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Author Topic: Ancient Temple-ToB for dual wielding with elegance and slicing almost everything  (Read 3202 times)
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Rejakor
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« Reply #20 on: June 09, 2011, 02:20:32 PM »

I haven't read through this enough to go point counterpoint, but one thing to keep in mind is that the ToB classes are as powerful as they are because of the handful of good maneuvers.

There's a lot of shit in there that i'd never take.

If you assume that stuff like 'make a sword deal -2 damage as a standard action that uses up a 5th level maneuver' is good and T3, your balance point is going to be a bit off.


Also perhaps keep in mind that while stuff like the kusari-gama and the spinning sword exist, they do not get used in most games.  For most games, not having a easy reach weapon or 1.5x str/good power attack is actually a bad thing.
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DavidWL
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« Reply #21 on: June 10, 2011, 04:17:46 AM »

Very cool - quite powerful, but possibly balanced vs. tier 2, with a few exceptions

Some Overall Notes:
  • I like it a lot.  Super cool.  What ToB should have been
  • Some of the abilities are available before a comparable wizard ... not quite overpowered, but strong
  • Not being able to enchant weapons is really quite a large hindrance ...
  • I would specify that untyped bonuses from different manuevers from Ancient Temple do not stack
  • I have looked at all manuevers, and anything I didn't comment on looks good.  I like that you give a variety of abilities (healing, teleport, a few buffs)
  • 2 abilities seem potentially dangerously powerful: Floral Nirvana (very cool), Ghostly Wheel of Pain (very cool).  More detail for my reasoning below.  I'd do something to make these less.
  • Because it has so many very cool immediate/swift actions, I see a Cleric 9/Crusader 1/Ruby Knight Vindicator 10 as a very dangerous entrant.  Some of the abilities (most notably Floral Nirvana) are fine on a non-caster, but on something like the above are probably too much.  Remember, ToB <> non-caster.

Some thoughts on specific maneuvers:
1st level

Moment of Eternity - +1 to +6 to out of combat things too is very useful (skills, attribute checks, saves).  Not quite over powered, but very useful.

200 Hell Realm Flowers in 1 Slash - at low levels, makes for a _very_ powerful skirmisher / kiting.

2nd level

Insightful Swords - at character level 3, this does ~20 Damage to a 15' cone.  This is more comparable to a fireball cast by a 6th level sorcerer.  Once again, quite powerful ... maybe not too powerful, but strong.

Beast Realm Brute Sword - as another said, very flexible (different combat options), and the bonus to rolls if there is one target of Rank (Gardener) is also powerful.  Maybe not too much.  The gold point rentention of sundered items is a _very_ nice touch.

3rd level

Flashing Slash Formation as Karma Gust - *thinking* .... if you have a movement speed of 50, and you run by 8 opponents, you attack each twice ... damage is ~2D8 + 10 +other ... ~20 ... something like a shapeable fireball, and this scales very well.  Once again, powerful, but not quite overpowered.  FYI - you should define "pass by".  (Within 5'?  Within range melee reach?  Etc.)

Retribution of the Ten Hungry Kings - powerful, but cool and reasonable.  Like a bloodstorm blade.

4th level

Flashing Cherry Blossoms - very powerful.  90% miss chance, and you can't be interrupted with immediate actions unless you attack

5th level

Floral Nirvana - too powerful.  Basically, this means you are gone, except on your turn, AND you get +3-+6 to (for example) saves.  People can't attack you except on your turn ... Its very cool, but too much.  It might fit as a 7th - 9th level ability.  The only balancing factor is that it would be hard to do every round, but I'm sure with some finagaling this could be managed.  Wings of cover is weaker than this, effects only a single attack, and can be cast only a finite number of times.  And even then, it is on the verge of broken.   

