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#1
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
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Post
#2
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
I haven't gone far enough for all risk decrement, but I've progressed quite fast to level 11 and the Improved haste that I can currently use is already quite powerful. I do have a question regarding the Improved Haste. Is it cast at character level or at a set level?
I think from the disadvantages, the dexterity minimum isn't necessary since you will most likely put it to 18 anyway. The biggest problem is protection from critical hits. The problems with defense are not as much as I thought it would, but I haven't gone up against the tough opponents. As I mentioned, blur gets dispelled very quickly, which is a pain. The armor spells that cannot be cast upon the risk breaker can be dispelled with remove magic and breach but at least they will hold up against true sight. I don't know if I can buff him enough in the harder IA battles as I'm burning potions (mainly potions of defense and regeneration). I think that some form of the HLA Alchemy could be added as a bonus at level 15. I'm thinking a lesser version where you can only brew one of the following 4 potions each day: "Potion of Defense", "Potion of Extra Healing", "Potion of Regeneration", "Potion of Magic Shielding", which are only usable by the riskbreaker. The thieves version could be slightly buffed, where they can craft Potions of Resurgence instead of Potions of Regeneration for instance. Finally Perhaps Risk decrement should be much gained earlier at level 16 or so, and then a maximum of 3 times. At this level it falls within the second and third toughness boundaries for the improved spellhold (if I'm correct). Furthermore I like the idea of changing the golems a bit towards high damage+slow hit | low damage+many hits. |
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