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Fordítási probléma jelentése
- The spellcasting attribute for Wiz is INT not WIS. Spell slots increase with leveling and at certain break point in INT. They learn spells from scrolls and have access to all spells only restricted by opposing school mechanics. This variety of spells comes at the cost of casts per day.
- Sorcerers use CHA as their casting stat and are spontaneous casters. That means instead of having to memorize spells manually before rest, Sorcs get a total amount of spells they can cast per spell level per day. They can pick any spell of that level and cast it on a whim. This comes at the cost of spell diversity/variety/utility. Their spells are also full round actions rather than a Standard Action thus slower to cast.
- With Arcane spellcasters, cantrips are how you damage and crowd control early on (Daze). they have infinite casts and are usually superior to weapons for low BAB casters. This is because cantrips like acid slash, jolt and ray of frost are ranged touch attacks, which bypass DEX bonus to AC (EDIT: As Zuul pointed out this is wrong and opposite to how it works. They ignore AC from equipment like armor and shields). It. Enemies are a lot easier to hit with melee/ranged touch attacks. Especially high DEX enemies. Oh and you can use them endlessly as auto attacks.
- Early on because of the lack of spell slots, you want to learn/use buffs or crowd controls skills with long durations. And only when you really need them (like in boss fights). Like Kingmaker you don't want to rest too much in this game so using spell slots intelligently is crucial.
Edit: For typos/clarity (I got distracted). :p
And just to clarify Wiz spells. The Hat is right there's more steps to WIZ than Sorc and it can be confusing to new players.
1. First you learn a spell from scrolls or from leveling up.
2. Then you have to go to your spell book and manually choose to memorize a spell, which will then be available to cast AFTER resting.
3. You can replace and move around spells at anytime, but must always rest after doing so in order to cast them again.
Sorc do not do steps one a 2. They just have to rest to replenish their spells per day.
Oh, and their damage splashes to nearby targets on kill or crit.
Just wanted to call this bit out. This is basically the exact opposite of how touch attacks work. DEX is almost the only thing that helps defend against touch attacks. The reason being you are trying to “touch” them. So their dexterity (ability to dodge), dodge perk, etc etc helps to keep you from touching them. The thing you ignore is their actual physical armor. So touch attacks are fantastic for heavily armored enemies, while lightly armored high Dex opponents are the hardest target for them.
Just wanted to add one question, that kinda fits here and does not need an own topic,...
... do casters actually get viable down the line, or is this a ruleset that favors rangers a lot?
Just did the first cave and it is kind of depressing how useless my caster feels and how OP the bow users (3 of them? really? oh my) feel compared.
I enjoy playing caster types usually, but if the balance does not change dramatically, i am fine with rerolling a ranger or whatever else that just has to hit stuff to have an impact. ;-)
High level casters are god tier. Even at low levels they can massively effect the outcome of a fight. They just can’t do it “often”. At low level a wizard can basically stun lock a single under 5 HD humanoid permanently with repeated uses of the cantrip daze. A single grease spell can trivialize an entire encounter.
Extremely viable. Dedicated casters are really weak level 1-4. Even level 5 if you're playing a class that doesn't gain access to 3rd level spells until level 6. Once you hit 3rd level spells, that's when the really juicy stuff (haste, stinking cloud) begin to show up, and only gets better from there.
Late game, dedicated casters are completely unmatched in their combat options. While they won't usually be your number one DPS dealers, they'll generally be unstoppable everywhere else.
Spells are VERY powerful in this game, and the appropriate spell can instantly end fights by crippling the opposition so badly that your fighter types can just mow through them without resistance.
Even at low levels though, picking the right spells will allow casters to be useful. Grease can take out several attackers at once while your own team picks them apart one by one instead of having to deal with them all at once. Glitterdust basically removes melees with low will saves, making them largely harmless. Scare can send half the fight running, allowing you to play divide-and-conquer.
B opens the spellbook directly.
I knew I was wrong when I was typing it (changed the wording like 4 times knowing something was up) but couldn't wrap my head around it for some reason this morning. My brain really isn't working. I guess I needed a lot more sleep than 2 hours. :p
Thanks for the clarification. Going to add a note to the original post. :)
Glad to hear I can keep the caster without crippeling myself too much.
Fine with playing a weaker class that I enjoy, but the first few fights really made me question just HOW weak is fine for me to still enjoy it. ;-)
Ill manage while getting to level 6 hehe.