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View Full Version : Imput on a spell list for a 20 FvS (WF Lord of the Blades)



DaoJones
06-26-2010, 10:39 PM
Hey folks. I've read the "Spell List" thread in this section, as well as Mellkor's most excellent LotB build thread (which I based my build on, with some alteration). I'm currently 13th going on 14, and wanted some of the vets to have a look at my spell list, and suggest where I might improve or change my line up.

Right now it's "literal" up to my current level, and "theoretical" for the remainder. Note that as a melee/healer build, my base Wisdom of 6 (currently 10) means that I've avoided any spell that has a saving throw. (Except BB.)

1st Level
1. Divine Favor: As I'm a LotB, this is useful. Although to be honest, I rarely ever cast it.
2. Nightshield: A given. Every time I make a save or igmore a magic missile barrage I smile.
3. Remove Fear: Solid and useful - especially as I'm running around the desert right now.
4. Shield of Faith: Mostly because I don't see anything else I want, and the +AC was useful early on.

I originally had CLW in place of Remove Fear, but got rid of it around level 10 or so.

2nd Level
1. Cure Moderate Wounds: Good for the occasional top-off, and I don't see a lot else at 2nd level I'd want.
2. Resist Energy: No contest. One of the best spells in the game, in terms of function and use.
3. Lesser Restoration: I don't have Restoration, so this is handy for the occasional stat damage.
4. Eagle's Splendor: What else do I need at level 2? I hear this is useful for the Abbot raid?

2nd level spells seem like kind of a dead zone. Other than Resist Energy there's not a lot that appealed. I barely use CMW, but what would I switch in?

3rd Level
1. Cure Serious Wounds: Considering dropping this for Aid (Mass) or Remove Disease.
2. Magic Circle Against Evil: Solid, useful area buff.
3. Prayer: I don't use this as much as I should, but I like having it.
4. Remove Curse: Useful in the desert, and it's easier to cast than switch to a wand.

4th Level
1. Cure Critical: Good for healing players for whom Heal is overkill.
2. Death Ward: Planning to get Death Ward (Mass) at 17 or so, at which point I'll drop this.
3. Divine Power: For obvious reasons.
4. Freedom of Movement: A given. Helpful when a Bard isn't carrying it.

Not sure what's going to replace Death Ward. Recitation? I'll probably keep CCW until I find I've just stopped using it.

5th Level
1. CLW (Mass): This spell kind of annoys me (doesn't heal for much), but I won't have better for another level or two.
2. Raise Dead: Obviously.
3. Protection from Elements: I'll keep this unless I decide I want the mass version
4. Not sure what I want here. True Seeing? Because my saves will suck, taking something like Slay Living or Greater Command is a waste. Maybe Flame Strike for yucks?

6th Level
1. Blade Barrier: I *almost* took this before Heal. Darn my dedication to my guild's well-being. =)
2. Heal: I'm right at that sweet spot where this tops any non-tanky type in one cast. Good times.
3. CMW (Mass): Seems like one of the few useful choices.
4. Cometfall: I get to huck a giant comet at people! The hell else do I need? (Not sure what else I'd take here anyway.)

7th Level
1. CSW (Mass): I'll probably take this at 14. I need a better mass heal.
2. Resurrection: I'll take this at 15.
3. Debating between Prot Elements (Mass), Greater Restore, or Restore (Mass)

After 7th level I don't know what I'd want. I know I want Death Ward (Mass), Heal (Mass), and True Resurrection, but not sure what else is useful. Cure Critical (Mass) would be good, but I imagine having five Cure Mass spells is probably two (or three) too many.

Most of my problem stems from the fact that I'm deliberately skipping offensive spells. It might be that I don't really need to be doing that, although I find that Blade Barrier seems to be "offensive spell enough", considering that I'm not an offensive caster anyway. (I'd like CC spells, but they'll never land.)

So, what can I improve? Anything I should drop, or add? Thanks for your input.

Vorph
06-27-2010, 12:15 AM
I'm not a WF, but my spell list at 20 is based around being a lowish-DC melee/healer. It was made with input from several helpful people in the Superior Soul thread.

1: Divine Favor, Nightshield, Nimbus of Light, Remove Fear
2: CMW, Eagle's Splendor, Remove Paralysis, Resist Energy
3: Prayer, Magic Circle Against Evil, Remove Curse, Searing Light
4: Divine Power, Freedom of Movement, Recitation, Holy Smite
5: MCLW, Break Enchantment, Greater Command, True Seeing
6: Heal, Blade Barrier, Cometfall
7: MCSW, Mass Protection from Elements, Destruction
8: Death Pact, Mass Death Ward, Holy Aura
9: Mass Heal, True Resurrection, Energy Drain

Some thoughts on your list:

1-4 don't really matter too much. You already know which ones are really important, the rest are just random junk you'll almost never cast. However, I will say that Nimbus of Light is a lot more useful at 20 than I ever thought it would be. Holy Smite has been a disappointment, and I'm thinking about grabbing single target Death Ward just for the hell of it.

