NightGod wrote:
Dave wrote: Alright, so I'm reaching that point of acceptance where its time to talk how best to use the new wizard tokens.
MEC is partially nerfed. It is what it is. My initial take is this.
First combat room - Never use MEC. The monster is usually dead in a max of two rounds, sometimes one and MEC isn't needed. Use M/AM power or two and minimal healing is needed.
Second combat room - If the run has four combat rooms, probably follow the same strategy as the first combat. If the run only has three combat rooms, combo MEC with Boost and anything else useful in round one and come back with 2 spells using Cabal in round 2. The monster should be pretty weak at this point. A moderate amount of healing will be needed.
In the final combat room, just go all out. If you don't survive you don't survive. It really doesn't matter to me if I channel my hp resource to the point I don't make it. I'm certain I can last at least through round 3 and that should be good enough for me to cast my best options. Again, combo MEC with Boost and anything else useful. Come back with 2 spells using Cabal and the 2 spells using Ring of Spell Storing. At this point you can continue to use MEC until you're under 26 hp. I'm pretty certain I'll get to use it twice in the final room.
Other considerations - Add Fork to your spellcasting if multiple monsters are in the room. Use Intensify and Assure as needed. If those restrictions start popping up in every dungeon, it will have other downstream build consequences. For example, if major fights all have spell resistance then that pretty much nerfs the Cabal Set and Ring of Spell Storing which can't be comboed with Intensify or Assure. That would pretty much suck as even more valuable tokens can just be tossed aside. Yeah, casting two spells gives you a greater chance that one of them will hit, but when you can't combo them with any other ability, they no longer have the impact they used to. You could take those slots and pretty much build "fortress wizard", which will only take damage when channeling their ability. Less fun, but its an option.
So in summary, I can see channeling 10-15 hp in room 1, and the same in room 2 (if the run has 4 combats). I don't see the clerics/druids I run with having an issue with that healing. In the 2nd to last combat room I may need 30-40 hp of healing. That's a fair amount, but at this point you just want to get back to your max in preparation for the final combat. You might need one healing spell during the final combat, but chances are you'll be able to channel 60-90 hp in that final room and possibly still survive.
You may ask, what about damage you take from the monsters? Unless the monsters start getting a lot tougher, that's only an issue in Epic. Even in Nightmare mode, it's not uncommon that the only damage I take for the entire run is from channeling hp into spellcasting or puzzle solve fails.
N&N has shown a new direction towards mobs doing automatic AE damage instead of basic attacks, so I'm not sure that we can count on avoiding combat damage as wizards anymore. I'm guessing Charm of Broaching with Shadowskin and either Elm or a save cloak is going to be more and more important combo to give MEC wizards a solid chance of surviving to the final room at higher difficulties, especially since that means healing will be spread even more thinly.
You're exactly right. But there are many tokens that help mitigate damage and if you get hit with a big enough total, that's where absorb can be used once in the room. I'm currently playing with builds and I have options to consider. Basically, my tradeoffs are between spell damage, saving throws and hp.
Based upon my decisions
Spell damage will be 25 to 30.
Saving throws will be 17/17/13 to 23/25/21
HP will be 61 to 96
Decisions come down to
Ear - Inspiration or Orbits (will probably go with Inspiration, but if there is no Bard or Bard isn't 5th level then Orbits)
IS - Elfstone Shard, Charming Cabochon (with 6 charms equipped), Garnet Cube, Tanzanite Cube, Topaz Trilliant (pick 3 or pick all 5 if you go with Earcuff of Orbits)
Eyes - Lenses of Focus or Psyferre's
Bead - Lucky Traveler or Master Ale Drinkers
Back - Pharacus, Greater Cloak of Destiny, Cloak of the Elm, Shadowskin (pick 2)
Decisions Made (for now)
Orion's Belt over Arcane Belt - 3 more slots that can help with hp or saves is too much to give up for 2 damage
Sticking with Cabal set for now, but if Quicken meets my 2 spell per round needs this would free up even more slots. I'd add Charm Bracelet and end up with 3 more charm slots, while also adding Blessed Tempest Gloves for 3 more spell damage (less 1 damage for losing Cabal Bracelet).
Semi-Lich skull and 7 teeth over Skull of Cavadar
Other Slots are pretty locked without question (not going to list them all)