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TOPIC: Optimizing a Fighter for Nightmare Difficulty

Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #25

Well I'm hoping I won't have to spend money on intermediate equipment in substitution for something on my wish list (e.g. +1 Bracers of Armor if I can't find the +2). So then you're really suggesting the Cloak of Phalanx over the +2 Cloak of Resistance, the difference being +1 to saves versus immunity to fear.<br /><br />I encounter the same question here as I do with the Boots of Free Action verse the Boot of Sure Footing, is it better to have immunity to ~ 1/3 of the dangers you might encounter or is it better to have 10-20% better chance verse all the things you might encounter.<br /><br />I realize that when the Dragon looks at me and I have to make a save versus fear I'm going to wish I had the Phalanx Cloak, but at the same time when the mind flayer mind blasts me I'm going to mutter I should have worn the +2 Cloak. I think the +2 Cloak and the Boots of Sure Footing ,regardless, are useful in all the situations even if not ultimately the best choice, but without knowing what you'll face I'm leaning towards them.<br /><br />BTW, does the Boots of Freedom of Movement prevent you from becoming paralzyed from an Undead Touch attack?

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #26

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All things being equal, I would probably go with the +2 Cloak and the Boots of Sure Footing, too.  However, I don't think the difference between the cloaks (a +5% to saves) is great enough that I would try to track down the +2 Cloak if I already had a Cloak of the Phalanx.
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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #27

You'll want to keep an eye out for the next player's guide.  What you refer to as "Covering" sounds like "Shielding" and it isn't at all like tanking in other roleplaying games as it requires the person being defended not do anything at all.  Thus, it won't be used much.  If at all.<br /><br />I'm hoping that it won't be the case, and by allowing a flexible shielding a level of strategy can be placed on the whole slidy part, but odds are that it won't be something useful.<br /><br />

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #28

I'm definitely opting for the +2 Cloaks of Resistance for the entire group.  It's amazing how often that one extra +1 on the savings throw is the difference between making or failing the role. 

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #29

<br />You'll want to keep an eye out for the next player's guide.  What you refer to as "Covering" sounds like "Shielding" and it isn't at all like tanking in other roleplaying games as it requires the person being defended not do anything at all.  Thus, it won't be used much.  If at all.<br /><br />I'm hoping that it won't be the case, and by allowing a flexible shielding a level of strategy can be placed on the whole slidy part, but odds are that it won't be something useful.<br /><br /><br />

<br /><br />Is there a link to this discussion? That seems almost not worth the combat turn actions i.e. the lost combat turns by the person shielding, the person being shielded, and the person healing the person being shielded is something no nightmare combat party can afford in the last room to keep someone alive. You literally have to have almost all party members all attacking every combat round as quickly as possible to have any chance at beating the room before the time runs out.

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #30

We use shielding (rarely) for when a low AC character is on the verge of death, to take them out of combat for the room, so they can stay alive and heal up after the room. 

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #31

From the 2006 Guide:<br /><br />Shielding:<br />A party member can declare they are shielding another player. This might be useful if another<br />player is low on hit points, or shielding the Wizard from harm might be the best course of<br />action for future encounters. Shielding has its negative side however, as person declaring they<br />are shielding will suffer a -2 point penalty on their attacks due to their divided attention. If a<br />person declares they are shielding, they must do so at the start of a combat round, and they can<br />stop the action at the beginning of the next combat round with no penalty. Therefore, once<br />Shielding is stopped the action can only be started at the beginning of a new combat round.<br />Shielding lasts the entire round.

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #32

Aye, the guide text itself doesn't specifically state whether the person being shielded can take an action or not. Which of course is the reason for the confusion.

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #33

Don't know either, just figured I would cite the text and source for discussion and clarification from someone who is a little more informed then I.

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #34

God DS, always trying to be helpful. I hope you're not like this in the dungeon.<br /><br />For those of you that don't know (and most of you wouldn't) DS is like the kid that would have been cool if only his annoying younger brother wasn't always tagging along. While not his brother, I like to think I fill that spot. So in my ongoing quest to embarass him, could I ask small favor of all you guys on the board? Could you call us the Brothers Grim? That'd be sweet...  =D<br /><br />Sorry for going off topic...

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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #35

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It has been ruled that shielded characters can take no action other than imbibing food/drink/potions.<br />
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Re: Optimizing a Fighter for Nightmare Difficulty 11 years 1 month ago #36

Well then, looks like I won't be covering unless there's a dire need.<br /><br />How about the optimal mix between AC and to-hit/damage on the Paladin then? Under the current equipment array the paladin has 32 AC (without potions). Do most monsters only have close to a 5% chance (20 roll) of hitting him? Is it likely still the same chances at a lower AC, thus meaning there's an oppoturinity to swap out some excess AC equipment to help bulk out his to-hit/damage?<br /><br />Thoughts much appreciated!<br /><br />- M.

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