Ghostly Wheel of Pain - amazingly powerful and cool.  I like it.  I even like that it is available at this level.  I think I would specify that all expendable powers all come from one pool.  (Example:  Cleric 9/Crusader 1/Ruby Knight Vindicator 10 - divides in 2, and then the copy casts Miracle ... inside of timestop ... this should cost resources).  

7th level

Slash Clearing the Six Senses - cool and powerful.  Possibly too powerful.  2*(Melee Damage + Rank) vs. opponents weakest save is a lot.  If you buff Melee damage, this can be a ton of damage, and targeting the weakest save is more powerful yet, and using the attack roll instead of a normal DC is even yet more powerful.  This is basically an instant death effect when used with a good build.

8th level

Deva Realm's God Swords - at 20th level, with 23 ranks, this grants +16 ... it is a bit much...

Slash of The Eternity - cool.  Observation - this can probably let you buff your whole party with +6 to AC and saves as you go into battle.

9th level

Six Realms Ageless Obsession - probably too powerful, but very cool.  "use any Ancient Temple maneuvers you know regardless of them being readied or expended" -> Floral Nirvana & Ghostly Wheel of Pain probably become too powerful.  Note that with a little optimization, having a will save of 12 (base) + 5 (cloak of resistance) + 10 (wis) + 5 (spell "mass conviction" from SpC) -> make a save of 32 without trying.  And this is without very much optimization at all.  You can be in this stance the first 6 rounds of ever combat (by which time, virtually all combats will be over).


Best,
David

P.S.  Your stuff is super cool!
« Last Edit: June 10, 2011, 04:33:28 AM by DavidWL » Logged

Some Cool Quotes
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
DavidWL's Random Build Archive
oslecamo
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« Reply #22 on: June 10, 2011, 02:21:34 PM »

Yes, but a wizard has limited uses of this at 5'th level. You get a per encounter or more uses at 3'rd.
However just like the bardic music, there's a massive diference between affecting 1 target for 1 round and buffing your whole party for multiple rounds.

My version would remove one specific class of effects, a stupidly wide class, but not just any one effect. Of course since the entire school is supernatural you do need something to knock down anti-magic fields.
And that's one of the main reasons I wanted to keep it as an higher level IHS.

Wings of Cover is considered broken for a reason...
That's why I made it two levels higher. But as DavidWL pointed out disapearing for 1 full round may be a bit too much so I made it so you return instantly. There, now you can defeat it simply with multiple attacks.

I'll grant the image is cool, and army fighting probably doesn't come up that often, and the combo covers an absurdly large area. By 11'th level having a ground speed of 60 or so shouldn't be a problem, and if you have a reach weapon or you have enlarge person on your reach is 80ft. this means that you can roughly cover a rectangle of 160 ft wide by 400 ft long using God's Flashing Slash as Karma Gust, just missing the corners on that. With a bit of optimization those can be improved quite a bit, I mostly picked the numbers for convenience. Anyway the huge area is only a minor problem, threatening everything with a 80 ft radius is a far bigger concern, because of all the AoOs that enemies will provoke if they try anything. Most throwing weapons don't have that kind of range and it will only grow.
And here I point out that you have a limited number of Aoos per round, so even if you threaten a massive area, you still cannot afford to Aoo everything that causes it.

Magic missile has several effects that defend against it, it is stopped by spell resistance, it has limited uses per day, it's widely acknowledged to be stupidly good for it's level, it has built in damage caps.
Eeerrr, last time I checked, most people on this very forums were claiming magic missile would be worthwile if it was either at-will or a cantrip.

This auto-targets the worst save, it deals damage based on an easily boosted value, and you get two shots at it. This is an exalted style perfect attack, and to top it of you get to replicate a fairly useful spell as an alternate option. Granted the spell is level appropriate, but this much flexibility and power in a single maneuver?
Unlike Exalted however, characters aren't squishy. At 13th level you're facing stuff like a Storm giant, which has 199 HP.

