Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
**Thelanis**The Infamous Flaming Vagabonds**
**Jameela*Ranger For Hire**Salvadorian*The Immortalized**
**Dronn*Beefy Sorcerer**Cambel*Raging Pally**Dimah*Evasive Wizard**
**Jumanah*TWF Ranger**Cruor* Wise Barbarian**Murjanah*Firey Bard**
Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
They should absolutely be in TS on Normal. It used to be the XP farm run for 7-10.
But at that time, Feeblemind wasn't in the game, so you didn't have to worry about it. Now you need at least one L9 Cleric to get rid of it, and maybe two just in case the Cleric gets it.
Easier if you go 8-11, but the 11s in the group tear away some XP.
Eh, whatever. Perhaps they should strip Feeblemind out of TSN/TSH and leave it in TSE.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
Last edited by BUpcott; 08-29-2007 at 09:21 AM.
**Thelanis**The Infamous Flaming Vagabonds**
**Jameela*Ranger For Hire**Salvadorian*The Immortalized**
**Dronn*Beefy Sorcerer**Cambel*Raging Pally**Dimah*Evasive Wizard**
**Jumanah*TWF Ranger**Cruor* Wise Barbarian**Murjanah*Firey Bard**
Obviously. However at low levels there are many people (mostly new players) who do not necessarily carry them.
You don't necessarily have a cleric with you.And even a cleric with X neg levels can still cast restoration to get rid of those levels.
And my point is, you can still die by other ways in order to achieve the same goal, it's just going to be a bit more annoying. Whatever this change is supposed to fix, I doubt there was no other way to do it...The /death tactic for neg levels was just to save sp, 1 rez would cost less than a couple restorations.
There is so much wrong with this. Does everyone just want an "Easy Button" for everything? Do you really think you should win everytime? /death because you have curse on you is silly. A potion of curse is a simple thing to carry around. Negative levels? Good for the mob that did it to you. I ran around the Catacombs (I think it was Catacombs maybe it was Necro) with 3 negative levels till I could shrine each one away. I couldn't hit much, but I made it. Blindness? Again carry a potion, or use blindness ward. It's not like getting a blindness ward item is difficult, they drop like candy.
Maybe your right though, maybe there should be no strategy or preparation needed in the game. Maybe it should be a game where all you have to do is run around wildly swinging and casting at everything in sight, nothing ever fights back, and we can all blissfully power level our way to cap without ever facing a challenge. What.........World of Warcraft already does that? Oh sorry didn't know.
“Logic is the anatomy of thought” Locke
Tyaen - Cleric 20
Ghallanda
good point
Excellent idea. I think feeblemind should hurt a lot but as Eladrin said, no point making a char completely unplayable. This is a great compromise and is constant with how DDO now treats some other long term disabling effects.
**Thelanis**The Infamous Flaming Vagabonds**
**Jameela*Ranger For Hire**Salvadorian*The Immortalized**
**Dronn*Beefy Sorcerer**Cambel*Raging Pally**Dimah*Evasive Wizard**
**Jumanah*TWF Ranger**Cruor* Wise Barbarian**Murjanah*Firey Bard**
Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
**Thelanis**The Infamous Flaming Vagabonds**
**Jameela*Ranger For Hire**Salvadorian*The Immortalized**
**Dronn*Beefy Sorcerer**Cambel*Raging Pally**Dimah*Evasive Wizard**
**Jumanah*TWF Ranger**Cruor* Wise Barbarian**Murjanah*Firey Bard**
Because a CSW is ~25HP. Every six seconds.
A Heal is 100HP. Every six seconds.
100HP is a far, far bigger buffer than 25HP. If you're soloing or trying to get your party to a Rez shrine by your lonesome, popping one of those is much, much better than popping 5 CSWs over the course of half a minute.
It's returns. One 100HP pot means I can continue swinging unabated without any issue. Five 25HP pots is at least 5 seconds where I'm not swinging, and probably more because you're running away to heal up.
Ed: Ninja!
Last edited by Tanka; 08-29-2007 at 09:37 AM.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
I understand that.
But having 200 CSW pots (per slot mind you) is broken overpowered anyway, so what's the big deal about heal?
But that's beside my main point anyway... All of these should just be eliminated. You can buy CLW pots, maybe CMW pots and that's it. Every other kind of healing should be a limited treasure item IMO.
Code:Sil - Human Paladin 14 Lava Divers Tad - Drow Wizard 14 Semolina - Elf Rog 13/Ftr 1 on Rava - Drow Sorceror 7 Riddikulus - Human Cleric 14 Khyber Clamor - Warforged Barb 7 Durum - Dwarf Ftr 10/Pal 3/Rng 1 Ridd - Dwarf Ftr 6/Rog 2/Pal 2
First, you can only have 100 pots in a stack (my potion-packing fighter knows that!)
Second, if they removed cure serious potions, it would put an even bigger strain on the resources of clerics. My ability to self-heal would be nixed because I'm not going to refill my 350hp self on cure light wounds potions. Besides, if you thought it was silly to carry 200 CSW pots, just imagine if folks were packing 600 CLW pots instead?
-=]ArchAngels[=-
I'd agree with that if we had the HP we are supposed to. Unfortunately this game has turned into HP madness and we are running around with the hitpoints a diety should have. We therefore need more access to healing potions than you would expect in D&D.
Part of me wouldn't mind seeing healing scrolls and cure serious wands dispear from the vendors. I do enjoy using them but if they didn't exist it would make the players more self reliant and possibly more careful. (eh, who am i kidding)
Since this was added after I replied, I'm addressing it separately.
The Craft Potion feat allows spells of up to 3rd level be made into potions. Which is up to CSW potions.
So there's the reason CSWs exist -- because they exist in PnP as per the crafting feat's specifications. It's why no Cure Crit pots exist.
Person Æ, SarlonaTanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)
Of the spells listed (why doesn't it quote your quote??) the only other one we are even high enough to cast is Limited Wish (Sorc/Wiz 7), all the others are 9th level spells. I don't see why this spell can't be implemented in a limited fashion. Would give another viable and less costly option to Feeblemind and add a fairly standard D&D spell to the game.
Obviously some adjustments would have to be made, but seems like a decent option to me.Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
* Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
* Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
* Duplicate any sorcerer/wizard spell of 5th level or lower, even if it’s of a prohibited school.
* Duplicate any other spell of 4th level or lower, even if it’s of a prohibited school.
* Undo the harmful effects of many spells, such as geas/quest or insanity.
* Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost
300 XP or more (see above).
Officer of Keepers of Vengeance
~Sophetia Narculean (14/Cleric) ~ Drueseph Narculean (14/Pal/Rgr/Ftr) ~ Aurillia Graemalkin (2/Wiz/Brd) ~
~Maduin Hummingbird (14/Wiz) ~ Talic Graemalkin (14/Brd/Rog) ~ Jaines Dupree (9/Ftr/Pal)~