I am playing one now.. just got to level 6. I am not sure exactly how to use this class.. I don't have my animal forms yet so I mostly cast spells with him. I guess that the idea is to provide spell support and then shape shift and support the melee characters.. but it takes some time before you can actually start using this tactic..
Edit: The thing is, I don't think combat lasts long enough for you to actually use this tactic.. my front line warriors and my wizard do a lot of damage on their own, and after one or two spells from my avenger nothing really left standing. It's a nice character, but the party can do great without him and they won't even notice imo..
Maybe if druids had a more pronounced role as spellcasters.. or maybe I need few more levels..
@Necroblivion, any balanced 6 member party is going to steamroll the game for any experienced player. If you want to feel more important, you may want to try a reduced party - for example, a four member party that includes a fighter, a healer, a thief, and your avenger as the only arcane caster.
The avenger is not a 'star' in any single category. Warriors are better in combat, mages/sorcerers have better offensive spells, and clerics are better at buffing. However, the avenger is competent in *all* these categories. (And, unlike other kinds of druids, has decent spells and shape shifts.) In this respect, the class is a bit like the bard (but with healing).
If you want to excel in any particular area, don't play an avenger. But if you want to be able to do a lot of different kinds of things throughout the game, then the class is a lot of fun.
(My other favourite class is the blade, so these kinds of classes appeal to me.)
In general, most caster HLA are garbage...there's usually only one or two good ones.
Energy Blades is game breakingly good. Most Druid HLA's are good. In fact i'd go so far as to say that it's the Warrior and Ranger pools that are the worst.
Okay, thanks. ALFA (A Land Far Away) is a Neverwinter Nights persistent world, and there was a Head DM there named Thrasymachus many moons ago. (I know Thrasymachus is the name of one of Plato's characters in the Republic.)
In general, most caster HLA are garbage...there's usually only one or two good ones.
Energy Blades is game breakingly good. Most Druid HLA's are good. In fact i'd go so far as to say that it's the Warrior and Ranger pools that are the worst.
Energy blades are decent, but nothing like wish, time stop, horrid wilting, imprisonment, etc.
Rogues really got shafted other than use any item. Assassination stinks unless you have many attacks per round, while wwa really isn't close to gwwa or crit trike. Evasion?? Avoid death!? Wait! I can brew potions!!! Ugh.
I'm playing solo as an Avenger at the moment, its quite entertaining.
Grabbing the FOM ring early makes it easy to throw webs around and a dagger of venom gives the SS form back its "bite" (via preselecting dispel magic before changing form and then self targeting to dispel claws).
Charm Person or Mammal is useful and can be used frequently.
Chromatic Orb has been underwhelming for me so far but it's decent damage.
Shield of Faith is very strong at level 10 Druid which I'm looking forward to.
Doom has a long casting time but can make the difference when webbing some enemies with good saves.
Call Lightning is amazing single target damage. Lightning Bolt is good indoors when immune or resistant to lightning.
With 18 base wisdom, +1 tome (can easily grab it from Durlags Tower) and ring from Mulahey there is 4 level 4 slots available at level 7 which is a bit obscene considering the power of the options available.
Call Woodland Being is some of the best group healing and CC in the game. Improved Invis trivialises most fights vs casters. Protection from Lightning turns lightning bolt into an amazing source of self healing when combine with Mulaheys boots.
Brown Bear, Sword Spider and Fire Salamander are my favourite forms. The fire shot from the salamander is great for killing drizzt, flesh golems etc.
Fire Salamander form+fire resist item (scimitar or ring)+helm and you can throw fireballs around as much as you like (via necklace or potions).
One thing I've had to work through is weapon choice. I'm now thinking that I should have gone: Dagger* - for dagger of venom and a ranged option Scimitar* - slashing option and frostbrand Spear* - fire salamander form Staff* - blunt option and staff of striking on SS form ... Mmm
Obviously a weapon style or two in here would be great but I just can't see which weapon proficiencies should be dropped.
Obviously a weapon style or two in here would be great but I just can't see which weapon proficiencies should be dropped.
The only form I really spend time in is the Spider form, and Single Weapon Style was very handy for that, thanks to the +1 AC and increased crit chance.
Lots of attacks + more crits = more benefit than one would usually see from a weapon style.
Obviously a weapon style or two in here would be great but I just can't see which weapon proficiencies should be dropped.
The only form I really spend time in is the Spider form, and Single Weapon Style was very handy for that, thanks to the +1 AC and increased crit chance.
Lots of attacks + more crits = more benefit than one would usually see from a weapon style.
The AC can be replaced by a buckler. Buckleys Buckler gives +1 con (usually not useful but might be in some configurations). Kiels Buckler gives +1 dex which is maybe +1 AC (for a total of 2).
The crit chance bonus is nice but assuming you hit regularly the extra chance might only equate to 5 bonus damage or less than +1/hit. Compare that to the usefulness of added weapon choices ...
Comments
Edit: The thing is, I don't think combat lasts long enough for you to actually use this tactic.. my front line warriors and my wizard do a lot of damage on their own, and after one or two spells from my avenger nothing really left standing. It's a nice character, but the party can do great without him and they won't even notice imo..
Maybe if druids had a more pronounced role as spellcasters.. or maybe I need few more levels..
Don't worry about not using the shape-shifting. Your spells are your strong point.
If you want to excel in any particular area, don't play an avenger. But if you want to be able to do a lot of different kinds of things throughout the game, then the class is a lot of fun.
(My other favourite class is the blade, so these kinds of classes appeal to me.)
Rogues really got shafted other than use any item. Assassination stinks unless you have many attacks per round, while wwa really isn't close to gwwa or crit trike. Evasion?? Avoid death!? Wait! I can brew potions!!! Ugh.
Energy blades with an assassin? Interesting.
Grabbing the FOM ring early makes it easy to throw webs around and a dagger of venom gives the SS form back its "bite" (via preselecting dispel magic before changing form and then self targeting to dispel claws).
Charm Person or Mammal is useful and can be used frequently.
Chromatic Orb has been underwhelming for me so far but it's decent damage.
Shield of Faith is very strong at level 10 Druid which I'm looking forward to.
Doom has a long casting time but can make the difference when webbing some enemies with good saves.
Call Lightning is amazing single target damage. Lightning Bolt is good indoors when immune or resistant to lightning.
With 18 base wisdom, +1 tome (can easily grab it from Durlags Tower) and ring from Mulahey there is 4 level 4 slots available at level 7 which is a bit obscene considering the power of the options available.
Call Woodland Being is some of the best group healing and CC in the game. Improved Invis trivialises most fights vs casters. Protection from Lightning turns lightning bolt into an amazing source of self healing when combine with Mulaheys boots.
Brown Bear, Sword Spider and Fire Salamander are my favourite forms. The fire shot from the salamander is great for killing drizzt, flesh golems etc.
Fire Salamander form+fire resist item (scimitar or ring)+helm and you can throw fireballs around as much as you like (via necklace or potions).
Some ideas to help anyway
Dagger* - for dagger of venom and a ranged option
Scimitar* - slashing option and frostbrand
Spear* - fire salamander form
Staff* - blunt option and staff of striking on SS form ... Mmm
Obviously a weapon style or two in here would be great but I just can't see which weapon proficiencies should be dropped.
Lots of attacks + more crits = more benefit than one would usually see from a weapon style.
Werebears !
The crit chance bonus is nice but assuming you hit regularly the extra chance might only equate to 5 bonus damage or less than +1/hit. Compare that to the usefulness of added weapon choices ...