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Stormlord build advice

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mr_sir
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Stormlord build advice

Post by mr_sir »

I'm planning to (sort of) roleplay a stormlord through the OC then MotB - by this I mean try where possible to only use offensive spells that are storm related, and be selective on the buffs I use. Now I'm thinking a druid or cleric build, followed by the prestige class. I'm also considering spirit shaman - are these any good multiclassed and are they weak in the OC due to the lack of spirits?

Any advice would be appreciated from people that have experimented with the stormlord and/or spirit shaman classes :)
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Raumoheru
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Post by Raumoheru »

I have tried a stormlord build once, here is how i did it.

favored soul 12
stormlord 10
weapon master 8

very nice damage output, although its almost the same as this build:

fighter 12
frenzied berserker 10
weapon master 8

both do about the same damage, except the second one doesnt require you to use buffs

however, for spellcasting and RP purposes, of course use the first build.
"War does not determine who is right, it determines who is left"
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Scottg
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Post by Scottg »

mr_sir wrote:I'm planning to (sort of) roleplay a stormlord through the OC then MotB - by this I mean try where possible to only use offensive spells that are storm related, and be selective on the buffs I use. Now I'm thinking a druid or cleric build, followed by the prestige class. I'm also considering spirit shaman - are these any good multiclassed and are they weak in the OC due to the lack of spirits?

Any advice would be appreciated from people that have experimented with the stormlord and/or spirit shaman classes :)
I find the Spirit Shaman class to be nearly worthless (..with the corrected Charisma requirement for DC). Plus you can have one in the party in MOTB. Note that killing and rebuking spirits in MOTB is often the opposite of what you want - come here little spirit, FEED ME!.

You could go either the Druid route, OR the Cleric route with the correct domains to get the build you want.

The Druid already has:
Call Lightning
Arc of Lightning (SOZ)
Call Lightning Storm (MOTB)

Cleric with the AIR domain has:
Call Lightning
Chain Lightning

Both have Storm of Vengeance.

A Cleric will make physical attacks with a weapon, and can supremely buff themselves for this (..if you have the time).

A Druid is OK with physical attacks with a weapon, but is usually better with Elder Elemental form, presumably in this case with the form Air.

On the other hand casting spells in MOTB can be a bit "confined" - so for the most part you have:

Persistent buffs for the Cleric vs. Elder Elemental Form Air for the Druid. (..also make sure that form and persistent spells remain with map transition for MOTB, if not - look for a user made patch.)


So, become a "storm lord" or become the storm.

IMO adding the class Storm Lord is pretty pointless for a Druid. In elemental form you aren't getting the attack and damage bonuses via a spear, and you already have the immunity to electricity. Extended Storm Avatar is essentially provided via spell from the Druid class (and can actually be *extended*) + you will be able to cast it as often as want with Scribe Scroll (assuming you scribe plenty near the beginning of MOTB). I believe that Storm Avatar does effect your creature attacks from any elemental shape. The Druid would be better off adding the Frenzied Berserker class - which frankly IS storm like, i.e. CHAOTIC. It also coincides well with your Elder Elemental form: High BAB, Increased Attacks (Supreme Cleave), Increased Damage via Empowered Power Attack (and the Improved Power Attack version) - which is selectable in Elemental Form, and goes along well with your now higher Strength. (..though you would be better off in Water Elemental Shape for Strength - which is also a "storm" shape.)
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Post by mistered »

re: Is stormlord good to play?

My experience with StormLord is not good. StormLord is offense oriented so it is best to look at the abilities:

1. immunity to electrical damage is useful.

2. storm avatar last pretty long so it is good. But since it requires a rest to renew its power, not good for a spirit-eater.

3. enhancing weapon( including shock weapon, shocking burst weapon and shocking burst and sonic weapon ). All these last 20 rounds. But actually I got only the last one. 20 round is long enough for a battle but not good if we have more than one battle. Again the need of rest really hamper it. Also it only apply to criticals which is rare vs spirits.

4. enhance bonus form +1 to +3 to spear. This ability is not clear at all. I want to know if it is an additional bonus or not. Difficult to find out.

Afterf I played about the mid of chapter 2, I dropped it because it is neither a good melee nor spellcaster. It is probably just a filler to distract gamers. :)
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Scottg
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Post by Scottg »

mistered wrote:My experience with StormLord is not good. StormLord is offense oriented so it is best to look at the abilities:

1. immunity to electrical damage is useful.

2. storm avatar last pretty long so it is good. But since it requires a rest to renew its power, not good for a spirit-eater.

