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Old 06-20-2006, 06:12 PM   #18
Roboghost
Manshoon
 

Join Date: May 15, 2002
Location: California
Posts: 216
That is why I went for a defensive thread...

Without the good gear, you're dead *splat*!

I guess it is a matter of playing style. I think you need it all to have fun and win with grace and devastation. I see strong tanks as reducing the battle time with an extra 6 points of damage PER HIT [and you hit them - but you also get a better chance to hit with the extra STR.] Assuming normal weapons: that would be and extra 15 points of damage per round [2.5 attacks] for a 13th level paladin and 21 points of damage per round [3.5 attacks] for a 13th level fighter. Ultimately this allows more battles between rest periods due to the fact that you'd run out of spells faster if the tanks weren’t putting in some heavy damage between spell attacks.

True; I keep them [tanks] away from the brutes [Verbeegs' are the first that I fear direct tank contact with after the little red beetles and goblins in Easthaven - my support staff keeps my tanks in the mix for most fights except those special few.] I use the items I acquire to keep my Gnome fighter smiling at those spectral guards at the castle [100% slashing.] Those guys are the only creatures that can touch my tanks after they acquire their full defensive gear mentioned at start - and a little help from the rear - not counting my 100% slashing formula for those devastating castle guards.

Final summation for 18/00:
1. More carrying capacity
2. Shorter fights allows more battles between rests
3. More spell slots
A. mage's Strength spell [example: replace with Web]
B. cleric's Strength of One [example: replace with Dispel Magic]
4. Sell the strength potions and buy better gear, scrolls, and ammo
5. Take better advantage of your own critical hits - nothing like seeing a creature explode after a 40 point *whack*.
6. Low maintenance - allowing for concentration of juicy spells to protect you and bomb the enemy. An example here is that buffs have time limits, so instead of swallowing a strength potion, it would be better to use the reducing sands of buffing time for a potion that protects from fire instead. This could allow for an extra level 10 Fireball spell on the heads of your tanks in the center of the carnage.
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