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  1. #1
    Founder Dirkan's Avatar
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    Default Flesh to Stone and Flesh Golems

    Are they immune or did they just set their SR so high it doesn't matter?

    If they are immune I contend that they shouldn't be.

    Trasmutation changes one substance into another, in this case the substance is flesh and it should be changeable to stone, shouldn't matter that they are constructs.

    Or am I missing something....
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  2. #2
    Community Member Qzipoun's Avatar
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    All golems have crazy spell resistance so it's not just Flesh to Stone, it's all spells that require a spell resistance check.

    From what I was told, golems are supposed to be immune to spells that have SR and an easy way to implement that was to give them an SR higher than anything a mage could dish out.

  3. #3
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    oronisi's Avatar
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    Fleshgolems are supposed to have immunity to anything that would normally allow spell resistance, if I remember correctly. Instead of implementing that in DDO, they just gave the flesh golems high SR. So high that you are wasting your SP trying to stone them. Instead, open back up your spell book and look for a better spell to use. Wizzies are supposed to be resourceful. If you are a sorc...well....sorcs are supposed to be powerful when their spells are useful. And with the change to metamagics, they definitely are.
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  4. #4
    Community Member Riddikulus's Avatar
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    Yes, it's counterintuitive, but they are immune to FtS. I don't know why you don't get an "Immune" warning rather than SR roll failures... bad GUI design IMO.

    From the SRD it looks like fire and cold should work well on them, but I got really tiny yellow numbers on firewall.

    Quote Originally Posted by SRD
    Immunity to Magic (Ex): A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

    A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.

    A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a flesh golem hit by a [[Lightning Bolt (SRD Spell)|lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
    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

  5. #5
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by Riddikulus View Post
    From the SRD it looks like fire and cold should work well on them, but I got really tiny yellow numbers on firewall.
    No, from the SRD (that you quoted...) it says fire and cold should SLOW them. It says nothing about the damage output they make.

    Though I have yet to see them get slowed by a firewall...

  6. #6
    Founder Dirkan's Avatar
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    Yeh maximized firewall was yellow damage, 2-10 per round. Disentigrate lands ocassionally but most are white numbers for about 70. Lightning heals them.

    I still think that even though they are golems transmutation spells should work, just my opinion.
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  7. #7
    Community Member Riddikulus's Avatar
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    Quote Originally Posted by Qzipoun View Post
    No, from the SRD (that you quoted...) it says fire and cold should SLOW them. It says nothing about the damage output they make.
    Yes, looking up wall of fire, fireball and cone of cold I see they all allow SR, therefore no damage at all should be inflicted other than the slow effect. Of course DDO's SR is completely bugged (by design) so who knows what is correct in the DDO world.

    Disintegrate should not be working on them either.

    Quote Originally Posted by Qzipoun View Post
    Though I have yet to see them get slowed by a firewall...
    The ones in fleshmaker are in halls with electric traps... the chance of the slow lasting long are about nil.
    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

  8. #8

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    Quote Originally Posted by Riddikulus View Post
    Of course DDO's SR is completely bugged (by design) so who knows what is correct in the DDO world.
    Golems have always used the D&D versions of what allows SR and what doesn't.

    Quote Originally Posted by Riddikulus View Post
    Disintegrate should not be working on them either.
    Except for this.
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  9. #9
    Community Member Qzipoun's Avatar
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    Quote Originally Posted by Riddikulus View Post
    The ones in fleshmaker are in halls with electric traps... the chance of the slow lasting long are about nil.
    Well yes and no. Some of them are very far from any source of electric energy and STILL don't get slowed, that's more of what I was trying to say.

  10. #10

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    Well they are "Masterwork" flesh golems. They may not have some of the standard golems' weaknesses. Maybe?
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  11. #11
    Community Member Riddikulus's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Golems have always used the D&D versions of what allows SR and what doesn't.
    Then firewall should be causing no damage at all.
    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

  12. #12

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    Quote Originally Posted by Riddikulus View Post
    Then firewall should be causing no damage at all.
    Sorry, I should've said: Up til now...
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  13. #13
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    I sure wish I could make Golems as pets
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  14. #14
    Community Member Mr._Dna's Avatar
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    Disintegrate really is the best thing to use at this point. And they do fail their save against it (at least on normal) I would say, 75% of the time.

    Now, you PnP guys, should they be immune to disintegrate as well? If so, don't make too much of a fuss about it, or I'll just be reduced to throwing webs when they "fix" it.

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  15. #15
    Community Member Riddikulus's Avatar
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    Quote Originally Posted by Mr. Dna View Post
    Now, you PnP guys, should they be immune to disintegrate as well? If so, don't make too much of a fuss about it, or I'll just be reduced to throwing webs when they "fix" it.
    Well... yes they are supposed to be the casters worst nightmare. With disintegrate working they would be anything but.

    This is an interesting read: link
    Last edited by Riddikulus; 10-01-2007 at 04:15 PM.
    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

  16. #16

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    Quote Originally Posted by Riddikulus View Post
    Your link doesn't seem to work.
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  17. #17
    Community Member Riddikulus's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    Your link doesn't seem to work.
    How odd... looks like I fixed it to work.
    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

  18. #18

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    Quote Originally Posted by Riddikulus View Post
    How odd... looks like I fixed it to work.
    Yay!

    But, oh no....

    The best solution is to get up high (fly, levitate, and spider climb are great for this)
    Reach weapons, such as polearms, are imperative
    Transmute Rock to Mud/Soften Earth and Stone
    Wall Spells: With the exception of the wall of fire
    Telekinesis
    Clearly, Golems are a problem because we're missing half the requisite tools.
    Last edited by MysticTheurge; 10-01-2007 at 04:27 PM.
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  19. #19
    Founder Riggs's Avatar
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    Yeah. Give my wiz fly, telekinesis, rock to mud, wall of stone, and many other spells (like protection from missles).

    then feel free to take away the one spell that does work.

    Wizards are missing a ton of useful spells they have in pnp.

  20. #20
    Founder wrinyn's Avatar
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    Default I may be wrong (probably am) but....

    From the PnP rules regarding SR, isn't it all spells both damage and non-damaging spells that are affected......In DDO, SR is only figured in to non-direct damage spells......

    Golems are Wiz Killers so they should be immune to every spell with exception to those spells that are listed in their description....If some are getting through then don't tell anyone..ha,ha...jk...

    After all, golems are the reason we bring fighters along..(barbarians trip the traps for us)....ha,ha,ha...joking melee's...I still need you when I'm getting pounded through my stone skin, blur, displacement, GH, and false life....I hate it when mobs get irritated at my max empowered SRays.....OR if they find offense to my PK's and disintegrates.....

    Just my two plat (darn inflation)

    Xanadryn has spoken (and since he's the absent minded professor) no one listens.....haha
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