So assuming 16 ranks, +10 skill bonus from random stuff, average 5 damage from a single-handed weapon, +10 damage from other random stuff, you deal 2x41=82 damage, not even half the Storm Giant's HP.

The Storm Giant will then counter attack with +26/+21/+16 melee (4d6+21/19-20) for an average 105 damage whitout any optimization on its part.

So basically, it may be basically auto-damage, but it's still just damage, and not even that high when compared to brute monsters and dedicated power attackers. Its main advantage is the ability to say "screw you" to casters covered in miss chances and dirty tricks, but against other melees it's a fair deal.

If there is too many to list as permissible there are also too many to list to ban.
Now don't be so negative, there's some that clearly stand out (like bane) that they're worthwile banning.

Meh never liked that spell very much anyway. Still prefer to base it out of Ressurection unless you have a good reason revivify would be a better base.

But balefull polymorph is stopped by SR, so that is like an attack roll. And Immunity to Polymorph is not that uncommon. Anyone specializing in the Ancient Temple School will have high wisdom due to the saves, I'm thinking most users will be rangers or swordsages
However, you cannot afford to invest just in Wisdom. You still need Str or Dex to hit and damage. It's no good to have high saves if you can't hit your oponent to force them to make said saves.

Statistic wise, there's a big diference between needing three rolls to go your way to insta-big someone (two attacks, one save, and then any possible combat miss chances that don't affect spells) but just one or  two rolls with a lot of spells. Did I mention casters can afford to have a dozen diferent save or dies prepared at the same time so they're sure they can at least bypass one weakness? So even if they find something immune to polymorph and with SR, they probably have some spell prepared that will defeat the enemy with a single well placed roll.

(or when using my houserules swordsage/Ranger multiclass. Depending on how you read you alternate ranger rules that might also be built into your ranger.)
Psyduck

Very cool - quite powerful, but possibly balanced vs. tier 2, with a few exceptions
I would say more of high t3. Beguiller and Dread necro are T3 after all despite already geting some very powerful effects like time stop.

Some Overall Notes:
  • I like it a lot.  Super cool.  What ToB should have been
  • Some of the abilities are available before a comparable wizard ... not quite overpowered, but strong
  • Not being able to enchant weapons is really quite a large hindrance ...
  • I would specify that untyped bonuses from different manuevers from Ancient Temple do not stack
  • I have looked at all manuevers, and anything I didn't comment on looks good.  I like that you give a variety of abilities (healing, teleport, a few buffs)
  • 2 abilities seem potentially dangerously powerful: Floral Nirvana (very cool), Ghostly Wheel of Pain (very cool).  More detail for my reasoning below.  I'd do something to make these less.
  • Because it has so many very cool immediate/swift actions, I see a Cleric 9/Crusader 1/Ruby Knight Vindicator 10 as a very dangerous entrant.  Some of the abilities (most notably Floral Nirvana) are fine on a non-caster, but on something like the above are probably too much.  Remember, ToB <> non-caster.
-Thanks! Big Grin
-Well I'm aiming for strong so that's good.
-Well they have the basic "must have" enchantment of ghost-touch, and as already mentioned it's kinda of a balance point that you get stronger-than-average maneuvers for using slightly inferior weapons.
-Hmm, I believe only Moment of Eternity and Floral Nirvana give them. Changed Floral Nirvana to enanchment bonus like I had aready did for the other.
-Ok let's see about that.
-After yours and Catty's arguments I ended up weakening them a bit, check below for details.
-To be honest RKV is kinda dangerous either way since it can also pick White Raven Tactics and go to town. Also I don't get what you're meaning with "ToB<> non-caster"

2nd level

Insightful Swords - at character level 3, this does ~20 Damage to a 15' cone.  This is more comparable to a fireball cast by a 6th level sorcerer.  Once again, quite powerful ... maybe not too powerful, but strong.
Well most people around here would claim fireball doesn't deal enough damage, plus fireball has a much bigger range.

