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Initial setup. | Initial setup. | ||
Tabber code sample: | |||
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== Build plan, warlock == | == Build plan, warlock == | ||
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=== Multiclass options === | === Multiclass options === | ||
* SORLOCK: Nerfed. Quicken Spell now 50% more expensive than DnD5E, 3 point cost per shot (a Fireball spell worth), and need 3 levels in Sorcerer minimum. Sorc does get Haste at level 5 at a lvl 3 slot, but 2 levels of Warlock to get Invocations costs the level 6 spells like Circle of Death. Too pricy. | * SORLOCK: Nerfed. Quicken Spell now 50% more expensive than DnD5E, 3 point cost per shot (a Fireball spell worth), and need 3 levels in Sorcerer minimum. Sorc does get Haste at level 5 at a lvl 3 slot, but 2 levels of Warlock to get Invocations costs the level 6 spells like Circle of Death. Too pricy. Use of a single level as Dragonborn is surprisingly effective, can replace the Armour of Shadows invocation and gain multiple handy spells. | ||
* PALOCK: Trash at range. Would need to switch to Pact of the Blade variant, not necessarily preferable. Oathbreaker highest damage option with Aura of Hate, effectively the Lifedrinker invocation but a great deal earlier in level. | * PALOCK: Trash at range. Would need to switch to Pact of the Blade variant, not necessarily preferable. Oathbreaker highest damage option with Aura of Hate, effectively the Lifedrinker invocation but a great deal earlier in level. Use of a single level very limited. | ||
* BARLOCK: Maybe, but 2 levels of Warlock to get Invocations costs the level 6 spell slots. Would need College of Lore to get decent other spells like Haste and Fireball. Level 6 spell loss is very pricy. | * BARLOCK: Maybe, but 2 levels of Warlock to get Invocations costs the level 6 spell slots. Would need College of Lore to get decent other spells like Haste and Fireball. Level 6 spell loss is very pricy. Using just 1 level gives a few viable spells. | ||
* OTHER CLASSES: Only 1 single level would be viable, any more loses Circle of Death. With 1 level Fighter is useless, Cleric gives a few viable spell and skill options, Druid has a couple of viable spells, Monk is useless, Ranger slightly viable as Keeper of the Veil, Rogue is useless, Wizard is less effective than one level in Sorcerer. | |||
=== Item Set === | === Item Set === | ||
* Weapons: [[Melf's First Staff]] (Act 1 store), [[Staff of the Emperor]] (Act 2 combat theft | * Weapons: [[Corellon's Grace]] (Act 1 store), [[Melf's First Staff]] (Act 1 store), [[Staff of the Emperor]] (Act 2 combat theft), [[Incandescent Staff]] (Act 2 store), [[Staff of Cherished Necromancy]] (Act 3 combat loot) (test necrotic artillery), [[Knife of the Undermountain King]] (Act 1/2 store) | ||
* Armor: [[Potent Robe]] (Act 2 quest reward) | * Armor: [[Potent Robe]] (Act 2 quest reward) | ||
* Helmet: [[Hat of the Sharp Caster]] (Act 3 store) | * Helmet: [[Hat of the Sharp Caster]] (Act 3 store) | ||
* Gloves: [[Daredevil Gloves]] (Act 1/2 store), [[Quickspell Gloves]] (Act 3 store), [[Spellmight Gloves]] (Act 3 quest reward) | * Gloves: [[Bracers of Defence]] (Act 1 chest loot), [[Daredevil Gloves]] (Act 1/2 store), [[Quickspell Gloves]] (Act 3 store), [[Spellmight Gloves]] (Act 3 quest reward) | ||
