Bigbies

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*ovarf
- Posts: 53
- Joined: Thu Jan 01, 1970 12:00 am
the fact remains casters are indispensable for a group run they are a 100% must have and no matter how large the group of non casting PCs you have that will not overcome the fact that without a caster you simply can not do the end game content areas or bosses.

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*pelhikano
- Posts: 197
- Joined: Thu Jan 01, 1970 12:00 am
1) You probably mean only "pure" casters without melee capabilities, because that is very much untrue. Anything that helps a non-caster compete simply makes a hybrid melee-caster even more powerful. That armor can be worn by clerics, bards and EKs as well, which then have their own spells AND the immunity.The_Tarot,Aug 21 2010 wrote: 1) Non-casters scale better with available equipment.
2) In a setting in which magic is as common and routinely used as is putting on pants in the morning. and in a PW where money is pretty easy to get a hold of.
2) I think magic and gold have become too common and easy to get hold of then. We planned this place as a low-gold world, hence the 200 gold limit on merchants, but it seems this has failed spectacularly.

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*The_Tarot
- Posts: 26
- Joined: Thu Jan 01, 1970 12:00 am
True enough. EKs and Clerics benefit just as much from equipment. The answer to them is simply introduce more High Caster level Dispellers, like The Ascended, and Pit Fiend Wizard.pelhikano,Aug 21 2010 wrote:1) You probably mean only "pure" casters without melee capabilities, because that is very much untrue. Anything that helps a non-caster compete simply makes a hybrid melee-caster even more powerful. That armor can be worn by clerics, bards and EKs as well, which then have their own spells AND the immunity.The_Tarot,Aug 21 2010 wrote: 1) Non-casters scale better with available equipment.
2) In a setting in which magic is as common and routinely used as is putting on pants in the morning. and in a PW where money is pretty easy to get a hold of.
2) I think magic and gold have become too common and easy to get hold of then. We planned this place as a low-gold world, hence the 200 gold limit on merchants, but it seems this has failed spectacularly.

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*ovarf
- Posts: 53
- Joined: Thu Jan 01, 1970 12:00 am
I get the impression that you think that sequencer potions drop in huge amounts. I play a lot I grind a lot and i rarely find any at the moment i have 7 and i think i gave 7 away to someone who helped me out, that counts as the grand total of all the sequencer potions i have found found on this PC.
14 in 25 levels hardly counts as a viable solution to a common spell
14 in 25 levels hardly counts as a viable solution to a common spell

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*The_Tarot
- Posts: 26
- Joined: Thu Jan 01, 1970 12:00 am
I see them in large quantities on merchants, every time I log on. I have 14 Blank ones in my bags. Sure, They're "expensive." 600 gold per pot off a merchant is costly, but you can advertise that you're buying them as well, and find some sort of middle ground.

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*ovarf
- Posts: 53
- Joined: Thu Jan 01, 1970 12:00 am
I get at best (with RP exp) an average of 8 exp in the abyss to things that can and do occasionally kill me that means i have to kill 424 of them in a row at the best case scenario exp to brake even to just one death.
at this point one death has cleared out the exp from a week of RP and events and grinding.
at this point one death has cleared out the exp from a week of RP and events and grinding.


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*pelhikano
- Posts: 197
- Joined: Thu Jan 01, 1970 12:00 am
What did that poor horse ever do to you!?

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*The_Tarot
- Posts: 26
- Joined: Thu Jan 01, 1970 12:00 am
Obviously he's trying to get at the flies.pelhikano,Aug 21 2010 wrote: What did that poor horse ever do to you!?

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*ManyFaced
- Posts: 69
- Joined: Thu Jan 01, 1970 12:00 am
Grinding alone is rarely smart, either way. In groups you have bonus experience, safety from XP lost(Everyone bring coins), and better loot. I don't know why everyone thinks they should solo every area, actually, I don't think any one character should solo a high level area. The issue is some classes can, and they make all others obsolete. But... this is supposed to be changed as new areas are rolled out. Until that point, party or grind areas you can do alone.ovarf,Aug 21 2010 wrote: I get at best (with RP exp) an average of 8 exp in the abyss to things that can and do occasionally kill me that means i have to kill 424 of them in a row at the best case scenario exp to brake even to just one death.
at this point one death has cleared out the exp from a week of RP and events and grinding.
And Tarot, I think you're vastly underestimating the power of a well built mage. Even pure built mages get a lot from equipment. They are less stat reliant, so they can make use of the fringe items with powerful use effect. Even without something like Bigby's they stomp things easily.
If anything, repeatedly recounting magic as the only way to stop counter mages strengthens that fact. UMD or having a mage make you a stack of sequencer potions both fall down to mages being the end all-be all.
And as Pel said, those adamantine weapons are near non-existent(Not sure what game you're playing), so you will have full 300 points of DR from premonition and another 150(Dr 20) from greater stoneskin. Figure out that the last 3 attacks of any round will miss, the mirror images will counter the first 6 hits, and every attack has a 25-50% miss chance... you're untouchable for at least 2-6 rounds, if not longer.
Maybe some immunity/+6/7 gear with 100% spell failure with a dispel on equip would be a good thing to add. You couldn't self buff up, then equip the item. All buffs would come from outside that character.
EDIT: Crpytc, I forgot about this button!