3rd level
Flashing Slash Formation as Karma Gust - *thinking* .... if you have a movement speed of 50, and you run by 8 opponents, you attack each twice ... damage is ~2D8 + 10 +other ... ~20 ... something like a shapeable fireball, and this scales very well.  Once again, powerful, but not quite overpowered.  FYI - you should define "pass by".  (Within 5'?  Within range melee reach?  Etc.)
Clarified.


5th level
Floral Nirvana - too powerful.  Basically, this means you are gone, except on your turn, AND you get +3-+6 to (for example) saves.  People can't attack you except on your turn ... Its very cool, but too much.  It might fit as a 7th - 9th level ability.  The only balancing factor is that it would be hard to do every round, but I'm sure with some finagaling this could be managed.  Wings of cover is weaker than this, effects only a single attack, and can be cast only a finite number of times.  And even then, it is on the verge of broken.   
Well changed it so that you reform right away the attack misses, so people can still hit you with full attacks or simply by ganking on you.

Ghostly Wheel of Pain - amazingly powerful and cool.  I like it.  I even like that it is available at this level.  I think I would specify that all expendable powers all come from one pool.  (Example:  Cleric 9/Crusader 1/Ruby Knight Vindicator 10 - divides in 2, and then the copy casts Miracle ... inside of timestop ... this should cost resources). 
Good point on the "single pool" of resources, added that.

7th level
Slash Clearing the Six Senses - cool and powerful.  Possibly too powerful.  2*(Melee Damage + Rank) vs. opponents weakest save is a lot.  If you buff Melee damage, this can be a ton of damage, and targeting the weakest save is more powerful yet, and using the attack roll instead of a normal DC is even yet more powerful.  This is basically an instant death effect when used with a good build.
Well if you're boosting your melee damage that much, you probably don't deal this maneuver to insta-gib, specially because it would be more productive to unleash some kind of pounce/full attack for massive damage.

Not to mention if you're plaing high optimization, chaances are your oponents have ways to massively boost saves like the Diamond Mind maneuvers and certain discharge spells.

8th level
Deva Realm's God Swords - at 20th level, with 23 ranks, this grants +16 ... it is a bit much...
It gives +15 as 2/3 of 23 is 15,333  but again, what's the worst that could happen with that extra enanchment?

Slash of The Eternity - cool.  Observation - this can probably let you buff your whole party with +6 to AC and saves as you go into battle.
They probably need it. AC and reflex saves are usually quite low by this level compared to the attack and DCs your oponents can throw at you.

Anyway added a clause that you can't use it on yourself.

9th level
Six Realms Ageless Obsession - probably too powerful, but very cool.  "use any Ancient Temple maneuvers you know regardless of them being readied or expended" -> Floral Nirvana & Ghostly Wheel of Pain probably become too powerful.  Note that with a little optimization, having a will save of 12 (base) + 5 (cloak of resistance) + 10 (wis) + 5 (spell "mass conviction" from SpC) -> make a save of 32 without trying.  And this is without very much optimization at all.  You can be in this stance the first 6 rounds of ever combat (by which time, virtually all combats will be over).
I would disagree that pulling obscure stuff out of SpC counts as little optimization, and again good luck with being able to afford 10 Wis when you still need good Str or Dex and can't dump Con.  But you're right the DC is somewhat too easy to pass.

Changed it to 30+3 for each extra round. So with a Will save or 12(base)+5 Cloak of resistance + 6 Wis passes on a 7, then on a 10, so 67% chance you're gone by the 3rd round. Even with your +32 now you have a 40% chance of vanishing on the 3rd round and 67% chance of vanishing on the 4th round.

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DavidWL
Bi-Curious George
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« Reply #23 on: June 10, 2011, 04:13:21 PM »

Hi Oslecamo!

Floral Nirvana:  

good change.

Slash Clearing the Six Senses

Hmm.  I'm not sure what I think.  Your example is fine and reasonable, but irresistible powers are very dangerous.

