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(OPTIMIZATION) THE NAMELESS KING ! THE WIZARD's NIGHTMARE! LAST BOSS
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<blockquote data-quote="Ovinomancer" data-source="post: 7293810" data-attributes="member: 16814"><p>Actually, the villain's immunity to divination spells is what enables the ease of detecting his illusions -- they aren't immune to divination spells. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7293810, member: 16814"] 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. [/QUOTE]
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