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Right now, I am 6 wizard, 1 rogue, 1 assassin. I like to have caster as my fist class, because it is easier to go up and right, then down then left on the radial menu in a hurry. But I wish I had taken my rogue earlier to get assassin earlier. That was I could have had a better idea of what spells where going to be usefull. I took stuff more usefull to a wizard, like fireball, and that kind of stuff. I wanted to get 6 wizard, 4 rogue, 10 assasin by level 20 for the optimal BAB. So it will be a struggle to get to 20 with bad spell choices.
I got to a level on the server where zombies and skeletons are the next enemy to fight. That does make me wonder about crit immune enemies later on. I struggled with crit immune monsters on my rogue/assassin, and kind of had to just use lots of traps to get anywere. Which gets very expensive.
I'm not sure if my build is viable on this server or not, since even at level 8 I'm seeing items with build crippling immunities that people have sold to vendors.
Thank you for the spell suggestions. I may try sticking with this server, or looking for another if the magic items are just too much.
How else, you gonna challenge a party of 35-40th level characters?
Maximized flame weapon is going to be your most useful spell I think.
Some bonuses to dex , and defence maybe.
Darkness, Ultravision, truesight ... aid in getting more sneaks. Haste will also benifit some.
Wizard/Assassin is a tough combo, they have the int synergy, but that's about it.
I'm level 10 now, and it's looking more and more like two weapon fighting feats were a bad idea. I am finding that a heavy crossbow +3 with no feat investment at all is far better than my rapier +1 and shortsword with ambidexterity and weapon finesse. It's not only loosing the two weapon ab penalties, but it's easier to do sneak attacks from range. The downside is that I can't actually do anything to a ranged weapon to buff it.
Base on your play style and what would be your max level of spell caster level.
If your build have a decent INT mod , choosing spell focus and greater spell focus is not a bad way to make sure spells like fire ball ,lighting bolt or other damaging evocations up to level 6 slot see some use still after level 20+ when combine with the spell penetration feat's vs enemy spell resistance.
If spell dc's are not that importent then going self buff spells or spells that improve your build as a whole. Such as the spell shield , haste , keen weapon, magical weapon greater , invisibility ,darkness,darkvision and etc. Base on the amount of gold you have as you level if DC spells vs enemy saves are not vital for your build. buy and learn spells only that you can buff your self/party members.
With out seeing how you actually play your build out beside what you mention in forum so far. I can't give much more advice. As a person who like to multi-class playing D&D table top version of it. Base on class you are multi-classing in to for a build. Not all classes are multi-class friendly so knowing what you want from the class when multi-classing is importent in terms of game mastery to have a combat viable build after level 20+. So for a current build to improve a wizard tank build i am playing currently in the infinite dungeon module soloing it to test this build out. So far i have a level 20 wizard, leve 1 fighter that focus on summon spell's and damaging evocation spells. The other 19 level to reach level 40 i be leveling up as pale master and wizard. Wizard's base on their build from level 20+ with the epic feat's and spells they get they are alot of fun to play from a quick level up play test seeing how viable wizard's are after level 20 to 40 in the infinit dungeon .
https://youtu.be/D8CaWT-lpNA
On my shifter I can get to 90+ ac in dragon form there and still get torn up (in certain areas). The server favors damage mitigation over all else. Now don't get me wrong I enjoy the server, but its very biased towards builds that negate sneak attacks, and/or have extreme damage mitigation.
*now that we know what server it is though, a bit more specific advice can help if you plan on persueing the build still. Typically on this server the things with true seeing are going to be the dragons, and mages of the world, so your stealth is useless there. All undead on the server have detect living, so they will find you no matter what. The best items on server are +7, but with no other benefits, you will need a crafter to help you with them. Typically no item will have anything better then a +4 to a given stat on it. Crafters with at least 81 skill in craft armor and weapon are able craft the best gear on server, and to use forge gems to maximum value.
Minimal out of character chat, led to more role playing.
True seeing was altered into a combination of ultravision, see invisibility, and more powerfull kind of clarvoyance/claraudiance. You would actually have listen, spot, and wisdom be important if you wanted to do the whole stealth/detection game.
1's and 20's were not guaranteed failure/success. Instant death effects where replaced with different effects that matched the theme of what they were. You wouldn't see people spamming the same spell over and over again just to get a 1 vs saving throw.
AC was capped at 65 with an exception for bardsong. You wouldn't just be rolling 10 attacks per round to get 20's to happen. AB and discipline were actually usefull for and against active feats and crits.
There was also a 1 point per skill, beyond character creation. So class skills on multiclass characters would be influenced by how many levels in a class you had.
Max items where +8, but were limited to one per god. Think of something like a holy artifact. There were just a handfull of +7 items to, with a unique special significance. Meaning there were only like 30 of them among the entire server population. The highest you could find were +6 with vulnerabilities on them. Or a +5 without vulnerabilities on them. Damage resistance was limited to slashing and bludgeoning 20/-, and nothing else that buffs and feats wouldn't handle. I thought replacing damage resist items with small immunity values would have been a more elegant solution to allow underpowered builds to do something, but I guess it kind of worked.
I would love to play on a heavily role played server that has similar changes to diversity builds. I still want to play my wizard rogue assassin. I guess I just need to find a server to play it on.