Twin Infinities OOC

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Rystil Arden said:
You like Acid Arrow better than Scorching Ray? :uhoh:

At level 6 I do. Scorching Ray does 4d6 +4d6 every 4th level after level 3; 3,7,11. Short range, save for half.

Acid Arrow does 2d4 +2d4 every 3rd level after level 3; 3,6,9,12,15,18. Long Range, no save, (and acid damage is generally better than fire).

At 6th level they are equal (with a slight edge for AA) at short range, and AA is superior at other ranges. At level 7 SR is superior at short range, but loses its advantage at level 9. After level 12 AA becomes ever more superior.
But what I really needed to compliment my arsenal was a Long range damage dealer to use against flyers. Acid Arrow is the only choice at 2nd level.
 

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Bront said:
Invisibility has been nerfed with a 1 min/level duration, but Glitterdust is very usefull for it;s blinding effect as well as countering invisibility. Acid Arrow has a HUGE distance, which makes it very usefull, especialy if you have to use it in ship-ship combat. Web is fun, but if you don't have an anchor spot, it isn't as effective. Mirror Immage is always a usefull save your butt spell.

Personaly, I'm also a big fan of scorching ray. Short range, but more damage than most other second level spells, and eventualy more rays. Plus, it's a touch attack vs a saving throw spell.

It all depends on your caster's outlook, and what other spells you have to offer.

Go ahead, edit while I type :p.

I agree completely about Invisibility, same with Fly, an obvious choice in 3rd edition but a mid-level spell in 3,5.
My really big damage spell is Energy Wall. It's a spelljammer-killer, especially with Sonic as energy type. Unfortunately it's only useful against flying structures, not creatures, since it needs to be anchored on one or several 5 foot squares.
 

Nephtys said:
At level 6 I do. Scorching Ray does 4d6 +4d6 every 4th level after level 3; 3,7,11. Short range, save for half.

Acid Arrow does 2d4 +2d4 every 3rd level after level 3; 3,6,9,12,15,18. Long Range, no save, (and acid damage is generally better than fire).

At 6th level they are equal (with a slight edge for AA) at short range, and AA is superior at other ranges. At level 7 SR is superior at short range, but loses its advantage at level 9. After level 12 AA becomes ever more superior.
But what I really needed to compliment my arsenal was a Long range damage dealer to use against flyers. Acid Arrow is the only choice at 2nd level.
You forget that you have Siphon Power, so you could actually get the 2 rays from Scorching Ray :p

Also, remember that you have to pay augmentation cost and Acid Arrow's damage over time is a significant disadvantage :)

So Acid Arrow would be 3 PP with an augment of 3 PP for each additional round,
Scorching Ray would be 3 PP with an augment of 4 PP for an additional ray.
 

Rystil Arden said:
Silver is one of my favourites too. One of the PCs in my tabletop game has a Juvenile Silver Dragon cohort. Parents wouldn't freak out, as they don't care what sort of dragon you keep as a pet. Also, the dragons vary from their alignments more than usual on Arris, so there could be LN Silvers or Blues. Hmm...the metallic dragons are in an older issue of Dragon. Do you have access? Finding it might be troublesome because I lent them to my lil brother, but I know I have it somewhere.

I have 0 Dragon mags, but I'd want an LG Silver. She will love him, use him as her conscience, friend, beloved pet, at least till he's older, then just friend =)
 

Rystil Arden said:
You forget that you have Siphon Power, so you could actually get the 2 rays from Scorching Ray :p

Also, remember that you have to pay augmentation cost and Acid Arrow's damage over time is a significant disadvantage :)

So Acid Arrow would be 3 PP with an augment of 3 PP for each additional round,
Scorching Ray would be 3 PP with an augment of 4 PP for an additional ray.

So I have to augment for all spells that improve damage over increasing levels, even when damage comes via duration. That makes Acid Arrow a lot less good than I had thought, but as my only long range anti flyer spell It might still be necessary.

Hmm, maybe I should switch out Specified Energy Adaptation and use Vigor more to compensate. If I manifest it as a 4th level power I can get 35 temp Hps out of it, enough to buffer me from any spell we're likely to run into...
 
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Nephtys said:
So I have to augment for all spells that improve damage over increasing levels, even when damage comes via duration. That makes Acid Arrow a lot less good than I had thought, but as my only long range anti flyer spell It might still be necessary.
For duration spells, it depends. Something like a Wall of Fire would not need to be augmented, but Acid Arrow does. Anything that deals the extra damage guaranteed (assuming the spell is successful to begin with) does need the augmentation. Still, its true that long-range spells are nice and Psion gets few (Magic Missile could be good though :))
 

Magic Missile actually compares favorably to Acid Arrow... I'm assuming it would scale at +2ppts/missile.

I've submitted my unfinished character to the RG.
 


The problem with Acid Arrow over Scorching ray (speaking from a pure acanist standpoint) is that you don't do all the acid damage up front. So if you realy expect your opponent to be alive and still taking the acid damage in 4 rounds, it's worth it.

However, on the positive end, since it's consistant damage, it causes a concentration check (one of the few spells that actualy does). Not a huge plus, but a bonus none the less (I caused someone to flub a major dispell with it once though, was nice).

Fly is still usefull, just not usefull for a long time. Invisibility can be usefull, but Invis Sphere or Mass are better for getting the entire party.

Ultimately, it's your character, I'm just throwing in my 2 credits.
 

Bront said:
Ultimately, it's your character, I'm just throwing in my 2 credits.

Thanks. :)

Speaking of credits. How much does a Fullplate Rowaini Quicksteel armour cost?


Spellcrystal Breastplate 4500 base cost
Rowaini Quicksteel costs the same amount (though cheaper from you if you get it from your mother, though I'm not sure why exactly she'd give you a suit of armour of something), and it counts as having armour check penalty of 3 less than usual, which stacks with the 1 less from masterwork for a total of 4 less, but Arcane Spell Failure is unaffected


 

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