Denko
2008-06-26 00:32:22 UTC
#160370
There was no problem with that quest until we killed the boss and went back. Then we have two chosen arcanists spawn and cast 3 waves of isaac missiles, each doing an average of like 35 dammage. Imagine when they cast more than one at the same person. Of course he died. This is simply too much. 35 dammage 6 times is ridiculous, even if split among party members. Add to this negative energy burst that brings your strenght down to nothing, cast also mutliple times. The only way you could survive this is using cure critical, if not you just lose more hps than you heal. As far as I know, they never had that spell before.
Problem tough, not everyone has potions of cure critical. Especially not the low levels for which this quest is also supposed to be.
Relinquish
2008-06-26 00:34:29 UTC
#160371
The flying chosen are infamous for spamming isaacs. [Looks to Wiggy] Yes, yes they are. Anyway, there are ways around this, shield potions, or just killing them with KD. There is also the always good idea of running away, the fact most people carry more than they should is why negative energy burst is a very useful spell, and you can always drop stuff.
Denko
2008-06-26 00:46:34 UTC
#160372
Shield works against magic missile, not Isaac. Besides, shield potions are pretty rare, and kd, if the player has it, will not be very effective if we are talking of small-size races (goblins). As for running away, it's a pretty bad idea, because the spell has a very long range, and if the npcs are locked on you, they will kill you whether or not you run away. And if you waste time dropping your stuff while they are wtfpwning you... :?
Relinquish
2008-06-26 00:48:35 UTC
#160373
Right, stop getting upset over this. Shield is modified to block magic missle and isaacs.
Denko
2008-06-26 00:50:20 UTC
#160374
My argument about shield stands and Im not upset... :?:
Thomas_Not_very_wise
2008-06-26 01:01:20 UTC
#160376
The shield spell has been modified to block not only Magic missle, but lesser Issaac Storm and Greater ISsaac.
As seen here on this list:
DM's WROTE:
Spell Changes:Arcane
* All cantrips are 1d4 + 1 in damage.
* Charm person has a duration increase, the duration is 1round/level.
* Blindness/Deafness has a duration of 1turn/level, and will not affect constructs, undead, or oozes.
* Clairvoyance/Clairaudience grants +15 spot/listen, 2rounds/level.
* Negative Energy Burst's fortitude save negates the STR drain in addition to halving the damage.
* Greater Magic Weapon: +2 at level 5, +1/5 levels after (so +3 at 10, +4 at 15, etc) duration is turn/level.
* Ray of Enfeeblement lasts for turns/level.
* Resist Elements last for 24 hours.
* Keen Edge: duration is turn/level
* War Cry: bonus is added to allies
* Find Traps: No longer disarms traps, merely identifies them
* Mind Fog: Duration is increased to round/level
* Shelgarn's Persistent blade: Duration is decreased to round/level
* Shield: Blocks Isaac's Lesser Missile Storm and Isaac's Greater Missile Storm.
* Mage Armor: +4 Armor AC.
* Fire Weapon/Darkfire: 1d2 fire damage, +1/4caster levels, visual effect has been removed
* Charm Animal: duration is round/level
* Energy Buffer: hour/level duration
* True Seeing: no longer automatically sees stealthed opponents. The effects that this spell grant are See Invisibility and immunity to illusions (which includes color spray, phantasmal killer, and so on).
* Isaac's Greater Missile Storm: 1d6/level capped at 20
* Stoneskin/Greater Stoneskin. Duration is turn/level. Greater Stoneskin has damage reduction of 15/+5
* Mind Blank duration is hour/level
* Incendiary Cloud has damage of 10d6 fire damage
* Premonition has damage reduction of 20/+5, duration remains at hour/level.
* Blackstaff duration is turn/level
* Dominate Monster duration is turn/level
* Summons changed to 3 rounds/level, minimum six rounds. Default summons reflect an underdark type of theme. A number of additional themes are available through reagents, items, and other means in game.
* Lesser Dispel Magic/Dispel Magic/Greater Dispel Magic are updated to allow the maximum caster level to be improved through spell focus and greater spell focus abjuration.