* Boots: [[Evasive Shoes]] (Act 2 store), [[Bonespike Boots]] (Act 3 chest loot) | * Boots: [[Evasive Shoes]] (Act 2 store), [[Bonespike Boots]] (Act 3 chest loot) | ||
* Cloak: [[Cloak of Protection]] (Act 2 store), [[Cloak of the Weave]] (Act 3 store), [[Cloak of Displacement]] (Act 3 store) | * Cloak: [[Cloak of Protection]] (Act 2 store), [[Cloak of the Weave]] (Act 3 store), [[Cloak of Displacement]] (Act 3 store) | ||
* Amulet: [[Spineshudder Amulet]] (Act 2 combat loot), [[Amulet of Greater Health]] (Act 3 loot), [[Spellcrux Amulet]] (Act 2 combat loot), [[Pearl of Power Amulet]] (check if restores full slot) (Act 1 store from quest) | * Amulet: [[Spineshudder Amulet]] (Act 2 combat loot), [[Amulet of Greater Health]] (Act 3 loot), [[Spellcrux Amulet]] (Act 2 combat loot), [[Pearl of Power Amulet]] (check if restores full slot) (Act 1 store from quest) | ||
* Rings: [[Ring of Free Action]] (Act 2 store), [[Ring of Protection]] (Act 1 quest reward), [[Risky Ring]] (Act 2 store), [[Callous Glow Ring]] (Act 2 chest loot) | * Rings: [[Ring of Free Action]] (Act 2 store), [[Ring of Protection]] (Act 1 quest reward), [[Risky Ring]] (Act 2 store), [[Callous Glow Ring]] (Act 2 chest loot) | ||
=== Illithid Powers === | |||
* [[Psionic Overload]], check if it also affects spells (Fireball, Eldritch Blast per beam) Beam Confirmed | |||
* [[Cull the Weak]] | |||
=== Level Progress === | === Level Progress === | ||
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# [[Agonising Blast]], [[Armour of Shadows]], [[Hex]]. Make sure an ally has Speak to Animals | # [[Agonising Blast]], [[Armour of Shadows]], [[Hex]]. Make sure an ally has Speak to Animals | ||
# [[Pact of the Tome]]. Chain is useless, Shovel gives most of it. Blade is useless, Smite spells are missing from DnD5E. [[Darkness]] or [[Invisibility]] | # [[Pact of the Tome]]. Chain is useless, Shovel gives most of it. Blade is useless, Smite spells are missing from DnD5E. [[Darkness]] or [[Invisibility]] | ||
# Full Ability Improvement, +1 each to CHA and DEX to increase the bonus of both. | # Full Ability Improvement, +1 each to CHA and DEX to increase the bonus of both. [[Minor Illusion]], the second of [[Darkness]] or [[Invisibility]] | ||
# [[Repelling Blast]], [[Fireball]]. Key point, get [[Haste]] for free 1/day. Blast is now 2 beams. | # [[Repelling Blast]], [[Fireball]]. Key point, get [[Haste]] for free 1/day. Blast is now 2 beams. | ||
# [[Grant Flight]] | # [[Grant Flight]] | ||
# [[Blight]], [[Book of Ancient Secrets]], CHECK if Rituals can be Inscribed, 9 total options | # [[Blight]], [[Book of Ancient Secrets]], CHECK if Rituals can be Inscribed, 9 total options (FAILED, does not follow DnD5E, switch to [[Beast Speech]]) | ||
# [[Remove Curse]] if no ally has it, otherwise [[Hypnotic Pattern]]. | # [[Remove Curse]] if no ally has it, otherwise [[Hypnotic Pattern]]. [[Moderately Armoured]] to gain access to Shields, specifically [[Adamantine Shield]]. | ||
# [[Cone of Cold]], [[Minions of Chaos]]. Flame Strike is same damage but smaller AoE than Fireball, so skip. | # [[Cone of Cold]], [[Minions of Chaos]]. Flame Strike is same damage but smaller AoE than Fireball, so skip. | ||
# Any spell that fills a tactical gap. Take note of [[Fiendish Resilience]]. Blast is now 3 beams. | # Any spell that fills a tactical gap. Take note of [[Fiendish Resilience]]. Blast is now 3 beams. | ||
# Gain your 3rd spell slot, pick any new standard spell. [[Circle of Death]] | # Gain your 3rd spell slot, pick any new standard spell. [[Circle of Death]] | ||
# Any feat works, maybe full ability improvement with both into DEX for AC, or possibly [[War Caster]], [[Spell Sniper]], | # Any feat works, maybe full ability improvement with both into DEX for AC, or possibly [[War Caster]], [[Spell Sniper]],Full Ability Improvement, both into CHA to get to 20 for +5 bonus. Any Invocation works | ||
== Build Plan, Eldritch Knight == | |||
