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Death ward scrolls are inexpensive. Buy 100 of them and forget about it for the rest of the game. Apart from a select few battles, e.g., the town infested with bodaks, you probably don't need to worry too much about drain. I only bother using restoration if the character is close to level 0 or the drain is significantly impacting their combat effectiveness.
Nothing you can do about ability score drains except use restoration spells, last I checked. Restoration scrolls are also relatively inexpensive.
Not exactly what your looking for, but that's what I do for death ward which I think only prevents negative levels not drain but not sure about that.
Heh, good answer.
I tried doing it as Koveras suggested, but it, to me, just got too tedious xD
1 min/lvl should be long enough between rests by Act 3-4, honestly.
For ability drain, you can't really do anything until you get access to Fiery/Icy body.
For level drain, death ward should cover it.
Note that eventually you'll be fighting mythic enemies who can ignore resistances/immunities.
I always use him as a buff bot healer, and pick up a animal companion so he brings something else to the fight
Death Ward description is very confusing. What is 'energy drain' supposed to be? It says nowhere that it protects against EITHER ability damage OR ability drain OR negative levels. It protects against 'death spells' and 'energy drain'...
The only way to remove drain seems to be Greater Restoration (500g per use)?
https://i.imgur.com/VXBjWb5.png
https://i.imgur.com/KFaPUgg.png
At higher levels, use Ice Body and/or Fiery Body or any other transmutation spell that gives ability damage immunity on a tank, if possible, via an alchemist with infusion. Any spellcaster, especially with low saves should cast these on themselves to prevent ability damage.
Use Greater Restoration or Heal as suggested, to remove ability damage/level drains when you don't have the proper immunity available. In this case a highly buffed party can sometimes be a great ounce of prevention vs. ability damage/level drains because not failing the save in the first place is a good idea.
Enduring Spells and Greater Enduring Spells are very useful in my opinion, but only on spontaneous casters that are not focused on many casts like say an evoker or necromancer would be. Its best to take it with someone like Daeran with a summon/conjuration/pet focus that use very little spells per day for offensive/CC use. At most one arcane spontaneous caster and one divine spontaneous caster should have enduring spells while all the others are abundant casters that focus on lots of casts per day (evokers and/or necromancers).
In the end, being able to casts about 10-40+ individual single/party wide buffs that last for a day or more, will give those buffers back more spell slots than Abundant Casting would provide at low/mid spell levels anyways. Even for high spell level buffs you may only have 4 casts, but you can cast 4 buffs then rest and not have to cast those buffs again until another 2-4 rests thereafter.
Having a full layer of buffs and defences all the time is going to eliminate the need to rest and mitigates a lot of incoming damage that forces you to do so. Except for fatigue/exhaustion getting in the way while travelling too much. There's ways to mitigate that too with lesser restorations/lay on hands but that's another topic.
Unlike Kingmaker, you can hit 2 if not 3 dungeons in one day. Also extending a greater enduring spell makes it last 1 day, 15 hours which can make it easy to hit up at least 2 dungeons on one set of buffs.
2. One of the first mythic choices (aeon flavor) is Rectify State which can clear drains.
3. Paladin's Mercy can be specced to remove ability damage and drain.
4. Like others have said scrolls of deathward work great.
Helps a lot if this char also has a tank role and one doesn't need to pre-buff every encounter with death ard. Other then that I pump out death ward potions / scrolls and try to have as many casters as possible with that spell. ( I ~really~ hate stat / level drain.