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#1 |
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Scout
Join Date: Jun 2012
Posts: 35
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magic for melee char
Another observation from playing my half troll paladin :-)
As a HT paladin I expected a char that is great at melee at sucks at spell casting, which in the beginning is exactly what I got. But once he got to about the late thirties level wise, with all stats maxed he became a formidable spell caster as well. It makes sense that at that stage he can cast light or cure light wounds with the minimal 5% failure rate but I could also cast all the powerful spells like detect, identify and even heal with 5% failure. So the only advantage say a high elf priest gets is that for him it will go down to 0% failure. Seeing that the HT paladin has almost 10 more strength and consti from race and class boni that seems rather low. The HT never got any good at disarming, a decent stealth needed magic support and the failure rate for wands, staffs and rods was usually somewhere between 10 and 20%. I feel his spell casting skills should behave similarly, even casting heal with 20% failure rate would be quite powerful for a melee brawler with over a 1000 hit points. Now playing a dunadan rogue, and so far it seems for arcane magic this is much less of an issue, ie he is level 34 now and still kind of sucks at spell casting. |
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#2 | |||
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Veteran
Join Date: Aug 2009
Location: Madison, Wisconsin, US
Posts: 2,309
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Quote:
Quote:
Quote:
Rogues are great at devices, pretty good at melee and archer, but really only good at auxiliary spells. They're the weakest casting class. |
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#3 | |
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Scout
Join Date: Jun 2012
Posts: 35
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Quote:
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#4 |
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Prophet
Join Date: Apr 2007
Location: Half way to grave
Posts: 2,730
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That is anything that breathes nether, chaos, sound, shards or disenchantment at full power and deep things that cast darkness or mana storms or mana bolt (>dlvl 70 for mana bolt). That count is not small. 3000 HP is enough for max power breaths, so dracolich is first to go over that line.
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#5 |
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Swordsman
Join Date: Jul 2009
Location: Prague,Czech Republic
Posts: 414
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Don't forget that apart from the amazing 0% failrate, the priest gets more mana, has stronger spells, is better at devices, stealth, about as good at archery and has a not too shabby melee attack. I'm not sure, but I think the paladin can't cast all the spells a priest can and you might be missing out on the more powerful ones.
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#6 |
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Swordsman
Join Date: May 2008
Location: Saratoga, California (in the midst of Silicon Valley)
Posts: 287
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The "bash things and then cast Heal" style is sorta the Paladin's bread and butter. Indeed, I've come around to thinking that Paladins shouldn't be allowed to cast Orb of Draining. Instead, they should get Heroism or Berserk Rage (maybe call it Holy Zeal?). It seems more in keeping with the idea of the paladin character as a warrior (a holy warrior to be sure, but a warrior nonetheless).
I agree that the difference between 5% and 0% is huge. Although personally I find that it is the difference between 1% and 0% that is the key. If you resist blindness, confusion, and stunning, and have 0% fail, you can rely on your spells/prayers even in critical situations. Anything less requires some sort of backup plan. |
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#7 |
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Swordsman
Join Date: Apr 2008
Posts: 452
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For someone that has seen during his Angband career a 1% fail spell fail 3 times in a row, I can tell its a huge difference...
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PWMAngband variant maintainer - check http://www.mangband.org/forum/viewforum.php?f=9 to learn more about this new variant! |
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#8 |
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Adept
Join Date: Sep 2010
Posts: 222
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I've just started playing paladins in the last couple of months, and haven't found Orb of Draining to be worthwhile, short of wiping out packs of nuisance breeders, or waking mobs of sleeping monsters to come fight me in a corridor.
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#9 |
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Prophet
Join Date: Dec 2009
Posts: 4,771
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That's pretty much what it's there for where paladins are concerned. It's too expensive to rely on for your main damage (especially before your WIS ramps up), and its damage grows more slowly than it does for priests.
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