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<blockquote data-quote="Rith the Wanderer" data-source="post: 4346746" data-attributes="member: 61453"><p>Let me preface this by saying that I completely understand that the power inheriting is the RAW and has been supported by custserv, and is how the game is supposed to be played.</p><p> </p><p>It just doesn't make any sense to me. Why would holding a fear wand make all your disintegrate's ongoing damage now a fear effect? Because your warlock friend is really scary the ongoing damage is harder to resist, because its now scary damage? </p><p> </p><p>And BTW, if that warlock has a wizard buddy, that combo is pretty broken. Yes there is only one unconscious spell, but there are several stun spells. And even with just the spell focus ability the chance to succeed on any spell save for a regular monster drops to 20.25%. Thats ridiculous. Now the average stun spell is going to stun a fifth of the enemies hit for at least two rounds. </p><p> </p><p>Not to mention how ridiculous it gets to drop the orb spec on a solo (6.25% at Wis 26? for a solo to be stunned/unconscious). That is a little bit game breaking, as the solo is going to take an average of 10 or 11 rounds to break out of that(I think? Someone correct me if my math is wrong). He'll be dead, even if it's "just" a stun and not unconscious. Now I understand that it has to hit first, but considering how many stun spells there are, one of them is going to hit, and when it does, its pretty much a death sentence.</p><p> </p><p>I don't think that those builds that are made for one combo once a day are very interesting (thats why I used Wis 26, not 30, up there). I don't think they should be used to evaluate how broken a rule is because they are pretty easy to fix. But I think this one is such a broad rule that is so easily exploited by so many classes that it needs a fix(because, I'll say it again, I am not arguing the point that this is in fact what the rules are). That isn't even looking at how little sense I feel that it makes in game.</p></blockquote><p></p>
[QUOTE="Rith the Wanderer, post: 4346746, member: 61453"] Let me preface this by saying that I completely understand that the power inheriting is the RAW and has been supported by custserv, and is how the game is supposed to be played. It just doesn't make any sense to me. Why would holding a fear wand make all your disintegrate's ongoing damage now a fear effect? Because your warlock friend is really scary the ongoing damage is harder to resist, because its now scary damage? And BTW, if that warlock has a wizard buddy, that combo is pretty broken. Yes there is only one unconscious spell, but there are several stun spells. And even with just the spell focus ability the chance to succeed on any spell save for a regular monster drops to 20.25%. Thats ridiculous. Now the average stun spell is going to stun a fifth of the enemies hit for at least two rounds. Not to mention how ridiculous it gets to drop the orb spec on a solo (6.25% at Wis 26? for a solo to be stunned/unconscious). That is a little bit game breaking, as the solo is going to take an average of 10 or 11 rounds to break out of that(I think? Someone correct me if my math is wrong). He'll be dead, even if it's "just" a stun and not unconscious. Now I understand that it has to hit first, but considering how many stun spells there are, one of them is going to hit, and when it does, its pretty much a death sentence. I don't think that those builds that are made for one combo once a day are very interesting (thats why I used Wis 26, not 30, up there). I don't think they should be used to evaluate how broken a rule is because they are pretty easy to fix. But I think this one is such a broad rule that is so easily exploited by so many classes that it needs a fix(because, I'll say it again, I am not arguing the point that this is in fact what the rules are). That isn't even looking at how little sense I feel that it makes in game. [/QUOTE]
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