5 is pretty similar. At 20, I'm very happy with the amount MCLW heals for; I can heal almost anything with just it and Mass Heal. True Seeing is something you should have because displaced mobs/portals are irritating and not everyone has Tharne's Goggles or wants to wear the DM Vision set. Break Enchantment is occasionally useful, mainly to remove annoying debuffs like Crushing Despair, and I have had decent success removing enemy blade barriers and disco balls in places like Bastion of Power (and conveniently it almost never kills my own BBs). Greater Command was my best spell in Gianthold, then immediately became useless to me from Vale on even with relatively high wisdom before I LR'ed. Not sure why I took it, but there's really not anything else I want. In your case, I'd probably keep Raise Dead just to have a backup.

You only get to choose three level 6 spells. Cometfall still works very well for me even with just 30 wisdom. Since yours is much lower than that you might get better use out of MCMW.

Level 7 is easy if your wisdom is extremely low--just take MCSW, Greater Restoration, and Mass Prot Elements. I chose to skip Greater Restoration because people pointed out to me in the Superior Soul thread that Heal covers everything resto does except for negative levels. In the rare case that someone actually takes a neg level (pretty much limited to heading to the Hound raid in my experience) you can just scroll it. You'll want Resurrection until you can take True Res, of course, but I would drop it after that.

Level 8 is pretty simple. You should never need MCCW, so that leaves only three spells worth looking at.

Same with level 9. Implosion can be useful for leveling but as soon as you get out of Vale it stops working even with a decent DC, and plenty of things are flat-out immune.

AylinIsAwesome
06-27-2010, 03:32 AM
1st Level
1. Divine Favor: As I'm a LotB, this is useful. Although to be honest, I rarely ever cast it.
2. Nightshield: A given. Every time I make a save or igmore a magic missile barrage I smile.
3. Remove Fear: Solid and useful - especially as I'm running around the desert right now.
4. Shield of Faith: Mostly because I don't see anything else I want, and the +AC was useful early on.

That looks fine. The three big ones here are Nightshield, Remove Fear and Divine Favour.


2nd Level
1. Cure Moderate Wounds: Good for the occasional top-off, and I don't see a lot else at 2nd level I'd want.
2. Resist Energy: No contest. One of the best spells in the game, in terms of function and use.
3. Lesser Restoration: I don't have Restoration, so this is handy for the occasional stat damage.
4. Eagle's Splendor: What else do I need at level 2? I hear this is useful for the Abbot raid?

I'd drop Lesser Restoration. It only heals 1-4 stat damage at a time, whereas a Greater Restoration scroll will fix all of it plus all negative levels at once. I have Bear's in there too for some extra HP if I get Disjuncted, along with Eagle's.


3rd Level
1. Cure Serious Wounds: Considering dropping this for Aid (Mass) or Remove Disease.
2. Magic Circle Against Evil: Solid, useful area buff.
3. Prayer: I don't use this as much as I should, but I like having it.
4. Remove Curse: Useful in the desert, and it's easier to cast than switch to a wand.

Looks good here.


4th Level
1. Cure Critical: Good for healing players for whom Heal is overkill.
2. Death Ward: Planning to get Death Ward (Mass) at 17 or so, at which point I'll drop this.
3. Divine Power: For obvious reasons.
4. Freedom of Movement: A given. Helpful when a Bard isn't carrying it.

Recitation is a nice buff, though it doesn't stack fully with Prayer. Either that or Restoration in place of Death Ward when you get the mass version.


5th Level
1. CLW (Mass): This spell kind of annoys me (doesn't heal for much), but I won't have better for another level or two.
2. Raise Dead: Obviously.
3. Protection from Elements: I'll keep this unless I decide I want the mass version
4. Not sure what I want here. True Seeing? Because my saves will suck, taking something like Slay Living or Greater Command is a waste. Maybe Flame Strike for yucks?

BREAK ENCHANTMENT. It is awesome. You must take it. CLWM is a very good spell...what metamagics are you using? I'm hoping either Empower or Empower Healing...by this point you should be able to keep it on at least 80% of the time. You'll also want True Seeing.


