they are SO SLOW, takes 2 rounds just to get them to the target and hope the DPS melee arn't dead by then. Just seems to take a lot to actually get them to hit (also they are SO SLOW in Turn based it's infuriating)
Even Ember, who lacks some great spells like haste and doesn't get access to MC godlike powers is an absolute monster with her spells. Whether it's her ray spells that do great damage, her crowd control spells, or just high level things like polar midnight on an entire enemy group, she's so powerful.
If you find casters weaker than melee fighters, especially in WotR, you're doing something horribly wrong. They're not even remotely close after the first few levels.
Yeah you can easily dip ranger 5 on any of your martials. Cleric domain you get from sociel . For instance , Ember has evil eye too. Ember has some debilitating abilities too and blind. I would usually dip 5 for wenduag freebooter, but you can easily do this on Lann too. See no reason why not.
Could you talk out of your arse anymore?
Casters are weak in the beginning and mid game. End game is where they shine.
Melee and ranged archers can be just as good if not better than casters in some
scenarios. Their usefulness throughout the game can not be questioned.
Are you playing on less than core? If that is the case then I can believe some of what you are saying.
Use a quickened spell, the one that gives +20 extra hit chance, lower the AC and then chop up. If you boost his initiative he goes first and the rest follow.
If you must go Alchemest the incense one has some good team boosts.
In this game you need to look at your party as a team each supporting each other not as individuals.
Depends what you mean by mid game, a party built around casting can own, especially with mythic abilities and taking advantage of cross blooded sorc splashes.
I have an early party, that I got to act 3 with before restarting, that had a merc court poet and my MC was a Inquisitor with madness domain (thanks to Nerd Commando for giving me the idea)
The poet, increased main caster statistics and the main character hit the primary target with a debuff that lowers saving throws. Not much stood up to that, again having a party specifically built to support the main goal really helps.
On "normal" though, that shouldnt be required.
No, I am correct. It's just a simple result of the way the ruleset works. Martials double dip, have more bredth to increase their hitting power, etc.
The only thing casters do well is CC, which is actually incredibly valuable, but feat heavy martials can also do this often better via combat maneuvers and towards the end of the game don't even need to rely on maneuvers once you get into proc per hit enchants.
However, it seems that the expectation here is that if the build is decent, you should be able to use any tool against any encounter that is not a boss.
My complain is different. I hate the D20 system used to have a diablo like experience. Having 12 attacks per round, doing hundreds of damage. Dealing with BAB, saves and AC past 50 when the dice is still a 20. The system just wasn't build to be used like that. Those numbers were to represent gods, just for reference of power and capacity, never to be actually used.
But my main problem, is that this happens really, really quick. One of my surprises is the amount of trash battles there are in the this game. You are wailing non stop waves of enemies, sometimes at level 2, 3.
It's clear this is not D&D, at all. I like the game, but I like it more when I treat it as a stand alone game that does it's own thing than constantly measuring it against the idea of simulating a tabletop experience. Clearly, no matter how much would love to be the case, this is NOT the developers intention. We have to judge the game as it's own beast.
So, in short, be prepared to hit any part of the enemy, any element, any defense or you will fail because at some points, all your strength will be weaknesses.
The difference is that in a "normal" RPG these minor enemies with immunities to specific forms of attack will have corresponding weaknesses to counteract that a portion of your team is not able to do anything, which just doesn't happen in this game.
So it's not directly comparable.
Dust, slow, and grease all change AC or make the affected targets lose DEX bonus to AC. I dont know anyone who doesnt run at least a haste wand - more AC and an extra attack is just a necessary thing.
a "selective" sirocco can make whole encounters easy
its important to rememember meta magic when using casters. If your new just look at:
"selective" - This makes AOE spells like grease and glitterdust not hit your own party.
"Heighten" - this raises the DC of your spells. So a level 3 spell like slow, can be cast at level "x" allowing the DC to scale and hit late enemies.
Item selection is also a must for casters. You need those items that raise the DC of your spells. although this isnt necessary with normal as much.
You also mentioned that you wanted to ditch melee - do not do this. If your having trouble a well rounded party is probably your best bet. Going all casters ect. requires alot of knowledge of mechanics you admittedly dont have. TBH it sounds like you should do the opposite - melee requires much less knowledge of the game and enemies - maybe limit yourself to two casters. I would choose ember and Daren, shape ember for CC and debuff and Daren for buff and healing - mythic channelling with spirit boost will give you an average of 50hp more in battles.