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D&D 5E (OPTIMIZATION) THE NAMELESS KING ! THE WIZARD's NIGHTMARE! LAST BOSS

mgshamster

First Post
Illusions aren't a barrier, though. Provided we ignore the limitations on the illusions by spell slots and control limitations allowing them to be identified via sufficiently long observation, that can be short circuited by divination magic. You see the villian? Scry him. If you see him, it's an illusion, Mark and move on. Can't see him in the scry? Call for fire mission, full battery, fire for effect.

It's actually even easier than that. It requires his action for the image to move. He's used up his level 6+ spell slots to make multiple images.

So just watch for the things that don't move, as he has only one action per round. They're all going to have jilted movement around the battlefield. And every time they move, that's something he's not doing - no spells, no buffs, etc... And when he is casting spells and buffs and activating magic items, none of the images are moving.

More importantly, though, is the range limit (which is constantly being ignored in this challenge). None of those images can move past 120 feet of him. So in addition to them taking up his actions, they also help triangulate where he is.

So let's tally this all up. He as "multiple" images. Let's say 2. That's his level 6 and 7 spell slots taken up. He's got his "army" of undead via animate dead, taking up his 8th level spell slot. And he casts programmed illusion via wish, taking up his 9th level spell slot.

We also know that he doesn't bring up buffs until they start of combat. So right at the start, here's what's active:

- Undead (number unknown, but by the Animate Dead rules we're maxing out at 8)
- 2 Major Illusions
- 1 Programmed Illusion
- 1 simulacrum

Round 1 he uses his Staff of Swarming to create the swarm. Round 2 he casts sanctuary. Round 3 he casts darkness or greater invisibility. Round 4 he casts Mirror image. Round 5 he casts see invisibility. Round 6 he casts any other buff spells he has that don't require concentration. We can cut all this down to 4 rounds if his simulacrum casts sanctuary and greater invisibility, as those are the only two that aren't self only spells. Meanwhile, all his illusions are standing still waiting for his action to move them. And he's not hidden yet, as he hasn't taken an action to hide.

He's currently 1200 feet away, but all his illusions are within 120' of him and his simulacrum is within 30 feet of him. His undead can be further, but if they're farther than 60 feet he can't command them.

With all that set in place, go ahead and make your first 4 rounds of actions to kill the Coffeelock and his Sim. Because that's how many you get before he can even start to attack you (although his Sim may start attacking with his oathbow on round 3).

(All this based on the opening post, last edited on 12/4/17 at 12:20 am GMT)
 
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Ovinomancer

No flips for you!
The Nameless King has multiples Major Images (Permanent, previously casted) precisely to prevent the "Alpha" attack, reduce the resources of the enemy and confuse the enemy.
And also, the villain is immune to divination spells, then. Wizards need at least 4 Meteor Swarm simultaneously to reduce their HP to 0 (It still does not enough to kill him). Well, the odds of it working are practically zero. It would be hilarious to see the Wizards spending their only meteor swarm.
Precisely to prevent the "Alpha" attack, reduce the resources of the enemy and confuse the enemy.
And also, the villain is immune to divination spells, then. Wizards need at least 4 Meteor Swarm simultaneously to reduce their HP to 0 (It still does not enough to kill him). Well, the odds of it working are practically zero. It would be hilarious to see the Wizards spending their only meteor swarm.
Indirect combat is much more efficient and a simple subtle spell can cause great discord.

Will I reveal the supreme tactics of Nameless King?

Actually, the villain's immunity to divination spells is what enables the ease of detecting his illusions -- they aren't immune to divination spells.

So, as I said earlier and as [MENTION=6806321]mgshamster[/MENTION] notes, even ignoring the limitations on the major image spell on range and control and even spell slots, it's easy to identify the illusions by using the villain's own plans against him.

