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翻訳の問題を報告
In reality the cleric should be much much much more powerful than it is in NWN
NWN is 3e not 3.5 and it is not completely faithful you want closer experience try the PRC mod
https://nwn.fandom.com/wiki/Dungeons_%26_Dragons
"Neverwinter Nights is based on the the first release of the third edition rules"
This isn't NWN2 and isn't suppose to be... that game had failing sales.
So why would I assume you talking about a game this forum isn't about made by a different company? Bioware didn't make nwn2
BG and IWD are rulesets developed before 3e NWN was updated ruleset of 3e
"Play" asked about what is strong class for NWN the updated 3e ruleset and just like with the modern 5e ruleset Cleric is the answer.
Picking up on a theme?
Picking up on a theme? [/quote]
Yup your inability to understand what this forum is for.
You might want to go crawl over to that fail company obsidian and ask them about why they don't have the only game you talk about on steam.
They will inform you likely that the 3 people like you that would buy it isn't worth.
Again THIS IS NEVERWINTER NIGHTS ONE WHICH HAS NOTHING TO DO WITH NEVERWINTER NIGHTS 2 you might get a written on your forehead since you keep forgetting
Since they have divine casting they're free to wear armor, and use a shield, and get access to damage soaking spells like Stoneflesh or the various elemental resistance abilities. This means they, or a party member that draws more aggro, are free to tank while the rest of the party swarms an enemy. Alternatively an Elf Druid might just go for bows instead and send arrows at enemies.
On the spell side of things they cover defense and offense. The defenses were mentioned above, but it's also easy to throw in some healing, maybe have a cast of things like Restoration or Dispel available depending on what you're fighting in the area. On offense even the basic Call Lightning available at low levels spreads a lot of damage very quickly. You're free to cast those as your party ties up enemy attention. They also have nice general buff spells like Bull's Strength; and getting the Feat for double duration metamagic is a convenience to consider.
At higher levels you can swap out the summoned animals for Elementals, and can consider using Wildshape to turn into an Elemental yourself. If you stick with it until you get level 9 spells there's also Shapeshift to turn into a Red Dragon, or an Iron Golem; though that's partially just for fun since you can alternatively get a bulked up elemental instead.
Just an alternative to consider if the usual calls for Cleric sound a bit 'blah'.
Here’s my example ‘melee wizard’ build for the OC:
https://steamcommunity.com/sharedfiles/filedetails/?id=1528983364
In a nutshell: Fighter relatively early for proficiencies (either at level 2 or level 4 depending on how the prelude is done), monk at level 9 for the monk items in chapter 2, and the rest wizard.
Now: in an online environment, I’d definitely opt for a Cleric Build over a melee wizard build, for the reasons you’ve stated.
However, for the OC, realistically speaking the 1st chapter is the hardest part of the game if you’re playing solo on max difficulty. Which is what the above build is designed to do. And with a wizard, the buffs come a lot earlier than with a cleric, and also tend to all last a long period of time (meaning a lot less resting than a battle cleric who has to recharge div power and div favour all the time).
We’re talking Ghostly visage Damage Reduction (5/+1, enough for almost eveyone in the first chapter) and flame weapon damage (lockpicking!!!!) at level 3 (as opposed to dark fire at level 5), greater magic weapon and Haste at level 5 (as opposed to level 7 and level 9 if you took travel domain), and Improved Invisibility at LEVEL 1 (thanks to familiar selection, as opposed to level 9 with trickery Domain).
With the above build, you pick up 1 monk and Great Cleave at level 9 (for Wiz 7 Fighter 1 monk 1) which is about the time you hit Chapter 2 . Grab some Dark Moon Robes and Sun Soul boots to make up for lost AC from switching from Splint Mail, and the rest of the game is smooth sailing. Despite the low attacks per round, you can great cleave your way through almost the whole of chapter 2 (we’re taking about 30-40 Damage a hit with a Greater Magic’d and Flame Weapon’d Ravager Halberd) and as you level up further, throw in Damage Shields, Evards, Shadow Shield DR (which most of the enemies in the OC can’t pierce either), Bigby Hands (Forceful being the main one) and Regen / Elemental Resistance rings. The end product is a nigh invincible spellsword , which can tank pretty much any trap and open any lock, and has a ton of tools up their sleeve.
Now: would I use the above build in an online setting that went up to level 20 or level 40 only? Probably not, as a Cleric would be better suited to this sort of environment , what with all the benefits that you’ve stated.
Would I recommend it to a new player? Probably not, as they’d need to know they’re doing with regards to spell selection. Cleric is more forgiving as it has higher base HP and can heal itself. Which is why in my original post I put in the disclaimer that it was tricky to play.
However, specifically for the OC (and the expansions as well), a melee wizard gets a LOT more power in the early levels than a Cleric does, which is where it is needed most. If you don’t believe me, I invite you to try out the linked build for the OC for yourself (and maybe even the expansions, which has its own melee wizard build in the build list). I can almost assure you that’s it’s easy mode even compared to a Cleric, despite all the setbacks.
Multiclass melee wizards fall off hard at later levels, which is why they’re not seen as often as Cleric in online settings. But for the OC and Expansions, where most of the difficulty lies within the early levels, multiclassed melee wizards (who have ray of frost, Improved Invisibility, power attack and true strike from level 1) are the sh*t. :)