3. enhancing weapon( including shock weapon, shocking burst weapon and shocking burst and sonic weapon ). All these last 20 rounds. But actually I got only the last one. 20 round is long enough for a battle but not good if we have more than one battle. Again the need of rest really hamper it. Also it only apply to criticals which is rare vs spirits.

4. enhance bonus form +1 to +3 to spear. This ability is not clear at all. I want to know if it is an additional bonus or not. Difficult to find out.

Afterf I played about the mid of chapter 2, I dropped it because it is neither a good melee nor spellcaster. It is probably just a filler to distract gamers. :)

Actually it's one of the best prestige class.

The worst thing about it is the requirement for feats that aren't terribly useful.

A few things to note:

It's tough to enhance your attacks and your damage via a class, this class does both IF you use a spear (or shuirken).

The enhancement *stacks*

The user selected damage *stacks*, but it is sometimes "buggy".

20 Rounds for the additional elemental damage is generally enough for most battles, further it isn't a "once per day" feat, rather its a "cool-down" feat. This means after a certain period you can use it again without resting - an important consideration for MOTB.

You don't get Shocking Weapon, Shocking Burst Weapon, and Shocking Burst and Sonic Weapon. Rather each one modifies the next. The max then at level 8's "Shocking Burst and Sonic Weapon" is 2d8 plus an additional 2d8 on a critical. That's actually a fair bit of additional damage each attack.

The spell-casting is *nearly* exactly the same as if continuing on as a Cleric (or Druid). (..so it doesn't really offer you anything extra here.)
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Post by mistered »

stormlord value?
You don't get Shocking Weapon, Shocking Burst Weapon, and Shocking Burst and Sonic Weapon. Rather each one modifies the next. The max then at level 8's "Shocking Burst and Sonic Weapon" is 2d8 plus an additional 2d8 on a critical. That's actually a fair bit of additional damage each attack.
Since the damage only apply to criticals, which I rarely saw vs spirits. What good could it be?
The enhancement *stacks*

The user selected damage *stacks*, but it is sometimes "buggy"
How much is te difference between a frost harpoon and an enhanced( by stormlord ) frost harpoon?

I am not convinced it is the best prestige class. One of good classes is " red dragon disciple" which I used whenever I ran a melee character.
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Post by Raumoheru »

take a look at this build, it is a very powerfull build

Pointy Stick
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Scottg
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Post by Scottg »

mistered wrote:Since the damage only apply to criticals, which I rarely saw vs spirits. What good could it be?


How much is the difference between a frost harpoon and an enhanced( by stormlord ) frost harpoon?

I am not convinced it is the best prestige class. One of good classes is " red dragon disciple" which I used whenever I ran a melee character.


The large grouping of spirits at the beginning of MOTB is largely atypical for MOTB. Even in the Woodsman territory latter in the game they aren't really a "force". Rather, they are introduced early to set the plot and provide some system to continue that plot. (..literally they are a "plot device".)

On the other hand many other opponents are ALSO critically immune in MOTB, but *generally* the most difficult encounters are against opponents that are not critically immune. So it does have its use, but really the addition of the extra critical damage is only a weak extra - the real bonus is the enhancement and the additional 1d8 at 4th and the further 1d8 at 8th level.


The Frost Harpoon has these enhancements:

+4 Enhancement, Keen, and 2d6 ice damage per hit.

The enhancement bonus effects not only attacks, but also damage - so you are getting +4 physical damage as well as +4 to your attack numbers.

The Storm Lord weapon enhancements are as follows:

1st level = +1 enhancement (i.e. +1 attack and +1 physical damage.) Basically it's like the Frost Harpoon went from +4 to +5 enhancement.
2nd level = 1d8 electrical (when selected), so now its a +5 enhancement with 2d6 and 1d8 of elemental damage.
5th level = you add-in the additional critical damage (..and because it's a "Keen" weapon the critical threat range is lower - meaning it can critical more often, so it's more likely that against opponents that are not critically immune that the additional critical damage will happen.)
6th level = another +1 enhancement, so now it's a +6 weapon.
8th level = an additional 1d8 of elemental damage bringing the total to 2d6 + 2d8.
9th level = your final + 1 enhancement, so now it's a +7 weapon (..with 2d6 + 2d8 elemental damage and the additional 2d8 on a critical).


Note that I said that the class was *one* of the best prestige classes, not the best.

What makes it one of the best is that it provides that enhancement and additional damage, AND continues on with the underlying spell-casting class. Look to other prestige classes. Are they *full* spell-casting continuation classes that ALSO have "stack-able" melee bonuses?