So, once we know where the villain is, we can call in the unavoidable artillery strike that will severely hurt and possibly kill the villain, and definitely destroy his simulacrum, as a round 1 alpha strike. Then the villain gets to start trying to successfully recuperate without his simulacrum and undead army for support and badly hurt as the party starts round 2 with a teleport on target and engage. 1 teleport followed up by 3 max slot fireballs should do the trick. Villain immune to fire because of new item? Well, mix it up with a cold of cold and a vitriolic sphere.

As an even easier method of discerning the location of the villain, just scry the dead party members the villain raised as part of his undead 'army' (how big is this army, again?). If the villain plans on ordering them to do anything useful, he's definitely within a mile. 1 meteor swarm will end the army and flush the villain, who suddenly appears as a ball of insects as he goes through his defense routine. If you respond his illusions have insect up as well, okay, just wait out the duration and if the images still have insects, they're not the villain. He can't control them all.

See, this is the biggest problem you have. All of your superior counters require the villain to know exactly where the party is and what they're doing in time to activate the best counter. Do you really think a team set on killing your ubervillain isn't going to take steps to be very hard to find/detect before they alpha? The odds are in their favor, as they know their target but the villain doesn't know them. It's not like they sent him a letter and a challenge to be in the parking lot at 3 o'clock after school, or anything.
 

Hygor Haas

Banned
Banned
It's actually even easier than that. It requires his action for the image to move. He's used up his level 6+ spell slots to make multiple images.

So just watch for the things that don't move, as he has only one action per round. They're all going to have jilted movement around the battlefield. And every time they move, that's something he's not doing - no spells, no buffs, etc... And when he is casting spells and buffs and activating magic items, none of the images are moving.

More importantly, though, is the range limit (which is constantly being ignored in this challenge). None of those images can move past 120 feet of him. So in addition to them taking up his actions, they also help triangulate where he is.

So let's tally this all up. He as "multiple" images. Let's say 2. That's his level 6 and 7 spell slots taken up. He's got his "army" of undead via animate dead, taking up his 8th level spell slot. And he casts programmed illusion via wish, taking up his 9th level spell slot.

We also know that he doesn't bring up buffs until they start of combat. So right at the start, here's what's active:

- Undead (number unknown, but by the Animate Dead rules we're maxing out at 8)
- 2 Major Illusions
- 1 Programmed Illusion
- 1 simulacrum

Round 1 he uses his Staff of Swarming to create the swarm. Round 2 he casts sanctuary. Round 3 he casts darkness or greater invisibility. Round 4 he casts Mirror image. Round 5 he casts see invisibility. Round 6 he casts any other buff spells he has that don't require concentration. We can cut all this down to 4 rounds if his simulacrum casts sanctuary and greater invisibility, as those are the only two that aren't self only spells. Meanwhile, all his illusions are standing still waiting for his action to move them. And he's not hidden yet, as he hasn't taken an action to hide.

He's currently 1200 feet away, but all his illusions are within 120' of him and his simulacrum is within 30 feet of him. His undead can be further, but if they're farther than 60 feet he can't command them.

With all that set in place, go ahead and make your first 4 rounds of actions to kill the Coffeelock and his Sim. Because that's how many you get before he can even start to attack you (although his Sim may start attacking with his oathbow on round 3).

(All this based on the opening post, last edited on 12/4/17 at 12:20 am GMT)


Why am I still responding to you? You started offending me. You simply make completely inefficient builds and simply ignore the defenses as if they do not exist. You also do not understand what was answered.
Let's see if you understand: The villain has previous preparation, this is not a villain who was born now and is attacking everyone.

Yes, the images need an action to move them. But the effects of Major Image work normally without moving them. Understood?? It is efficient moving or not.

Again, Major image is permanent and was casted much earlier (Years ago, months ago, days ago?). UNDERSTOOD? The villain is not creating images during battle, they already exist. You only need to move them to advance in some direction (advancing the troop).

Again, Each 5th Anime Dead creat 5 Undeads, then there are 10 (Nameless King and Simulacrum). Coffeelock can use this many times day, creating a horde of undeads and not just 8.

Same thing, Programmed Illusion is also permanent and was previously casted. AGAIN, That was not casted at the time of battle. It is hard to understand?

