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  1. #81
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by HumanRogue View Post
    In other words, its a 'you automatically take damage and there's nothing you can do about it' spell... doesn't sound too fun...
    Incorrect.

    Fort save for half, spell resistance.

  2. #82

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    Quote Originally Posted by GBOB View Post
    Remember: Fort Save for Half and SR!!! dont overlook the SR.
    If only SR worked the way it ought to.


    Eladrin.
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  3. #83
    Founder & Hero jjflanigan's Avatar
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    Quote Originally Posted by Eladrin View Post
    Horrid Wilting actually deals 1d6 untyped damage per caster level (max 20d6) to all living creatures within the area of effect, Fortitude half.

    It's possible that at the moment on live it's set up to deal negative energy damage, but in the spell update pass that'd have been corrected. Death Ward won't stop it - not much does.
    DOH! -- that's going to nix my ability to solo the Whisperdoom quest. She loves to spam cast that stupid spell and only DW keeps me alive against her currently

  4. #84
    Community Member maddmatt70's Avatar
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    Default Repair Mass Spells

    It is high time the warforge brethern got some proper repairing. I would like to see repair mass spells (lt, mod, ser, crit) in the next mod.

    Norg
    Norg Fighter12/Paladin6/Monk2, Jacquiej Cleric18/Monk1/Wiz1, Rabiez Bard16/Ranger3/Cleric1, Hangover Bard L20, Boomsticks Fighter12/Monk 6/Druid 2, Grumblegut Ranger8/Paladin6/Monk6, Rabidly Rogue L20, Furiously Rogue10/Monk6/Paladin4, Snowcones Cleric 12/Ranger 6/Monk 2, Norge Barbarian 12/FVS4/Rogue4. Guild:Prophets of The New Republic Khyber.

  5. #85
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    Quote Originally Posted by Eladrin View Post
    Horrid Wilting actually deals 1d6 untyped damage per caster level (max 20d6) to all living creatures within the area of effect, Fortitude half.

    It's possible that at the moment on live it's set up to deal negative energy damage, but in the spell update pass that'd have been corrected. Death Ward won't stop it - not much does.
    How about a full-body lip-balm?
    _________________________
    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

    Quote Originally Posted by EP_Harlow
    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  6. #86
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    Quote Originally Posted by GBOB View Post
    Remember: Fort Save for Half and SR!!! dont overlook the SR.
    It wouldn't have SR under DDO rules, as it is a purely damaging spell.
    _________________________
    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

    Quote Originally Posted by EP_Harlow
    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  7. #87
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    Quote Originally Posted by Lorien the First One View Post
    Incorrect.

    Fort save for half, spell resistance.
    My guess is that SR won't help against this spell because its a damage spell (I could be wrong though). However, with a save, you still take half. Just about evey other spell has a way to get bypass it unscathed. Examples:

    Shield spell, Nightshield, or a Scarab Trinket vs. Magic Missle and Force Missle
    Evasion vs. Fireball and anything with a reflex save for half
    Dodging, Resist/Protect Fire, Fireshield, and Firestorm Greaves vs. Scorching Ray
    Having lots of Hit Points or Blindness ward Goggles vs. Power Word Blind
    High Saving vs. Flesh to Stone and tons of other spells
    Neutralize Poison or Proof against Poison item vs. Poison spell
    Warforged immunities vs. Waves of Fatigue and Waves of Exhaustion
    And others...

    There are very few spells that are 'Automatic Damage' spells (Only one I can think of right now is Diefic Vengence). I just don't like having spells that are impossible to get around somehow. I understand that you get a fortitude save for half, but even a save leads to a hefty chunk of damage (Minimum would be 7d6, maximum would be 10d6). But if that's the way the spell is supposed to be, I wouldn't ask for a change, just don't like it is all... (And I'll have to keep my eyes out for some Oil of Olay to 'remoisturize' myself I guess ...)

    PS. The reason I'm concerned is that, in Permadeath play, I find it hard to deal with spells that I have no way of stopping...

  8. #88

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    Quote Originally Posted by HumanRogue View Post
    PS. The reason I'm concerned is that, in Permadeath play, I find it hard to deal with spells that I have no way of stopping...
    So support the restoration of SR to it's proper status.
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  9. #89
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    I would like to see Enlarge/Reduce added. I know Enlarge is in there already, as the Duergar in BAM cast it all the time on themselves.

    Though it doesn't really seem to make them large...

    Maybe the spell they cast is heroic might or something.
    _________________________
    Give us better (any) testing tools on Risia and help stop the reign of obvious, and silly, bugs!

    Quote Originally Posted by EP_Harlow
    "At times, death alone bears the memo regarding a change in strategy." -EP Harlow

  10. #90
    Founder LeLoric's Avatar
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    Not every spell should be able to be negated
    Ghallanda Rerolled
    LeLodar LeLothian LeLoki LeLoman LeLonia LeLog

  11. #91

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    Quote Originally Posted by Spookydodger View Post
    I would like to see Enlarge/Reduce added. I know Enlarge is in there already, as the Duergar in BAM cast it all the time on themselves.
    Heather Sinclair said that they cheat.

    Enlarge/Reduce introduce some very problematic clipping issues, apparently.
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  12. #92
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    Quote Originally Posted by MysticTheurge View Post
    So support the restoration of SR to it's proper status.
    Having SR work according to PnP rules would at least give a small change to get past the damage (Highest SR currently in-game that I'm aware of is 22 (Excluding the SR Spell that clerics cast)... minimum caster level of Horrid Wilting would be 15, so more that half of the spells would still get through, but it would at least help some).

  13. #93
    Community Member Dragonhyde's Avatar
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    Quote Originally Posted by Lorien the First One View Post
    Incorrect.

    Fort save for half, spell resistance.
    spell resist works against damaging spells?
    Halflings Rule and never irritate anyone that can cast dispell

  14. #94

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    Quote Originally Posted by HumanRogue View Post
    Excluding the SR Spell that clerics cast.
    Why would you exclude that? You ought to have access to it by the time you're facing anyone who would cast Horrid Wilting.
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  15. #95
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    Quote Originally Posted by MysticTheurge View Post
    Why would you exclude that? You ought to have access to it by the time you're facing anyone who would cast Horrid Wilting.
    The reason I excluded the cleric SR Spell was because I didn't know how high that SR could get...

  16. #96

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    Quote Originally Posted by HumanRogue View Post
    The reason I excluded the cleric SR Spell was because I didn't know how high that SR could get...
    Ahh, 12 + caster level.
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  17. #97
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    It is a level 8 spell.

  18. #98
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    Mordikinien's Sword. Yes Please.

  19. #99

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    Quote Originally Posted by Azoralq View Post
    Mordikinien's Sword. Yes Please.
    They probably could implement it kind of like Holy Sword, so that it just dumps an item in your inventory, but things that attack on their own like a real Mage's Sword or Spiritual Weapon don't seem to be possible yet.
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  20. #100
    Community Member Lorien_the_First_One's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    If only SR worked the way it ought to.
    .
    Oh shoot, you're right. Silly me thinking this was D&D for a minute. Ok, save for half, SR is useless as usual.

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