In a level 30 build this helps with spell DC for your underlying casting class.

More significantly though in a 20 level build it is essentially giving you a nearly comparable modified BAB and damage to a full fighter while ALSO giving you full divine spell-casting. In that context (20 levels or less), it may well be the best prestige class. ;)
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Post by mistered »

re: stormlord is it good?
So it does have its use, but really the addition of the extra critical damage is only a weak extra - the real bonus is the enhancement and the additional 1d8 at 4th and the further 1d8 at 8th level.
The abilities say that it ONLY applies to criticals.
take a look at this build, it is a very powerfull build

Pointy Stick
Thanks for pointing to me that we can use 4 classes in a role. NWN only allow 3. BTW, the melee multiclass I used and like them very much are:

fighter/sorc/RDD
bard/RDD/frenzied/fighter ( thanks to you )

One thing I found out is that when your strength went over 30, your role becomes a lot more effective, it's like between life or death.
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Post by mr_sir »

Thanks everyone for the input. I'd never even considered mixing it with the RDD class :o I'm thinking Cleric with Stormlord for the OC then add RDD for MotB, although this build is currently on hold whilst I play through SoZ :)
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Post by mistered »

RDD in MotB

There are two considerations that I want to add:

1. the weapon upgrade system in MotB makes StormLord much less useful. As weapon of choice, spear is a good one but scythe is better by far.

2. RDD in MotB is surprisingly useful for melee characters. In Hordes of the underdark it is not as nearly as useful and I can't explain why yet. I just think that the length of the MotB ( 30 levels vs 25 as in HotU ) and its monsters must have something to do with it.

So far, I have played 3 melee roles: fighter/ sorc/ RDD, fighter/bard/RDD/frenzied and fighter/bard/RDD/weapon master. They differ only slightly in flavor.
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Post by Gothic90 »

I just finished my first play through OC-MotB with a 16 Favored Soul/2 FTR/2 Pal/10 SL(Human, no experience penalty). Intended to go for 12 FS/4 FTR/4 Pal/10 SL at first but changed my mind. After playing I think a Cleric/SL could be stronger, but I kind of like the Charisma boost on my saves and conversation skills :)

For the SL class itself I would say...
Pros:
1) Caster Level grows as normal(meaning it's a CLR/FS, PLUS Stormlord bonuses).
2) BAB is not a big issue because of Divine Power.
3) Melee bonuses are very, very SOLID. +3 Enhancement and +2d8 elemental damage. The critical bonus is just better than nothing, though. Unlimited use per day practically means they are constant.
4) Storm avatar, while only once/day, lasts quite a long time and give you a good bonus on damage and immunities.
5) Immunity to electricity is OK, while not that useful, it does mean you can forget electricity if you ever want to enchant elemental resistance on a piece of equipment.

Cons:
1) You need to buff yourself a lot, like all battle clerics do--especially you have to shock weapon every now and then. While you have enough buffs to last yourself all day long, this is kind of annoying.
2) You are stuck with spears. ALMOST ALL good spears has to come from crafting, though crafted spears are excellent, like all crafted weapons.
3) Spears are made of wood, which means no alchemical silver/cold iron to penetrate the damage resistance of demons/devils.
4) Kind of weak in the very early stage of the game, mainly because you'll have to give up good early feats such as cleave/greater cleave in order to get the requirements for SL.
5) Elemental resisting mobs can reduce SL's effectiveness.
6) There are not many feats for you to choose. Enough, but not many.

For my build(FS/SL) I would say, compared to a CLR/SL
Pros:
1) High saves, FS and Pal both contribute to this one
2) Bonus elemental resistance feats can be used to gain epic spells instead, if the 10th and 15th lvl of FS are taken in epic levels.
3) More freedom in casting spells, CLRs/FSs don't have that many useful spells anyways. Also due to this you can often cast spells such as restoration and remove paralysis without worrying about anything.
4) Higher conversation skills because of high CHA

Cons:
1) You don't really expect to cast a whole lot of offensive spells, do you? DC is low.
2) No domains. Many domains offer useful abilities/spells, such as evasion from water, free toughness from earth, acid fog(required for acid weapon enchantment, which NONE of your companions have) from destruction and etc.
3) No Divine might/Divine shield, certainly no epic divine might. Though that means CLR/SL has to divide his/her stats even further.
4) No healing spell conversion, which, while useless in late game, can save your life in early game.
5) Unlike builds involving RDD, this build is still kind of vulnerable to various Bigby hands.
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