At 16th level
- Deva Realm's God Swords: +5 base damage + 1 (enhancement +1) + 1D6 (flaming +1) + 1D6 (frost +1) + 1D6 (Corrosive +1) + 1D8 (consumptive +2) +1D4 (Desicating +1) + 1D6 (Energy Aura +2) +2 (Morphing to more damaging weapon +1) + 1D4 (screaming +1) +1D6 (Force)
- +6 Strength
- 1 boost (for example:  Burning Blade):  1D6 + 15
- Gardener: +19
- 1 buffing spell (for example: Bite of the wearbear):  +8
- Greater Magic Weapon : +4
- Power attack: +10
- Inspire Couage: +5

End result:  
~104 HP damage per blade.  208 total.  This is moderately optimized, but far from optimized to the hilt.

Now, A solar (CR 7 above your level, and one of the most powerful core creatures) is foolish enough to get within range.  You kill it.  It never has a chance.  

The problem isn't the base amount of damage (which can be augmented), the problem isn't the difficulty in resisting.  It's the combination.  If either the damage was unaugmentable or the attack more resistible, it'd be fine.  suggest power down

Deva Realm's God Swords

Some other random notes about "Deva Realm's God Swords"
- sizing, morphing, etc. -> can attack as any kind of weapon needed.  Note - I think this is very cool, and a good thing.
- spells that generate criticals become very powerful when you start stacking "burst" enhancements.  While very powerful, this is probably still ok.
- wrathful healing, brilliant, etc. are now even better (use them when you need them)

I'd still probably change this to 1/2 Gardener rank.  (23 -> 12 instead of 16).  suggest slight power down

Six Realms Ageless Obsession

This is a tricky balance.  It _should_ be powerful (compare to a strong 9th level swift spell), and it should be effective for people who are solo.

I don't think the balance point should be raising the DC too much.  It shouldn't be too hard to pass, so that it is usuable by a solo, non-caster.  Instead of balancing based on super high DCs which make this not-useful for some characters, and useful for others, perhaps some other mechanic?

For Example:  You can use it for 3 rounds, after which you are gone, and then return dazed for 1 round.    suggest slight power up

ToB<> non-caster

I mean to say, that many people assume that a tome of battle specialist is a non caster and doesn't have access to magic, and this is not always true.

Best,
David


« Last Edit: June 10, 2011, 04:21:56 PM by DavidWL » Logged

Some Cool Quotes
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
DavidWL's Random Build Archive
oslecamo
Grape ape
*****
Posts: 1940



« Reply #24 on: June 10, 2011, 05:58:17 PM »

Slash Clearing the Six Senses

Hmm.  I'm not sure what I think.  Your example is fine and reasonable, but irresistible powers are very dangerous.

At 16th level
- Deva Realm's God Swords: +5 base damage + 1 (enhancement +1) + 1D6 (flaming +1) + 1D6 (frost +1) + 1D6 (Corrosive +1) + 1D8 (consumptive +2) +1D4 (Desicating +1) + 1D6 (Energy Aura +2) +2 (Morphing to more damaging weapon +1) + 1D4 (screaming +1) +1D6 (Force)
- +6 Strength
- 1 boost (for example:  Burning Blade):  1D6 + 15
- Gardener: +19
- 1 buffing spell (for example: Bite of the wearbear):  +8
- Greater Magic Weapon : +4
- Power attack: +10
- Inspire Couage: +5

End result:  
~104 HP damage per blade.  208 total.  This is moderately optimized, but far from optimized to the hilt.

Now, A solar (CR 7 above your level, and one of the most powerful core creatures) is foolish enough to get within range.  You kill it.  It never has a chance.  

