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Switch to Forum Live View Arcana skill optimization
2 years ago  ::  Jun 19, 2011 - 5:41AM #111
Molitro
Date Joined: Apr 4, 2010
Posts: 76

Feb 21, 2011 -- 7:40AM, crayne wrote:

The arcana familiar "coure attendant" gives +2 to arcana (untyped) and has lots of other nice features, like drawing/stowing items as free action (no limit), enemies grant CA with enc. power of familiar and the coure attendant has a fly speed 8 (which can be turned into a mount with familiar mount ritual).
 You should definately add it to the familiar list.




It is limited. Once per round.

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2 years ago  ::  Jun 19, 2011 - 4:53PM #112
-Aribeth-
Date Joined: Sep 26, 2008
Posts: 279


Hi,


I guess I missed it while surfing through the thread pages but ...


How do I get an initiative number equal to my Arcana?


I see that SnS posted it on the first page.


Thanks for the answer.


Aribeth                
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2 years ago  ::  Jun 19, 2011 - 5:01PM #113
zelink551
Date Joined: Feb 26, 2011
Posts: 3,402
He said exactly how to,

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Mythic  Senses feat (PH3, requires Minotaur) - use Perception checks in place  of initiative checks  - combine with sorcerous vision -> arcana for  initiative 
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2 years ago  ::  Jun 20, 2011 - 2:52AM #114
crayne
Date Joined: Dec 18, 2009
Posts: 1,133

Jun 19, 2011 -- 5:41AM, Molitro wrote:

Feb 21, 2011 -- 7:40AM, crayne wrote:

The arcana familiar "coure attendant" gives +2 to arcana (untyped) and has lots of other nice features, like drawing/stowing items as free action (no limit), enemies grant CA with enc. power of familiar and the coure attendant has a fly speed 8 (which can be turned into a mount with familiar mount ritual).
 You should definately add it to the familiar list.




It is limited. Once per round.



True, but the coure attendant is still very good, for drawing and drinking potions as a single minor action. It just is not usefull for weapon/implement juggling, because you need at least two free actions, to stow one implement and draw another.

Edit: The coure attendant received errata at some point. The 1/turn text was added in the source dragons final issue, as well as difficult terrain aura was removed.

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2 years ago  ::  Aug 28, 2011 - 3:09AM #115
psk20
Date Joined: Jun 17, 2007
Posts: 2,226
I wonder whether an efficient way to play a Sage of Ages might be to get yourself a way of recharging Trick of Knowledge. The bonuses don't stack but you could get yourself close to +50 arcana, take two of the perks with the first use automatically, and then recharge, rinse and repeat to get the rest. It might cost a bunch of actions but it also might save you investment.

What would be the best way to do this? 
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2 years ago  ::  Aug 28, 2011 - 5:50PM #116
psk20
Date Joined: Jun 17, 2007
Posts: 2,226
An alternative is just to rely upon rerolls to ensure a high result with Trick of Knowledge. This isn't 100% reliable, unlike pumping your arcana to +60, but as you'll see below it is very, very close, and I think the item requirements and build concessions are probably less steep.

I did some napkin probability tree math (actually, it wouldn't fit on a napkin :/) and found that with a +47 bonus (1-3: save at start of turn, 4-8: any 2, 9-13: any 3, 14+ any 4) and the High Imaskar background, you can have some decent odds.

I assumed the following decision algorithm:
  • When Keeper's Prescience >= initial arcana check result, be liberal with High Imaskar. Use it, unless, of course, your initial arcana check was 14 or higher.
  • When KP < initial arcana check result, be conservative with HI. Only use HI when you rolled poorly on the initial arcana check and therefore will more likely benefit than suffer by making a reroll (in this case, I set the bar at 8 or less, as with an 8, HI will yield a benefit 60% of the time and a detriment 15% of the time, while with a 9, High Imaskar will yield a benefit 35% of the time and a detriment 50% of the time).


When I say >= I don't just mean a greater or equal number on the die, I mean a KP roll which falls into the same or better outcome category. E.g. given that a 9 results in the same outcome as a 13, a 9 is treated as an identical result for the purposes of ToK - so if your KP = 9 and your initial roll is 13, you'd still choose to be liberal, following the algorithm above.

I ended up with the following ps:
  • .9% Save at start of turn
  • 5.5% Any 2
  • 24.56% Any 3
  • 69.04% Any 4

Not bad, and as I said, +47 is pretty obtainable with moderate investment, unlike +60, which seems to require going all-out and which, quite probably, would only be optimized in a theoretical rather than overall-build-effectiveness sense. Presumably people who are thinking of actually playing Sage of the Ages should be willing to optimize arcana quite a lot, but there's a limit. And I imagine that some of the wondrous items that yield an untyped bonus to arcana for mere possession might be taken off the table by some DMs. 

In case you were wondering, the above stats/decision algorithm yields a 22.79% chance of using up your Keeper's Prescience. This looks low, but consider that sometimes the KP roll is low and therefore useless. 21.29% out of the 22.79% mentioned occurs for 'potentially useable' KP rolls of 9+ (I'm setting the bar at 9 arbitrarily). 60% of the time, your KP on the first round of combat is 9+. .2129 /.6 = .3548. So, about 35% of the KP rolls that may have potentially been useable to make an attack hit will be used by Trick of Knowledge, if used this way.

