Robe of Vecna vs. Robe of the (X) Archmage
Attalus
Member Posts: 156
Which of the two is better in you guys' opinion? The game values the Archmage more in gold and that extra armor helps, as well as the Magic Resistance: but the extra casting speed of the Robe of Vecna is a powerful inducement.
0
Comments
Vecna's hand-me-down, it is!
The Robe of the X Archmagi is a good alternative for anyone who spends a lot of time doing something else besides casting spells.
You haven't lived until Robe of Vecna + Amulet of Power combine during an Improved Alacrity and you single-handedly annihilate entire boss fights
Of course Wild Mages can do it without either, or even using Improved Alacrity, but it's highly probable things will not go exactly as planned...and yes that is an understatement
Even if the Robe of Vecna didn't have the casting time reduction, it would still be on par with the archmage robes.
Archmage robes:
Base AC: Set to 5
Magic Resistance: +5%
Saving Throws: +1
Vecna robe:
Base AC: Set to 4
Magic Resistance: +10%
The only caveat is if you cannot still wear rings of protection with the Robe of Vecna because you can wearing them with the Archmage robes. Because you technically between a combination of two items get better results than the single robe.
Equipped abilities:
– Armor Class: 5
– Magic Resistance: +10%
– Improves casting speed by 4
(And doublechecked item code just incase the text is wrong and it's still 5 AC)
OK.
Well, given @Kamigoroshi comment I think that the better one would be... probably the old Vecna one, as it might burn in the bonfire better, cause them new fangled right off the rack archmage robes might have that flame retardant warning label inside, like jammies.
Ohhhh, you mean to WEAR them, probably the Vecna, especially earlier on, before all that Improved Alacrity (IA) mess. Well, TBH, I never took much to playin mages, but it worked pretty well on bards.
Speaking of IA, I reckon them thar preacher types like clerics and druids should have something similar. I mean, you ever hear one of those dudes get on a roll up on the pulpit or the radio?
Is it in any way game breaking? No not really. Unless your using specific instances the rate that you can actually cast doesn't change. It however does make predicting what you will hit a little easier because that one spell a turn fires off a bit more instantaneously instead of having a windup time.
I like to dual run mages as a kind of artillery team. They were never that far out of sinc. One might get another spell or two in in an IA moment however.
that difference in magic resistance however? I've seen 5% make a survivability difference however. Doing 2 mages may be why I don't remember it much. I may have seen it mostly as an equivelant second robe to the Archmage robe that put my two mages on par with each other for the most part.
And am I missing it?
Hell yeah.
Reduced cast by 4 is insane ... makes a lot of spells ''instant''.
In the typical ''casual'' fun run on Core Rules or bellow it maybe not noticeable but the item is insane!
Anything like saving throw etc. can be mended by a potion, but casting time -4 is uniquely gameshaking, specially considering how earlier you can get it, which is the reason SCS has an option to put it off until ToB.
It's all down to interruptions. An interrupted casting can devastate a battle strategy... RoV reduces your chances of being stung, and improves your chances of interrupting your enemies.
Improved Alacrity shenanigans are just the icing on the cake.