Setup | |||
=== Multiclass options === | |||
=== Item Set === | |||
* Weapons: [[Infernal Rapier]] (Act 2 quest reward), any shield, [[Returning Pike]] (Act 1 store), [[Nyrulna]] (Act 3 loot), [[Everburn Blade]] (Tutorial loot) | |||
* Armor: [[Armour of Persistence]] (Act 3 store), [[Adamantine Splint Armour]] (Act 1 craft), | |||
* Helmet: [[Holy Lance Helm]] (Act 1 chest), [[Mask of Soul Perception]] (Act 3 store), | |||
* Gloves: [[Dark Justiciar Gauntlets (Rare)]], [[Ichorous Gloves]], [[Flawed Helldusk Gloves]], [[Gloves of Cinder and Sizzle]], [[Helldusk Gloves]] | |||
* Boots:, [[Boots of Persistence]], | |||
* Cloak: | |||
* Amulet: [[Periapt of Wound Closure]], [[Amulet of Greater Health]] | |||
* Rings: [[Caustic Band]], [[Ring of Flinging]], [[Strange Conduit Ring]], [[Ring of Regeneration]] | |||
=== Level Progress === | |||
== Build Plan, Sorcerer == | |||
Setup | |||
=== Multiclass options === | |||
=== Item Set === | |||
* Weapons: [[Infernal Rapier]] (Act 2 quest reward), [[Melf's First Staff]] (Act 1 store), [[Mourning Frost]] (Act 1 crafted), [[Staff of Cherished Necromancy]] (Act 3 combat loot), [[Markoheshkir]] (Act 3 chest), any shield | |||
* Armor: [[Marksmanship Hat]] (Act 2 store), [[Warped Headband of Intellect]] (Act 1 combat loot), | |||
* Helmet: | |||
* Gloves: | |||
* Boots: | |||
* Cloak: | |||
* Amulet: | |||
* Rings: | |||
=== Level Progress === |
Latest revision as of 07:40, 19 August 2024
Initial setup.
Tabber code sample:
Second tab content goes here.
Third tab content goes here.
Build plan, warlock[edit | edit source]
Multiclass options[edit | edit source]
- SORLOCK: Nerfed. Quicken Spell now 50% more expensive than DnD5E, 3 point cost per shot (a Fireball spell worth), and need 3 levels in Sorcerer minimum. Sorc does get Haste at level 5 at a lvl 3 slot, but 2 levels of Warlock to get Invocations costs the level 6 spells like Circle of Death. Too pricy. Use of a single level as Dragonborn is surprisingly effective, can replace the Armour of Shadows invocation and gain multiple handy spells.
- PALOCK: Trash at range. Would need to switch to Pact of the Blade variant, not necessarily preferable. Oathbreaker highest damage option with Aura of Hate, effectively the Lifedrinker invocation but a great deal earlier in level. Use of a single level very limited.
- BARLOCK: Maybe, but 2 levels of Warlock to get Invocations costs the level 6 spell slots. Would need College of Lore to get decent other spells like Haste and Fireball. Level 6 spell loss is very pricy. Using just 1 level gives a few viable spells.
- OTHER CLASSES: Only 1 single level would be viable, any more loses Circle of Death. With 1 level Fighter is useless, Cleric gives a few viable spell and skill options, Druid has a couple of viable spells, Monk is useless, Ranger slightly viable as Keeper of the Veil, Rogue is useless, Wizard is less effective than one level in Sorcerer.
