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Counterspelling?
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<blockquote data-quote="SamhainIA" data-source="post: 2207717" data-attributes="member: 31227"><p>I think counterspelling is the BEST thing since sliced bread (Really folks!). With a really big caveat, you have to be playing forgotten realms (or allowing the use of the feats/spells from that campaign setting). Please forgive the seemingly disjointed ness of this post, i just want to say so much and am having trouble distilling my thoughts.</p><p></p><p>I played a Priestly counterspeller in 3.0 with the old haste, and it was ok ish, cast one, ready to counter and reactive counter and you can shut one guy down fully, its all about damage mitigation, and being really uber in your build. I am not sure how the build is at lower levels cause it depends on being able to metamagic quicken</p><p></p><p>in 3.5 i have played a bit with my 3.0 character (was from living city) and im re-working him to try and take advantage of archmage "mastery of counterspelling" but basically, pick up the "inquistion" domain (+4 to dispell checks) and a bead of Karma and dispells might start to work to your advantage.</p><p></p><p>The Counterspeller works best, if its his only role, its very hard to play a Counterspeller(CSer from here out), while healing the party or nuking or ETC, all of those other things take up important spell slots, that can be used for countering spells. the CS needs to define what types of spells they want to be able to counter and mem spells with the specific purpose to drop just to counter those spells, certain spells that you might want to counter , include Teleport, Plane shift, insta-kill spells like finger of death, time stop, Maze etc.</p><p></p><p>Here is my secret, you dont have to "counterspell" everything you can just as equally nullify many of the above named spells with a few important precast spells (some are just common sense) death warding people with low fort saves makes many insta kill spells useless vs the people most at risk, having an active Dimension lock will hamper teleport and maze ( Dim Anchor on one's self is the best way i know of to prevent getting mazed)</p><p>But there are AMAZINGLY useful things left to counter Haste (or them slowing to remove your haste), evards black tentacles, wall spells, spells that controll the terrain to the enemy's favor.</p><p></p><p>The point of a CSer is to not be powerful, to not do damage. but to put the balance of power on the side of the PC's. a competent CSer can effectivly controll a battle's outcome by deciding what spells to "allow" and minimize the damage inflicted on PCs.</p><p></p><p>--skip the c2cp worth here, i feel that im weing in for a whole platnium maybe a few</p><p>--Samhain</p></blockquote><p></p>
[QUOTE="SamhainIA, post: 2207717, member: 31227"] I think counterspelling is the BEST thing since sliced bread (Really folks!). With a really big caveat, you have to be playing forgotten realms (or allowing the use of the feats/spells from that campaign setting). Please forgive the seemingly disjointed ness of this post, i just want to say so much and am having trouble distilling my thoughts. I played a Priestly counterspeller in 3.0 with the old haste, and it was ok ish, cast one, ready to counter and reactive counter and you can shut one guy down fully, its all about damage mitigation, and being really uber in your build. I am not sure how the build is at lower levels cause it depends on being able to metamagic quicken in 3.5 i have played a bit with my 3.0 character (was from living city) and im re-working him to try and take advantage of archmage "mastery of counterspelling" but basically, pick up the "inquistion" domain (+4 to dispell checks) and a bead of Karma and dispells might start to work to your advantage. The Counterspeller works best, if its his only role, its very hard to play a Counterspeller(CSer from here out), while healing the party or nuking or ETC, all of those other things take up important spell slots, that can be used for countering spells. the CS needs to define what types of spells they want to be able to counter and mem spells with the specific purpose to drop just to counter those spells, certain spells that you might want to counter , include Teleport, Plane shift, insta-kill spells like finger of death, time stop, Maze etc. Here is my secret, you dont have to "counterspell" everything you can just as equally nullify many of the above named spells with a few important precast spells (some are just common sense) death warding people with low fort saves makes many insta kill spells useless vs the people most at risk, having an active Dimension lock will hamper teleport and maze ( Dim Anchor on one's self is the best way i know of to prevent getting mazed) But there are AMAZINGLY useful things left to counter Haste (or them slowing to remove your haste), evards black tentacles, wall spells, spells that controll the terrain to the enemy's favor. The point of a CSer is to not be powerful, to not do damage. but to put the balance of power on the side of the PC's. a competent CSer can effectivly controll a battle's outcome by deciding what spells to "allow" and minimize the damage inflicted on PCs. --skip the c2cp worth here, i feel that im weing in for a whole platnium maybe a few --Samhain [/QUOTE]
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