- #NEVERWINTER NIGHTS 2 MODS WARLOCK CLASS MOVIE#
- #NEVERWINTER NIGHTS 2 MODS WARLOCK CLASS MOD#
- #NEVERWINTER NIGHTS 2 MODS WARLOCK CLASS SERIES#
The only thing which was resistant to isaacs, were iron golems, but they were not so resistant to electricity and Tenser transformation. On lower levels grease + fireballs, later either disabling groups of enemies with sunburst and finish them with delayed fireball or isaacs, or just Banshee them straight away if they are not undead. In campaigns I never had any problems so far with using sorcerers. Wizard and sorcerer might be weaker than in NWN 1, but they are still most powerful classes
#NEVERWINTER NIGHTS 2 MODS WARLOCK CLASS SERIES#
Quicken assay reistance > quicken forceful Bigby's hand > series of maximized isaac's greater missile storm, and everyone is a toast in multiplayer if we talk about original vanilla settings I just wanna understand why someone decided to butcher so hard arcane casters? I know that NWN2 will not change a decade after his final patch.
#NEVERWINTER NIGHTS 2 MODS WARLOCK CLASS MOVIE#
At the same way that seeing a character in a book adaptation to a movie being completely destroyed is not fun for the fans of this character, seeing the most iconic greater invocation of your favorite class being worthless is just frustrating. On BF1, people complain a lot about shotguns and snipers, the less used types of weapons in the game. Some people can say that arcane casters only serving to craft items to martial classes is perfectly balanced. And honestly, balance is entire subjective. On NWN2, is clear that martial > divine > arcane. The eldritch blast damage is not pure force, which can be seen as a nerf on versatility not on power but having the patron which teaches magic to you determining the damage of your EB is cool. I can't cast invocations with no limit on usage BUT i can cast powerful spells like wail of the banshee and disjunction. Sure, i can't transform enemies into toads, but Carceri warlocks can cast a Absolute Zero spell learned from a Frost demon which petrifies in solid ice permanently targets on ice.
But the rule alterations is not that bad either. Is not that DDO WLK follows P&P rules either. I honestly don't like mmos, nor mechanics like cooldowns and number inflation but had far more fun playing DDO as a warlock than NWN2. The nerf on warlock is so ludicrous that i saw people who played 3.5e D&D warlock thinking that 5e NERFED warlock while people who played NWN2 but not P&P thinking that warlocks got BUFFED on 5e. Unfortunately you can't fly as a warlock, but can teleport, transform enemies into toads permanently, use eldritch glaive, pick epic feats like eldritch sculptor and master of elements and so on.
#NEVERWINTER NIGHTS 2 MODS WARLOCK CLASS MOD#
And despite initially hating warlock class, when i discovered the P&P 3.5e warlock, i fell in love with the class and even installed a mod called Warlock reworked which fixes the bug on Eldritch Blast and fixes almost all invocations. I only got a good time as a caster when i installed spell fixes. Much better than spending 90% of the game on ground "dying" And summons, why a single weakling summon limit? Animate Dead had a consistent rule of your caster level * 2 HD worth of undead. Cloudkill is literally one of the best mid tier spells and worthless in NWN2 too. In fact, a lot of spells which was amazing even on NWN1, like Black Tentacles which had caster level + 8 to hit and grapple routine, on NWN2 has a fix +5 to hit meaning that warlock chilling tentacles or a sorc with black tentacles will never hit anyone with decent armor(AC >= 25). But spells on NWN2 are so nerfed compared to P&P, that when i played vanilla, i ended using most my party members and spending most of the time on ground. I had no problem soloing IWD:EE as a sorcerer(DD) on insane difficulty, except the final boss, which took a couple of tries.