6th Level
1. Blade Barrier: I *almost* took this before Heal. Darn my dedication to my guild's well-being. =)
2. Heal: I'm right at that sweet spot where this tops any non-tanky type in one cast. Good times.
3. CMW (Mass): Seems like one of the few useful choices.
4. Cometfall: I get to huck a giant comet at people! The hell else do I need? (Not sure what else I'd take here anyway.)

You get 3 level 6 spells, not 4. Drop either CMWM or Cometfall. If you don't keep CLWM then keep CMWM though.


7th Level
1. CSW (Mass): I'll probably take this at 14. I need a better mass heal.
2. Resurrection: I'll take this at 15.
3. Debating between Prot Elements (Mass), Greater Restore, or Restore (Mass)

Protection from Elements Mass is a must. If you have Raise Dead and True Resurrection then you won't need Resurrection. You might even be able to get away with just True Resurrection if you make up for it with scrolls.


After 7th level I don't know what I'd want.

The level 8 spells on my WF FvS will be: Death Pact, Death Ward Mass, Holy Aura.

The level 9 spells on my WF FvS will be: Energy Drain, Mass Heal, True Ressurection.

DaoJones
06-27-2010, 11:36 AM
what metamagics are you using? I'm hoping either Empower or Empower Healing...
I have Extend, Empower Healing and Quicken. I'll be taking Maximize at 15 or 18. Other than Extend, I really don't use my other metas much. With the 40% from my Enhancements and 40% from my Devotion items (previously a Dev IV helm; as of yesterday Dev VI from a Docent of Corpsecraft :D) I find that for lower HP classes like casters and rogues an un-Empowered CCW can usually top them off. And an un-Empowered Heal basically tops off everyone else. (I have 317 HPs, and it heals me up around 50% per casting, even though I only have Healers Friend I).

Good tips from you two! I'll probably swap in Restoration when I drop Death Ward for Death Ward (Mass), work Break Enchantment and True Seeing into my 5th level spells (one immediately, the other when/if I drop Prot Elements), and consider your 8th and 9th level spell suggestions (since you both suggested the same spells. :p)

AylinIsAwesome
06-27-2010, 12:34 PM
Once you get Mass Protect from Elements there's no need to keep the single target one around. :)

Carlll
06-27-2010, 09:56 PM
3. Remove Fear: Solid and useful - especially as I'm running around the desert right now.
Can be potted (have party member selected and click the pot, it'll cast on them).
There isnt much, Obscuring Mist could be useful from time to time.


3. Lesser Restoration: I don't have Restoration, so this is handy for the occasional stat damage.
I'd pot it, or just let the stat dmg go away with time.
Not much here, maybe the mighty Spawn Screen to dazzle Clerics with your broad spell selection. Although Bear's can be nice to drop Con item until you get the Shavarath belt.


4. Remove Curse: Useful in the desert, and it's easier to cast than switch to a wand.
Dont use wands for such things, pot it. Then you dont have to put away your sword. Not many spells to take instead though.


2. Death Ward: Planning to get Death Ward (Mass) at 17 or so, at which point I'll drop this.

Not sure what's going to replace Death Ward. Recitation?
Yes.


5th Level
1. CLW (Mass): This spell kind of annoys me (doesn't heal for much), but I won't have better for another level or two.
It'll hit for 150 or so at higher levels so its a keeper.

Break Enchantment, True Seeing, Stalwart Pact (i think the saves bonus stacks so can be useful to boost saves in some situations) are possible choices for the 4th spot (and maybe one more if you drop Rez; but TR has a long cooldown so its nice to have 2 rezzes).
Break Ench is my favorite here but TS is nice too. SP is very situational, only for the saves boost, the hp is too little.


6th Level
You only get 3 spells here, drop Comet.


3. Debating between Prot Elements (Mass), Greater Restore, or Restore (Mass)
Mass Prot.

8:
Holy Aura
Mass DW
Death Pact

9:
Heal Mass
TR
Energy Drain, or whatever else you'd want; nothing useful here. With ED you have at least a tiny bit of an "offensive casting" options. Although chances are, you'll never use it.
The Hezrou is annoying and doesnt do much.

For burst healing you'll want 3 Mass cures and Mass Prot to cycle through them. But this is only needed for extreme situations, ie when a Death Shadows comes to the group in ToD and the healer goes nova for a few seconds. With cooldowns, 3+Mass Prot is as much as you can cycle.
Normally, 2 Mass Cures would be enough but you can easily load 3 so why not.

Mellkor
06-27-2010, 10:21 PM
I like having resurection , lev 7, over mass elements. just keep the single target one instead as plenty of people have the mass version. It is nice to have TR and resurection because of the long recast timers.