Avoid any Mod that puts removed Wiz 7 spells in Wiz 8 - The Alchemist's poison type spells especially scale absurdly high in Wiz 8.
Sadly, beside Wiz enhanced there's nothing.I never looked at Wiz 8 mods, anything worthwhile?
The problem with nuking casters is that enemies have absurd resistances on high difficulty (they're already rather absurd on normal tbf). When you combine that with big dmg ranges for many spells and the fact that they are unreliable to be cast on a high dice for a looong time then it becomes very meh. Pure casters still have high kill counts, because they are good at clearing chaff and glass cannons, which is of course useful in itself.
You are right, but this cannot be underrated. Obviously your melee and ranged guys will make the major man-o-man damage, but ranged nuking is great help to thinning out huge swarms of low HP, but high damaging/disabling foes like wasps, faeries, bats, rats and other tiny, but dangerous creatures. Even a medium power whipping rocks can take out the whole squad of faeries on the first turn, which is huge relief. It also helps mopping up runaway foes and scattered ranged fucks without spending gazzilion turns and energy for running. Even better, when you find a good choke points, that allows casters slowly killing off huge swarms of enemies, while your tank is nibbling at one or two in front.Pure casters still have high kill counts, because they are good at clearing chaff and glass cannons, which is of course useful in itself.
Only if you complement it with lizardman bishop.Assuming there will be another gadgie in the party, is fae gadgie at all viable?
I was thinking of making one for the lulz, and offloading all the heavier gadgets to the other one.
What? While I can see your point in terms of the critical strike party, the pure caster party (with bard and gadg) rules the early game with their spells and later on the melee/throwing option becomes viable.A party that's good for a part of the game if you meta is nowhere near being the best party in the game. Also, such setups have plenty of problems and inconvenience of their own. Best party would be something that has stealth, high (and consistent!) damage from start to finish (being good early game is more important for most people, anyway), is easy and quick to develop, does not largely rely on lucky rolls and is not marred by mundane shite like encumbrance or lack of spell points. From the top of my head, something like 3-4 rogues with bard+gadgie for buffs, cc, nuking, healing and all added ease of use (lockpicking, quick camping, identifying). You can probably add a staff monk to the mix, as I think it's the best mix of pure damage, disables and instakills in the game, has stealth and is easy to "complete" as a build (just beeline for SoD and voila).
Earth magic is sweet against androids. Both damage like whipping stones, disablers like web and multikill like quicksand.I think that DD spells are being a bit downplayed/underrated in Wiz 8
Sure as hell that CC is the king (as in majority of cRPGs) and it's always easier to incapacitate the shit out of the mobs and whack them with melees, but with AoE CC thrown at right mobs (iceball/blizzard at Rapax, fire stuff at Rynjin, whipping stones at wasps etc) you still can do a shitload of dmg in total.
That's my main worry so the question is how it will interact with having second gadgie to:Only if you complement it with lizardman bishop.Assuming there will be another gadgie in the party, is fae gadgie at all viable?
I was thinking of making one for the lulz, and offloading all the heavier gadgets to the other one.
But in serious, gadgets are ridiculously heavy so i don't see it as good idea. I usually buy my gadgeteer two rings of +20 St from Bella and get their total st all the way to max and they still are choking under heavy load, especially stamina wise. Faerie will die from exhaustion after two uses and will be huge ass pain in terms of constant encumbrance.
I thought you meant pure casters, adding gadgie/bard to the mix changes quite a lot, but it's still a fairly minor point. A backstabbing bloodlust/stiletto rogue just outright deletes everything and that's talking damage only, then you have stuff like hp, ac, reliance on sp, leveling speed, etc. I've never actually run a party of exclusively pure casters so I concede that just spamming 6 aoe spells might be quite effective (if you're ok with powertraining and sleeping every minute), but running something like that still seems like a complete nightmare when you meet, for example, a group of high initiative aoe spamming faeries.What? While I can see your point in terms of the critical strike party, the pure caster party (with bard and gadg) rules the early game with their spells and later on the melee/throwing option becomes viable.
On the topic of lackluster spell damage: The high numbers a fighter shits out are impressive, but AoE spells deal the same numbers if you add them up. Not to mention being able to spam 4 elementals effortlessly.
Confirmed - just got triggered myself, but need to resist the urge and finish my current IWD run first : |u realise every time u ask questions like this someone reinstals wiz8?
Stupid build question:
Assuming there will be another gadgie in the party, is fae gadgie at all viable?
I was thinking of making one for the lulz, and offloading all the heavier gadgets to the other one.
Nope. Codex mod is the best mod.With Dodd the Slayer mod
^ Yeah, i installed that and it's all i need. Think i played with it in my last playthroughs few years ago. A convenience mod that doesn't insert stupid shit.
Now to the meat. Remember i already had disagreement with some of you guys about hybrid casters. Like someone suggested i made a critical strike party. 5 - sam, ninja, monk + ranger for scouting, archery and maybe great sword around later stages + fairy bishop to cover all magic needs. Will probably add RFS bot for full martial arts action, a ninja is polearm and monk is a staff wielder, while sam is obviously katana fag (how awful are these base katanas fffs).
What i'm still confused about after all these years is how/why do use the first trio for casting if at all. I mean i can't afford to put spell school or magic realm points into my still barely developing and shitty azn kung fu fighters. They need all the points in their combat skills to even reach the level of average early game fighter/rogue. Do you guise just give them couple of spells and grind to make them useful in magic or just start to pump in early magic points + intelligence/piety right of the bat, while gimping their combat ability. Not like i'll need much of their casting in the long run, with bishop grinding everything possible from all schools, but as a support casters that can at least heal or refill stamina, yeah, would be nice. Don't see how to do it without majorly gimping their primary use.
I know, but i have taken the flag from the pole previously without consequences. Also, there wasn't any hostility right after. Guess my yearly playthrough has abruptly ended, because i have no save before entering the camp and i can't find any info on changing the faction status, only save editors that change character stats.The right way to complete the flag quest is to buy one after you enrolled and passed the first test (you don't need to go any further through the umpani quest-line, which is tedious due to their mines labyrinth).