At the time of attack, buffs are made by Sutble Spells, so it still remains stealth. Do you understand what Subtle Spell ???? (No Verbal and Somatic components)

Moving Illusions doesn't remove stealth, as this has no verbal component.

Read, Animate Undead. The villain doesn't need to get 60 feet to command them, a single command they obey the commant until the quest is completed. Do you know what your problem is? You're too lazy to read.


Wrong again. Sorclock can buff on stealth (Subtle Spell). Do I need to repeat it again?
 
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Hygor Haas

Banned
Banned
Actually, the villain's immunity to divination spells is what enables the ease of detecting his illusions -- they aren't immune to divination spells.

Divination doesn't work against Illusions and True Seeing is only 120'

The funny thing about their claims is that they killed my simulacrum, ignored the Illusions, went 4 simultaneous meteor swarm to try to reduce HP to 0, killed all the undeads. As if they could notice the villain (But, they can't) and still distinguish him as a real target.

Detail: A simple subtle spell destroys the entire group, they are easy targets for Undeads and Illusions it will be funny to watch them spend their spells on them. Hahahahaha

But, I think they're pretty easy to fool and with indirect fighting they're crying kids.
Well, to defeat them easily is just to end their timing and make them spend their resources or just subtle sugestion, command, enemies abound, others.

A single: Wish: Meteor Swarm Immunity (But, It isn't needed) can cause serious problems for them, not only that, Shield Mastery feat simply nullifies all damage. (Now you need a minimum of 5 Meteor Swarm). Extremely efficient against unsynchronized attacks.

If losing a single meteor swarm is no longer enough to kill him (ignoring all defenses already listed, after clone or Revify they wastes all meteor swarms :lol::lol::lol::lol:)
They have a great chance to use 6 swarm meteor and still do not kill the villain, it would be hilarious.
 
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FrogReaver

As long as i get to be the frog
Divination doesn't work against Illusions and True Seeing is only 120'

The funny thing about their claims is that they killed my simulacrum, ignored the Illusions, went 4 simultaneous meteor swarm to try to reduce HP to 0, killed all the undeads. As if they could notice the villain (But, they can't) and still distinguish him as a real target.

Detail: A simple subtle spell destroys the entire group, they are easy targets for Undeads and Illusions it will be funny to watch them spend their spells on them. Hahahahaha

But, I think they're pretty easy to fool and with indirect fighting they're crying kids.
Well, to defeat them easily is just to end their timing and make them spend their resources or just subtle sugestion, command, enemies abound, others.

A single: Wish: Meteor Swarm Immunity (But, It isn't needed) can cause serious problems for them, not only that, Shield Mastery feat simply nullifies all damage. (Now you need a minimum of 5 Meteor Swarm). Extremely efficient against unsynchronized attacks.

If losing a single meteor swarm is no longer enough to kill him (ignoring all defenses already listed, after clone or Revify they wastes all meteor swarms :lol::lol::lol::lol:)
They have a great chance to use 6 swarm meteor and still do not kill the villain, it would be hilarious.

More options that ignore your severe limitations on what spells you can keep casted and keep up constantly. None of that works. You don’t have the sorcery points / spell slots to keep them up
 

Hygor Haas

Banned
Banned
More options that ignore your severe limitations on what spells you can keep casted and keep up constantly. None of that works. You don’t have the sorcery points / spell slots to keep them up

Not a truth, the only real expense is to buff before the attack and keep Undeads.

But, detail: The main tactic of the villain does not want any of this, it is great to leave any invader with big problems and without resources while subtle spells and/or direct attack destroy them.
 

FrogReaver

As long as i get to be the frog
Not a truth, the only real expense is to buff before the attack and keep Undeads.

But, detail: The main tactic of the villain does not want any of this, it is great to leave any invader with big problems and without resources while subtle spells and/or direct attack destroy them.

So no more illusions now?
no more all the time invisibility?
no more+26 stealth. Try +10 LOL.

No no army of undead. Just a handful LOL
 




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