Item Set[edit | edit source]
- Weapons: Corellon's Grace (Act 1 store), Melf's First Staff (Act 1 store), Staff of the Emperor (Act 2 combat theft), Incandescent Staff (Act 2 store), Staff of Cherished Necromancy (Act 3 combat loot) (test necrotic artillery), Knife of the Undermountain King (Act 1/2 store)
- Armor: Potent Robe (Act 2 quest reward)
- Helmet: Hat of the Sharp Caster (Act 3 store)
- Gloves: Bracers of Defence (Act 1 chest loot), Daredevil Gloves (Act 1/2 store), Quickspell Gloves (Act 3 store), Spellmight Gloves (Act 3 quest reward)
- Boots: Evasive Shoes (Act 2 store), Bonespike Boots (Act 3 chest loot)
- Cloak: Cloak of Protection (Act 2 store), Cloak of the Weave (Act 3 store), Cloak of Displacement (Act 3 store)
- Amulet: Spineshudder Amulet (Act 2 combat loot), Amulet of Greater Health (Act 3 loot), Spellcrux Amulet (Act 2 combat loot), Pearl of Power Amulet (check if restores full slot) (Act 1 store from quest)
- Rings: Ring of Free Action (Act 2 store), Ring of Protection (Act 1 quest reward), Risky Ring (Act 2 store), Callous Glow Ring (Act 2 chest loot)
Illithid Powers[edit | edit source]
- Psionic Overload, check if it also affects spells (Fireball, Eldritch Blast per beam) Beam Confirmed
- Cull the Weak
Level Progress[edit | edit source]
- Eldritch Blast, Bone Chill, the Fiend pact, Burning Hands, Command. Main stat bonus Cha (get to 17), secondary bonus Dex (get to 15).
- Agonising Blast, Armour of Shadows, Hex. Make sure an ally has Speak to Animals
- Pact of the Tome. Chain is useless, Shovel gives most of it. Blade is useless, Smite spells are missing from DnD5E. Darkness or Invisibility
- Full Ability Improvement, +1 each to CHA and DEX to increase the bonus of both. Minor Illusion, the second of Darkness or Invisibility
- Repelling Blast, Fireball. Key point, get Haste for free 1/day. Blast is now 2 beams.
- Grant Flight
- Blight, Book of Ancient Secrets, CHECK if Rituals can be Inscribed, 9 total options (FAILED, does not follow DnD5E, switch to Beast Speech)
- Remove Curse if no ally has it, otherwise Hypnotic Pattern. Moderately Armoured to gain access to Shields, specifically Adamantine Shield.
- Cone of Cold, Minions of Chaos. Flame Strike is same damage but smaller AoE than Fireball, so skip.
- Any spell that fills a tactical gap. Take note of Fiendish Resilience. Blast is now 3 beams.
- Gain your 3rd spell slot, pick any new standard spell. Circle of Death
- Any feat works, maybe full ability improvement with both into DEX for AC, or possibly War Caster, Spell Sniper,Full Ability Improvement, both into CHA to get to 20 for +5 bonus. Any Invocation works
Build Plan, Eldritch Knight[edit | edit source]
Setup
Multiclass options[edit | edit source]
Item Set[edit | edit source]
- Weapons: Infernal Rapier (Act 2 quest reward), any shield, Returning Pike (Act 1 store), Nyrulna (Act 3 loot), Everburn Blade (Tutorial loot)
- Armor: Armour of Persistence (Act 3 store), Adamantine Splint Armour (Act 1 craft),
- Helmet: Holy Lance Helm (Act 1 chest), Mask of Soul Perception (Act 3 store),
- Gloves: Dark Justiciar Gauntlets (Rare), Ichorous Gloves, Flawed Helldusk Gloves, Gloves of Cinder and Sizzle, Helldusk Gloves
- Boots:, Boots of Persistence,
- Cloak:
- Amulet: Periapt of Wound Closure, Amulet of Greater Health
- Rings: Caustic Band, Ring of Flinging, Strange Conduit Ring, Ring of Regeneration
Level Progress[edit | edit source]
Build Plan, Sorcerer[edit | edit source]
Setup
Multiclass options[edit | edit source]
Item Set[edit | edit source]
- Weapons: Infernal Rapier (Act 2 quest reward), Melf's First Staff (Act 1 store), Mourning Frost (Act 1 crafted), Staff of Cherished Necromancy (Act 3 combat loot), Markoheshkir (Act 3 chest), any shield
- Armor: Marksmanship Hat (Act 2 store), Warped Headband of Intellect (Act 1 combat loot),
- Helmet:
- Gloves:
- Boots:
- Cloak:
- Amulet:
- Rings: