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<blockquote data-quote="mozartprado" data-source="post: 5340365" data-attributes="member: 96048"><p>The other stuff I got right? </p><p></p><p>Like the starting spell for an encounter that would be Chain Lightining since it target so many mobs that can make an awesome start + since would make rolls for attack so many times is quite easy that it makes a critical that would increase the damage (for this target that rolled the crit or another target instead with explosive spellcasting, this way directing the minion crits for more suitable targets) and would also take this spell back to use at round 2 with epic recovery.</p><p></p><p>Then after a dancing bolt at round 2(or 3 if a crit came at round 1)</p><p></p><p>The round 3/4 we can make the Tomebound to build some temporary HP for party (this could be done before but would not be so wise even if would give better income of temp HP)</p><p></p><p>With this spell I think we can make with a party of 5 chars, not even counting if a monster enters the area of effect to help, 15 Temporary HP for the cost of 3 damage at each party member for each round its active (if they can at least move close to the conjuration once a round), wich would build 30 stackable temp HP for the cost of 6 damage at each party member, again if a monster enters the effect it would give 3 Temp HP for each party member for each round it enters this effect.</p><p></p><p>for round 4/5 we already used up all encounter spells and can start making the damage from the at wills, making a flying horde and then a chilling cloud and repeating the process untill a target decide to attack the mage so both spells would be recasted freely and we can cast ilusory ambush at the targets already affected with the other 2 ripostes, at this time the mage would be acting like a defender trying to be targeted for any attack the oponents can make, since each attack they do to him would give him free casts of the at wills.</p><p></p><p>The daily ones we could just add into this strategy with the minor actions each round.</p><p></p><p>Round 1 Time Stop to get 3 minor actions +1 ring of time to get a 4th and 2 Balor summons using Storm Spell to be able to cast the second one and the action point to trigger arcane mastey so can summon the 3rd (at round 2) using 2 of the 4 minor actions we made so we can cast the Hellfire Sigil so the staff would become the ultimate weapon making each attack have +1d8+3(Con) fire damage and stoneskin.</p><p></p><p>Round 2</p><p></p><p>Summon the Stormstone Fury (and the last Balor if already had a milestone so the ring could give a free minor each round)</p><p></p><p>Round 3 </p><p></p><p>Marilith or Marilith and Stormstone (if had to call the çast Balor at round 2) </p><p></p><p>Round 4 (Other bonus here is that the summons also can take the temp HP from the tomebound since they are ally, but wouldnt be smart to make they move since they need to be left with no orders so they attack without orders, but if they do they also give more temp HPs for everyone and Marilith at least shifts a lot so this one would do this some times with a little luck)</p><p></p><p>The last summon or Life Shock Sigil and Blur</p><p></p><p>Round 5 and after just keep this minor for Mystical debris that if we wouldnt be burning the daily ones we would be casting all time since round 1 with the minor actions</p><p></p><p>With the summons he have to be very smart to keep his monsters in control since they will target even party members if they have no enemy to attack, and the Balors would attack the Mage even if have enemy arround if the Mage stick close to them (but summons can come at a distance of 10, 12 with the staff so the mage can manage to leave them a but far so he wont have trouble), but his 5 monsters plus his 4 ally can make an awesome epic battleground fight.</p><p></p><p>With this start the mage would be doin a nice damage , I think strikers do better but still a good damage, he would be defending since he would be tryin to be in the front line so he could be targeted with as many attacks from the enemy (at this time the leader can focus healing him) he would be helping the leader heal since each time the Life Shock Sigil trigger he would heal a party member a bit...</p><p></p><p>The party would give some nice pluses on this if he have an artificer leader he could have a +1 AC with his Resistive Formula and of course he would have other bonuses but I wont try picturing all but he would have some pluses from each party member for sure.</p></blockquote><p></p>
[QUOTE="mozartprado, post: 5340365, member: 96048"] The other stuff I got right? Like the starting spell for an encounter that would be Chain Lightining since it target so many mobs that can make an awesome start + since would make rolls for attack so many times is quite easy that it makes a critical that would increase the damage (for this target that rolled the crit or another target instead with explosive spellcasting, this way directing the minion crits for more suitable targets) and would also take this spell back to use at round 2 with epic recovery. Then after a dancing bolt at round 2(or 3 if a crit came at round 1) The round 3/4 we can make the Tomebound to build some temporary HP for party (this could be done before but would not be so wise even if would give better income of temp HP) With this spell I think we can make with a party of 5 chars, not even counting if a monster enters the area of effect to help, 15 Temporary HP for the cost of 3 damage at each party member for each round its active (if they can at least move close to the conjuration once a round), wich would build 30 stackable temp HP for the cost of 6 damage at each party member, again if a monster enters the effect it would give 3 Temp HP for each party member for each round it enters this effect. for round 4/5 we already used up all encounter spells and can start making the damage from the at wills, making a flying horde and then a chilling cloud and repeating the process untill a target decide to attack the mage so both spells would be recasted freely and we can cast ilusory ambush at the targets already affected with the other 2 ripostes, at this time the mage would be acting like a defender trying to be targeted for any attack the oponents can make, since each attack they do to him would give him free casts of the at wills. The daily ones we could just add into this strategy with the minor actions each round. Round 1 Time Stop to get 3 minor actions +1 ring of time to get a 4th and 2 Balor summons using Storm Spell to be able to cast the second one and the action point to trigger arcane mastey so can summon the 3rd (at round 2) using 2 of the 4 minor actions we made so we can cast the Hellfire Sigil so the staff would become the ultimate weapon making each attack have +1d8+3(Con) fire damage and stoneskin. Round 2 Summon the Stormstone Fury (and the last Balor if already had a milestone so the ring could give a free minor each round) Round 3 Marilith or Marilith and Stormstone (if had to call the çast Balor at round 2) Round 4 (Other bonus here is that the summons also can take the temp HP from the tomebound since they are ally, but wouldnt be smart to make they move since they need to be left with no orders so they attack without orders, but if they do they also give more temp HPs for everyone and Marilith at least shifts a lot so this one would do this some times with a little luck) The last summon or Life Shock Sigil and Blur Round 5 and after just keep this minor for Mystical debris that if we wouldnt be burning the daily ones we would be casting all time since round 1 with the minor actions With the summons he have to be very smart to keep his monsters in control since they will target even party members if they have no enemy to attack, and the Balors would attack the Mage even if have enemy arround if the Mage stick close to them (but summons can come at a distance of 10, 12 with the staff so the mage can manage to leave them a but far so he wont have trouble), but his 5 monsters plus his 4 ally can make an awesome epic battleground fight. With this start the mage would be doin a nice damage , I think strikers do better but still a good damage, he would be defending since he would be tryin to be in the front line so he could be targeted with as many attacks from the enemy (at this time the leader can focus healing him) he would be helping the leader heal since each time the Life Shock Sigil trigger he would heal a party member a bit... The party would give some nice pluses on this if he have an artificer leader he could have a +1 AC with his Resistive Formula and of course he would have other bonuses but I wont try picturing all but he would have some pluses from each party member for sure. [/QUOTE]
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