Our starting point
Picking up where we left off in early May, I’ve been looking at the new enhancements on Lamannia and trying to understand them by picking one character at a time, doing them up using the new enhancements, and sharing both the process and the results. Maybe we can figure them out together.
Today, let’s look at my crowd control Archmage Ejecta.
Ejecta was built from the ground up to be a control caster in the end game. It’s tough getting anything to dance/web/hold/whatever on Epic Elite, probably more difficult than any wizard can reliably do on her first life; she needs the extra DCs on her spells that can only be obtained through multiple True Reincarnations.
|While awaiting her turn in the TR queue, Ejecta has had to learn how to supplement her crowd control with other capabilities. I tried her out with a bunch of force-based Spell-Like Abilities, these were very good at keeping her busy without using up all her mana, but they have the unpleasant side-effect of not really being very effective.
Sometimes I would be firing off arcane bolts and blasts and seeing the target monster barely notice and wonder, is this really any more effective than just picking up a bow and plinking away?
It looks prettier, the force animations are all very nicely rendered, but when the bad guys just shrug me off and go about their business, something needs to change.
No, bad guys, you do not get to shrug at Ejecta! You must fear her tiny halfling anger! Shock AND awe!
|This article is part of a series where I am trying to get my brain up to speed on the new enhancement system. I’m doing it in the context of my characters, examining them one at a time, attempting to rebuild them on Lamannia as they are on the live servers, then stepping back and comparing the before and after versions.|
So I dropped all the SLA’s and re-focused Ejecta. She remained slavishly dedicated to crowd control, laser-beam focus, in her build, her items, and enhancements. But her secondary capabilities are now Lightning and Cold-based, which nicely complement the wizard Damage over Time spells.
She’d still rather make the bad guys dance/web/hold/whatever, but now she could fry or freeze targets effectively too. Shrug at that, monster taking several hundred points of damage per tick!
Let’s see how these capabilities will be playing out in New Enhancement Land:
|Old Enhancements||New Enhancements|
|Spell Points 4 (110 SP)
Wizard Archmage 5 (400 SP)
Spell Penetration 3
Spell Mastery Enchantment 2
Spell Mastery Evocation 1
Spell Critical Chance Cold 1
Spell Critical Chance Lighting 6
Spell Critical Damage Cold 1
Spell Critical Damage Lightning 6
Spellpower Cold 5 (80 spellpower)
Spellpower Lightning 7 (100 spellpower)
Improved Concentration 4
Racial Toughness (20 HP)
Wizard capstone (+2 INT)
Wizard Intelligence (+3 INT)
Otto’s Resistable Dance
Improved Empowering 3
Improved Maximizing 3
Improved Quickening 3
Improved Heightening 2
Subtle Spellcasting 3
Spell Penetration 3
Spell Focus Enchantment 2
Spell Focus Evocation 1
Spell Critical Chance Cold 2%
Spell Critical Chance Electric 6%
balance, jump, tumble
Bold – shake off fear effects in 3 seconds
Dark reaping – universal spellpower
Dearthless vigor – 15 HP
Halfling Luck 2
Halfling DEX +2
Wizard INT +2
Master of Magic (INT +2)
Lots of differences. This is the most changed character I’ve worked up to-date.
Like it or not, you have to take the spell-like abilities if you want to get to the Master of Magic capstone. So now I have Enchantment SLAs even though I think most of them will never be cast.
The biggest difference is that I used to have a lot of enhancement points sunk into critical chance, critical damage, and spell power. You just can’t build that way any more, the choices don’t exist. So instead, now I have much cheaper metamagics. And better saving throws. And more Dexterity.
I was able to take every single thing I wanted from the Archmage tree, including a bunch of new stuff like the SLAs, and still have 20 points leftover.
I was able to overcome my natural dislike of Pale Master enough to dip into that tree for 15 hitpoints. Can’t argue with hit points, even icky Pale Master ones.
- Ejecta’s INT is down one
- Hit points are up by 20
- Spell DCs are down but only by one (due to loss of INT most likely)
- Spell points are way down, I lost about 180. This may be a wash, with the newly cheapened metamagics I may not have lost any actual spell castings
- Lightning and Cold spell power is about the same
- Other types of elemental spell power are way up, doubled actually, I am not sure why nor will Ejecta be able to take much advantage of this
- Spell critical chance is way down and spell critical damage boost is gone entirely
Her crowd control is mostly unchanged. Her nuking is lessened. Her overall survivability is up significantly.
I can live with that.