The problem isn't the base amount of damage (which can be augmented), the problem isn't the difficulty in resisting.  It's the combination.  If either the damage was unaugmentable or the attack more resistible, it'd be fine.  suggest power down
But the damage is resistible. You save, you avoid the damage. That solar has its lowest save as 18 for Reflex, and since it casts as a cleric it probably has greater resistance up for an extra +6 and moment of prescience for a +10 to a save, not to mention buffs to his health like bear's endurance, so the solar can easily shrugg it off.

Also how exactly are you geting all those self buffs? Bite of the werebear is druid/wizard  (so even a RKV would have trouble casting that) and personal-range only so you would need to burn an expensive scroll with UMD.

So you end up with 12 Bab (you need to be a full swordsage to get full IL to burning blade)+6 Str, +5 from your bard buddy that not all parties have, -10 from power attack, +1 from weapon enanchment, for a total of +14 to hit. The solar will have at least +24 to its lowest save (34 with moment of prescience), so your attack won't deal that much damage, and then you're exposed to a devastating counter.

Deva Realm's God Swords

Some other random notes about "Deva Realm's God Swords"
- sizing, morphing, etc. -> can attack as any kind of weapon needed.  Note - I think this is very cool, and a good thing.
- spells that generate criticals become very powerful when you start stacking "burst" enhancements.  While very powerful, this is probably still ok.
- wrathful healing, brilliant, etc. are now even better (use them when you need them)

I'd still probably change this to 1/2 Gardener rank.  (23 -> 12 instead of 16).  suggest slight power down
If it was a lower level boost I may agree here, but at 8th level, I really feel like it should have a certain "wow" factor.

You're also still rounding them up when they should be rounded down.



Six Realms Ageless Obsession

This is a tricky balance.  It _should_ be powerful (compare to a strong 9th level swift spell), and it should be effective for people who are solo.

I don't think the balance point should be raising the DC too much.  It shouldn't be too hard to pass, so that it is usuable by a solo, non-caster.  Instead of balancing based on super high DCs which make this not-useful for some characters, and useful for others, perhaps some other mechanic?

For Example:  You can use it for 3 rounds, after which you are gone, and then return dazed for 1 round.    suggest slight power up

Hmm, I like that idea. Fixed duration may indeed be better than an exploitable save. Changed to 3 rounds duration, 3 rounds out, then 1 round daze.
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DavidWL
Bi-Curious George
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« Reply #25 on: June 10, 2011, 08:02:47 PM »

Hi!

Deva Realm's God Swords

Ceded.

Slash Clearing the Six Senses

Hmm.  I made a mistake in my math (although you also made in yours).  And I picked a being that could deal much better than normal with this (which I'm ok with - makes it a more fair comparison).

Assumptions:
- Fighting a Solar
- Both have time to buff

Factors I am Not Using:
- Not using Ruby Knight Vindicator's immediate action abuse
- Not using a party buffing
- Not picking an easy monster


Level = 16 Kobold
Warblade 1/Sorcerer 5/Jade Phoenix Mage 10
Feats:   Draconic Ritual (+1 CL - so Sorcerer Keeps up with Wizard), Arcane Strike
CL = 13, IL = 13

Buffs:
- Draconic Polymorph
- Bite of the Werebear (1 rnd / lvl)
- Greater Magic Weapon
- Ferocity of the Sanguine Rage (1 rnd / lvl)

DAMAGE:
+ 22 = Strength: 55 (31 War Troll + 8 Draconic Polymorph + 16 Bite of the werebear)
+  9 = Weapon:  1D8 +5 (Greater Magic Weapon)
+ 20 = Searing Blade:  Damage = 13 + 2D6
+ 17 = 7th level arcane strike
+ 19 = Gardening Skill
+ 10 = Blade of blood
+  6 = Ferocity of the Sanguine Rage
---------
 103 damage * 2 = 206


TO HIT:
  13 = bab
+ 22 = strength
+  5 = greater magic weapon
+ 15 = moment of prescience
+  7 = arcane strike
---------
+ 62 to hit + D20

With Delusion of Enlightenment you can do this 70' away.


