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  1. #41
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    It's kinda funny that if you have 8 int and no points in spellcraft, you get negative spell power. Better fix that.

  2. #42
    Community Member Postumus's Avatar
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    Quote Originally Posted by Dilbon View Post
    It's kinda funny that if you have 8 int and no points in spellcraft, you get negative spell power. Better fix that.
    That actually is funny. But is it really any different than getting negative AC for 8 dex or negative will saves for 8 wis? (I would say negative HPs for 8 CON but I know better).

  3. #43
    The Hatchery Enoach's Avatar
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    Quote Originally Posted by THOTHdha View Post
    And how are your Blade Barriers looking with 7 spell power before items and metas? Not all clerics want to be healbots who occasionally divine power things.
    Quote Originally Posted by EllisDee37 View Post
    Well, for that specifically it's probably looking better. Clerics on live are unable to put a single point of spell power into blade barrier.

    My 19/1 cleric/wizard who splashed for the bonus feat, +40 force spell power and master's touch during the low levels is pretty well screwed, though. I can kiss that +40 force goodbye, meaning a fighter level will become infinitely preferable to a wizard level for my caster cleric. That just feels wrong.
    Quote Originally Posted by chanw4 View Post
    erm, you notice he said he put only 13 point in protection so he have 13 universal spell power + spellcraft skill. And if you are not a heal cleric, then you should be putting point into protection line for spell power instead.

    Spellcraft skill is not the main way to gain spellpower at all. before this change, you gain spell power from enhancement. probably spending lots of AP to maxout 2 - 3 line of Spellpower. in the new system, you gain spellpower from spending points on enhancement + spellcraft skill points.
    I now have 20 Spell Power on a pure cleric vs 0 Spell Power before equipment etc. I would say they are looking better by 20%.

    I don't know how the Wizard Spell Power enhancement is going to play our, but I would assume that even with a moderate (10/12) Intelligence you are going to at least pick up 1-3 points from Spell Craft.

    Totally agree, spellcraft is not going to provide a huge bonus to Spell Power since it is already limited to 23 Maximum ranks and if you look at 38 as a median Caster stat outside of high end buffs/tomes your look at a Intelligence based character getting a top range of 47%. I won't comment on if that will make wizards the NEW power horse until after I review the Wizard and Sorcerer Enhancements.

  4. #44
    Community Member redoubt's Avatar
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    Quote Originally Posted by ZeebaNeighba View Post
    Perform I admit is a little stupid since only bards and bard splashes can even have the skill. Then again, Wizards, Sorcs, Clerics and Favored souls only use their sonic spells for the stun chances, and have much better damaging options, while that isn't the case for bard.

    Repair isn't a class skill for sorcerers, so they'll be short 12 points compared to a wiz/arti (assuming they even have the skill point to throw into repair each level, which is less likely as wiz/arti are int classes)

    Heal is only a class skill for clerics, favored souls, paladins, druids and rangers, all of whom except ranger are tight on skill points already. Druids are 4+int mod per level, which is enough for Concentration, UMD, Heal and Spellcraft if you boost your int up to 10. Bards, artis, dragonmarked halflings (remember dragonmarks are enhancements on Lam so easier to get), pale masters, and characters that use renewal/rejuvenation cocoon won't have heal as a class skill, but at least they can put half a point in.
    It is tight for rangers too... for example, my ranger (who splashes 1 rogue) takes full ranks of search, spot, disable, open lock, umd and intimidate. That already requires a LOT of INT...

  5. #45
    Community Member Flavilandile's Avatar
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    I've been pondering for a while on this particular change, while dissecting the enhancement bit...

    And I've come to the conclusion that this change needs to come with a skill reset at least, as most of us have made skill choices that will be invalidated.
    The typical example being Clerics ( and divines in general )... Unless your Cleric a 7 Year Old 28 Pointer and has not be reincarnated you will not have any rank in Heal as it was a useless skill. ( Heal had a use in the begining, as the more heal you had, the more HP were healed by shrines )

    Also the Stat for Spellcraft should be Class Dependant ( Wis for Clr, Int for Wiz, ... )
    On G-Land : Flavilandile, Blacklock, Yaelle, Millishande, Larilandile, Gildalinde, Tenalafel, and many other...

  6. #46
    Community Member Jaid314's Avatar
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    Quote Originally Posted by Flavilandile View Post
    ( Heal had a use in the begining, as the more heal you had, the more HP were healed by shrines )
    heal still has that function. it's just that nobody cares any more.

  7. #47
    Community Member FranOhmsford's Avatar
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    Quote Originally Posted by RavenStormclaw View Post
    Nope you forgot one problem by the time you get a level where concentration is needed most people have picked up quicken which basically negates concentration thus you can dump it. So basically its a choice to pigeon hole yourself, or pick up quicken (which most builds do anyway) and not worry about concentration and instead put that into spell craft.

    Sorceres being the exception but they also have only two stats chr and con so picking up intel shouldn't be all that hard.
    Quicken is used for ONE Spell!

    Mass Heal!

    That's it!

    What you're suggesting is that suddenly EVERY Cleric HAS to keep Quicken on at ALL times for ALL Spells!

    Sounds like a Massive Nerf to me!

  8. #48
    Community Member ZeebaNeighba's Avatar
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    Quote Originally Posted by Flavilandile View Post
    I've been pondering for a while on this particular change, while dissecting the enhancement bit...

    And I've come to the conclusion that this change needs to come with a skill reset at least, as most of us have made skill choices that will be invalidated.
    The typical example being Clerics ( and divines in general )... Unless your Cleric a 7 Year Old 28 Pointer and has not be reincarnated you will not have any rank in Heal as it was a useless skill. ( Heal had a use in the begining, as the more heal you had, the more HP were healed by shrines )

    Also the Stat for Spellcraft should be Class Dependant ( Wis for Clr, Int for Wiz, ... )
    I heard we our free LR reset when the enhancement pass comes.

    It was somewhere in the thread about the free lesser in u14.

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