* Lesser Spell Breach/Greater Spell Breach are updated to increase the number of effect dispelled by one if the caster has Spell Focus Abjuration, by an additional one if the caster also has Greater Spell Focus Abjuration, and recuced by one of the target has Arcane Defense Abjuration.
* Hold Person was updated to use mind spell saves.
* Hold Monster was updated to use mind spell saves.
* Hold Animal was updated to use mind spell saves.
Divine
* Magic Vestment is +1 at levels 1-6, +2 at levels 7-12, +3 for levels 13+.
* Freedom: grants immunity petrification
* Battletide: bonuses to allies
* Harm: 10 negative damage/caster level, capped at 150; will save halves damage, can be fatal
* Word of Faith: Will save is involved, duration of blindness turn/level
* Earthquake: On failed reflex save, the victim is KDed for 1d4 rounds
* Sunbeam blindness duration is increased to round/level
* Drown: magical damage
* Continual flame will mark items as plot to prevent exploits.
* Call Lightning changed to call down boulders, doing bludgeoning damage. This will damage neutral NPCs and party members.
* Raise Dead - The raise dead spell now requires a small diamond as a component, and has a high % chance of spell failure based on a number of factors including alignments, and how faithful a priest the caster is.
* Magic Fang and Greater Magic Fang, when used by clerics with the Reptilian domain, will affect summoned creatures.
ExileStrife
2008-06-26 01:41:43 UTC
#160378
Yes, Issac's missle storm is devastating against one opponent. You'll find it's much easier to bear if you've got more than just one guy in front taking the hits. Or of course, use one of the available counters if you can to get off scott free. Using your available resources rather than leaving them in your pack as you travel to the fugue generally pays off.
Thomas_Not_very_wise
2008-06-26 01:53:48 UTC
#160379
Might wanna update that list though. Flame and dark fire need visual effects applied.
Anonymous
2008-06-26 12:49:08 UTC
#160471
It doesn't matter if shield blocks isaacs since, as I said, shield potions are rare, close to non-existant from what I have seen. I was told they couldn't even be crafted.
ExileStrife
Yes, Issac's missle storm is devastating against one opponent. You'll find it's much easier to bear if you've got more than just one guy in front taking the hits. Or of course, use one of the available counters if you can to get off scott free. Using your available resources rather than leaving them in your pack as you travel to the fugue generally pays off.
We were two in the front line. That still makes three 35 dammage waves for each, impossible to survive unless you had the luck to have found the right stuff in other quests, which was my case fortunately. The problem I see is that you should survive a quest by playing in a smart way even if you are low on ressources (which would be the case of any low level that could do this quest), and not because you happen to have stuff without which you would automatically die because a critter cast a ridiculously overpowered spell at you. Even the whole lizardfolk quest seemed easier to me than this particular part of the chosen quest.
Traps are right, chosen appearing on the rear of the party is also right, but two spellcasters casting 6 missile storms (oddly it was ONLY these two, didn't happen anytime before) doesn't seem right to me. Not asking to remove the spell completely, just maybe give them less?
wcsherry
2008-06-26 13:03:50 UTC
#160481
The difficulty of this quest is managable and intended. Things won't be changing for now.
derflaro
2008-06-26 13:15:49 UTC
#160483
there are actually a lot of things that make this quest shit, though they are pretty spoiler yo
MadCaddies
2008-06-26 13:27:47 UTC
#160489
Let's try and avoid calling hours of work done by somebody to provide you a free and fun service as 'shit', yo.
Sternhund
2008-06-26 13:37:25 UTC
#160493
People need to chill out and show each other respect, instead of insulting one another. Showing off your amazing intellect about the gameworld in this fashion will just lose you the respect of members of the community.
Anyway, the quest difficulty is set to where we want it. There are unique risks involved in each quest we create, and this spell is one of them.
Snoteye
2008-06-27 06:42:07 UTC
#160657
Why can't we all just be friends? :(
Thomas_Not_very_wise
Might wanna update that list though. Flame and dark fire need visual effects applied.
That list isn't updated anymore. You'll find a more recent one in the FAQ.