Solar's save:  18 + 6 (conviction) + 20 (Momement of Prescience) + 6 (Item or other buff?) = 50 + D20

Now, we can probably beat the solar's save, and do 200 damage.  Realistically speaking, the solar _might_ have a CON buff (although usually they wouldn't have an item, so this is 50/50%).

The end result is that it is neck-to-neck.  I'm sure the Solar could be optimized more, and I'm sure that the Ancient Temple Weilder could too.  I've tried to be reasonably fair.

But frankly, is there anything that is not-infinite or crazy broken that any build can do to seriously threaten a slightly-prepared solar at level 16?  I'd argue the answer should typically be "no" (excluding builds that get 9th level spells early).

Best,
David
« Last Edit: June 10, 2011, 08:04:46 PM by DavidWL » Logged

Some Cool Quotes
Quote from: unknown
Non-PC activities like out of combat healing should be left to wands and NPCs. It's not fun to play a walking wand of CLW. Likewise, being a combat wall is not a viable PC role. A Wall of Force could do that.

-Sort of, but you left out the important note that a Wall of Force does it better.

Quote from: Runestar / skydragonknight
The most powerful character is the one that you actually get to play.

Quote from: Operation Shoestring
I often have to remind people not to underrate divination.  The ability to effectively metagame without actually metagaming beats the ability to set things on fire more times than not.
DavidWL's Random Build Archive
Rejakor
Donkey Kong
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Posts: 610


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« Reply #26 on: June 11, 2011, 06:15:43 AM »

That's not an ancient temple wielder, that's a sorcerer with 2 dead levels.  Sorcerers are T2 for a reason.

There are actually easier ways for a fully buffed sorcerer who's got the drop on a solar to kill it.  Solars are caster mobs, not melee mobs.  They are supposed to be using divinations, minions, and strongholds to stop themselves getting ambushed, just like cleric, wizard, or sorcerer npcs.  Yeah, the damage is harder to stop than if a frenzied berserker got within striking distance.. but again, you're a fully buffed optimized sorcerer.  You have a half dozen OTHER ways to instakill a unprepared solar as well.

Using polymorph and sanguine ferocity and moment of prescience on a buffed sorcerer is not the same level of optimization as using moment of prescience and conviction on a solar.  A solar is what, a 19th level cleric caster?  It should have more than that up all-day even in core.  So now it's a solar who just got MDJ'd?  Pfft.

Again, even in T3 you can build high damage dealers with hard to avoid attacks that can oneshot foes (especially UNPREPARED CASTER foes) a dozen CRs higher than them at level 8+ (where it stops being a crapshoot).  You've done it with a optimized tier 2 class.  Ability isn't broken.  It's a good ability, that you can optimize.  Using magic, lol.  Whoop dee doo.  So is sneak attack.  So is the frickin' jump skill.  Doesn't mean the ability is broken.
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oslecamo
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« Reply #27 on: June 11, 2011, 07:27:36 AM »

I'll have to agree with Rekajor here. That build's strenght is more of a sorceror abusing polymorph and self buffs than abusing the maneuver itself.

In particular, your sorceror has at least 6 buffs while the Solar has only 3. Considering the solar is casting 7 levels ahead of the sorceror, I would expect the angel to at least beat the sorceror in the buff department.

So yes, the Solar may tecnically be CR 23, but if you don't play him to his strenghts (20th level cleric casting, SLAs), then he's a chump to take down. The base 209 HP is actually quite bad for a monster of that level. A pit fiend has 225, Balor has 290, and the Tarrasque has 594, and they're all 3 CRs lower than the Solar. The Solar is however much stronger because he has powerfull cleric casting and SLAs.

