I can use a Heal scroll on my Wizard with no UMD check for some reason...and that gives "Immune".
Same with Cure moderate wand.
Oddly, I am immune to a Greater Teleport and Teleport while in Lich form.
I can use a Heal scroll on my Wizard with no UMD check for some reason...and that gives "Immune".
Same with Cure moderate wand.
Oddly, I am immune to a Greater Teleport and Teleport while in Lich form.
Hmm, after reading through all of this,a nd even assuming that there are soem obvious bugs.... I'll be staying my good old tanned self... No pale for me.....
they have it for their summon and it then goes away for some reason. I am getting a save vs. inflict wounds for that first summon.. other that that pathing issues are cropping up for the archer and the mage.
the warriors seems to know where I am. and the basic skeleton stays rather close.
wraith form does make for some quick movements with expidiots retreat. I move quite fast gliding.. I'd say it's a get away form more than anything.
I am a drow cleric1/wiz19 and that one enhancment slot for healing damage/null damage seems to stack on everything but necrotic touch. which has a cool down of about 2 seconds and a 3 step range.
(Combat): You are immune to your teleport to phiarlan archmages.
Now that's interesting. Same thing, incidentally, with Greater Teleport.
Went into one of the junk quests inside House P. Tried to teleport out while in Lich Form. Only place it would let me teleport was the Portable Hole. All others I was immune to.
Perhaps this is something to do with being in Lich Form which isn't legal outside a quest (type) instance.
From the Portable Hole, I was also unable to teleport until it faded.
That's certainly well in the bug range.
Ghallanda ReRolled Naxy-Transil-Kottol-Nax-Riorsil-Riorik-Kaol
I'm guessing it's bugging like that because of the same reason you can repair yourself in a public instance. Since you can't be undead in one of them, and I'm assuming the way teleporting works, it can't switch you to the public version of undead as it teleports you. Therefore you need to wait till your not the private version of undead to do so. I'd also assume that if your in a public instance and are undead, then you would find yourself then able to teleport.
This part, and also stated by a lot of other people are what makes this PrE very unappealing for me. I'm not interrested to use all those APs for this when self healing is a very important thing. A few things are nice, but the drawbacks are just too much for now, if it was a healing penality like 25% or 50%, it' would be a lot more managable since you're not an undead, but assume some traits of an undead.
Guild I'm one of a kind, Khyber
Current Crew: Raika ~ Carolanne ~ Sulthania ~ Yasminne ~ Zazette
Semi-Active Crew: Rosanna ~ Venusia ~ Coriza
Retired Crew: Alexandra ~ Samara ~ Zaretta ~ Carelle ~ Katina ~ Nathalya ~ Kristina ~ Nausikaa ~ Carietta ~ Isabella ~ Zyvorra ~ Hetoff
Guild The Ashen, Khyber (Originally from Riedra)
Retired Crew: Zazumi
I have to chime in here, and it's probably going to upset some of you.
I keep seeing everyone crying that you can't self heal in undead forms. Well guess what? Not all Wizards can self heal. Only Warforged can. Whether all wizards should be WF is a different matter entirely.
Stop crying that you dropped your ice cream cone on the ground when no one else had an ice cream cone to begin with.
*edit
I knew I was going to get a bunch of neg rep for this, but I felt it needed to be said.
Last edited by Calebro; 01-10-2010 at 01:28 PM.
over all from recent use I have not found the massive amount of AP needed to gain all of the summons to be worth it. the frostmarrow mage especially. considering most of the mobs worth using him against are immune or ignore his some of his spells(mostly sleet storm).(fire elementals/mephits/hellhounds/anything in searing heights.)
the basic skeleton and the melee types are good for yet another Summon pet. to distract while you zoom in and necrotic touch stuff.
Since there are no controls for telling the mages what to cast and what not to cast. I forsee alot of groups getting very mad about the constant use of sleet storm by the frostmarrow mage. the rest of his spells are usefull and helpful. and all of the skeles can be buffed.(stoneskin/blur/displacement)
/p so sofar i see no reason to take any enhancemnt past the one to give you enough to summon the basic skeelton and the minor skeleton knight.
the archers???
Dumb as bricks on AI pathing and they have only the basic shot+elemental damage (darkness/fire/frost). No many shot and they are not able to see further than about 30 feet in front of themselves. ie. much too close for mage comfort.
damage does not ramp up for them through each incarnation( basic/fire/frost)
a simple command option of attack my target/stop attacking and follow for pets would solve alot of problems.
City of heroes has the right idea about pet AI and easy enough commands to tell them what to do.
wraith form is basically a shoot and scoot form good for getaways and darting in to heal your skele in battle and tap people with necro touch.
becasue the extra wraith damage is only with unarmed attacks removing your weapons prior to attack seems silly. But I could see somenoe using this with monk to make some rather nasty close compabt attacks. I just don't know if you remain centered during the attacks or if one stance over rides the wraithform.
I see that the Form of the Wraith ability requires Mental Toughness. Would the Sorcerer Past life feat also count? Any caster with a Sorc past life will take Arcane Prodigy instead of Mental Toughness because it is the same but better. My Wizard (sorcerer past life) will greatly appreciate it!
____
Form of the Wraith
- Prerequisite: Wizard Pale Master II, Mental Toughness
- Cost: 2 AP
- You are able to assume many traits of a wraith.
_____
Mental Toughness
This feat increases the character's maximum spell points by 10 at first level, and 5 spell points for each additional level.
_____
Past Life: Arcane Prodigy
You recall more about your past life as a sorcerer. Your maximum spell points are increased by 10 at first level, and 5 spell points for each additional level and can produce random elemental damage spells ten times per rest. (Activate this sorcerer ability to blast a target with a ray of combined elements, doing 1d12 damage of a random elemental type plus an additional 1d12 per three caster levels on impact. A successful Reflex save reduce the damage by half.)
"Isn't it enough to know that I ruined a pony making a gift for you?" -JC