At the very least I would expect the Solar to be hiding behind an Astral Projection, so even if you destroy his projection, well, you've just pissed of a Solar that will now scry and die you when you're not looking.
« Last Edit: June 11, 2011, 07:33:18 AM by oslecamo » Logged

oslecamo
Grape ape
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Posts: 1940



« Reply #28 on: July 04, 2011, 07:21:34 PM »

After some discussion on my latest ToBhou project I nerfed floral nirvana so it only blocks an attack.

Also changed Deva Realm's God swords to prevent geting weapon abilities with limited uses per day.
« Last Edit: July 06, 2011, 07:30:26 PM by oslecamo » Logged

oslecamo
Grape ape
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Posts: 1940



« Reply #29 on: July 06, 2011, 07:34:02 PM »

Deva Realm's God Swords Reference Chart

Melee Bonus||Price
AcidicburstS||+1bonus
Berserker||+1bonus
Blessed||+1bonus
Bloodfeeding||+1bonus
Bloodstone||+1bonus
Brash||+1bonus
Chargebreaker||+1bonus
Charging||+1bonus
Corrosive||+1bonus
Deadlyprecision||+1bonus
Defending||+1bonus
Dessicating||+1bonus
DessicatingburstS|+1bonus
Divinewrath||+1bonus
Eager||+1bonus
Flaming||+1bonus
Frost||+1bonus
GhoststrikeS||+1bonus
Ghosttouch||+1bonus
Harmonizing||+1bonus
Heavenlyburst||+1bonus
HolysurgeS||+1bonus
Hunting||+1bonus
Impact||+1bonus
IncorporealbindingS||+1bonus
Keen||+1bonus
Kifocus||+1bonus
Magebane||+1bonus
Maiming||+1bonus
Merciful||+1bonus
Mightycleaving||+1bonus
Mightysmiting||+1bonus
Mindfeeder||+1bonus
Morphing||+1bonus
PowerstoringS||+1bonus
Profane||+1bonus
Profaneburst||+1bonus
Psychokinetic||+1bonus
PsychokineticburstS||+1bonus
Resounding||+1bonus
Revealing||+1bonus
Sacred||+1bonus
SacredburstS||+1bonus
Screaming||+1bonus
Screamingburst||+1bonus
ShattermantleS||+1bonus
Shielding||+1bonus
Shock||+1bonus
Soulbound||+1bonus
SoulbreakerS||+1bonus
SouldrinkingS||+1bonus
SpellstoringS||+1bonus
Spellstrike||+1bonus
StunningS||+1bonus
Stunningsurge||+1bonus
Sundering||+1bonus
Sweeping||+1bonus
Throwing||+1bonus
Thundering||+1bonus
UnholysurgeS||+1bonus
Vicious||+1bonus
Warning||+1bonus
Weakening||+1bonus
Anarchic||+2bonus
Aquan||+2bonus
Auran||+2bonus
Axiomatic||+2bonus
Collision||+2bonus
Consumptive||+2bonus
Disarming||+2bonus
Disruption||+2bonus
Domineering||+2bonus
Doomburst||+2bonus
Energyaura||+2bonus
Enervating||+2bonus
Flamingburst||+2bonus
Fleshgrinding||+2bonus
Holy||+2bonus
Icyburst||+2bonus
Ignan||+2bonus
Impedance||+2bonus
Metalline||+2bonus
Mindcrusher||+2bonus
Paralyticburst||+2bonus
Parrying||+2bonus
Psibane||+2bonus
Psychic||+2bonus
Shockingburst||+2bonus
Soulbound,greaterS||+2bonus
Terran||+2bonus
Transmuting||+2bonus
Unholy||+2bonus
Vampiric||+2bonus
Wounding||+2bonus
Prismaticburst||+30,000gp
Bodyfeeder||+3bonus
Cursespewing||+3bonus
Etherealreaver||+3bonus
Implacable||+3bonus
Necroticfocus||+3bonus
Speed||+3bonus
Brilliantenergy||+4bonus
Dancing||+4bonus
Vorpal||+5bonus


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