An additional complicating factor is that you might choose not to use a KP result of 20 (or 19/18-20 if you have a high crit range) to improve trick of knowledge. Particularly if you have a daily that crits very big, you may prefer to use that result for an attack. A big crit right out of the gate is a very valuable thing, IMO. I haven't worked that into the probabilities above, but it would involve changing only being liberal with HI rerolls when KP>=initial roll AND lies outside your crit range. When KP falls within your crit range, be conservative with HI and unload a daily power crit on an enemy that turn instead. 

Also, I just noticed that you cannot opt to choose a lower result, e.g. if you roll a 51 and would prefer +2 to arcane attack rolls rather than saving at the start of your turn, the you're SOL. The math above results in a just under 1% chance of getting that annoying result and missing out on BOTH the +2 AC and the +2 to hit. This is probably an acceptably unlikely occurence for most people, but here's 2 solutions:

  1. Maybe +50 and High Imaskar would be the sweet spot. 100% chance of at least 2, and the chances of getting 3 or 4 would be pretty high (I might do the probability tree later but I'm guessing 80%+ chance of getting 4.)
  2. Perhaps even better than option 1, another option would be to get a single daily power (such as from an item) that allows you to recharge an encounter utility power. Most encounters (93.6% of them) you'll get 3 or 4 benefits. When you fail to get the 61+ benefit ('pick 4'), use the daily to recharge Trick of Knowledge, and use ToK again (next round). You'll probably get the "pick 3" or "pick 4" option, meaning that most likely, you'll end up with all 4 benefits. You're not very likely to need to use the daily more than once per day. The only ways you could end up with less than 4 are:

  • 'Save at start of turn' result twice in a row: p = 0.0001 or .01 PERCENT (1 in 10,000 chance, i.e. not going to happen)
  • 'Save at start of turn' result followed by 'pick 2' or vice versa: p = .005 or .5 PERCENT (1 in 200 chance, pretty unlikely)
  • Two encounters in a single day in which you are unlucky and don't get the 'pick 4' benefit first try (there's a 20.96%, or a 1 in 5 chance of this happening each encounter). The second time in a day this happens, you have run out of recharge juice. Of course, you COULD get 2 such dailies if you really wanted to. Alternatively, you might choose to only use the daily recharge when you fail to get at least 'pick 3'. 


So, from a practical optimization point of view, which option (1 or 2) is better? And would a practically, rather than theoretically optimized Sage of Ages ever build for a +60 arcana bonus when they can just do this (and use their feats/item slots optimizing other aspects of their character?)
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1 year ago  ::  Dec 29, 2011 - 8:24AM #117
Nuz
Date Joined: Aug 30, 2007
Posts: 8
I manged to get an Arcana check of +66 without the use of any consumable items. This gives you the best result for the Sage of Ages 'Trick of Knowledge' without costing you each encounter.
The result is below:

====== Created Using Wizards of the Coast D&D Character Builder ======
Erishti, level 30
Shardmind, Wizard (Witch), Academy Master, Sage of Ages
Moon Coven Option: Full Moon Coven
Shardmind Option: Perception Bonus
Ikemmu (Ikemmu Benefit)
Theme: Wizard's Apprentice
 
FINAL ABILITY SCORES
STR 10, CON 12, DEX 12, INT 28, WIS 24, CHA 13
 
STARTING ABILITY SCORES
STR 8, CON 10, DEX 10, INT 18, WIS 14, CHA 11
 
 
AC: 43 Fort: 39 Ref: 40 Will: 47
HP: 138 Surges: 7 Surge Value: 34
 
TRAINED SKILLS
Arcana +66, Heal +30, History +43, Nature +34, Religion +41
 
UNTRAINED SKILLS
Acrobatics +17, Athletics +15, Bluff +16, Diplomacy +18, Dungeoneering +30, Endurance +18, Insight +22, Intimidate +16, Perception +24, Stealth +16, Streetwise +16, Thievery +16
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Wizard's Apprentice Attack: Color Orb
Shardmind Racial Power: Shard Swarm
Wizard Utility: Augury
Wizard Utility: Light
Wizard Utility: Chameleon's Mask
Wizard Utility: Ghost Sound
Wizard Attack 1: Magic Missile
Wizard Attack 1: Phantasmal Assault
Wizard Attack 1: Wizard's Fury
Arcana Utility 2: Arcane Mutterings
Wizard Utility 6: Dimension Door
Wizard Utility 10: Blur
Academy Master Attack 11: Learned Boost
Academy Master Utility 12: Refined Recall
Wizard Attack 13: Arcane Arrows
Wizard Utility 16: Displacement
Wizard Attack 19: Oppressive Force
Academy Master Attack 20: Master's Surge
Wizard Utility 22: Mordenkainen's Mansion
Wizard Attack 23: Arcane Volley
Wizard Attack 25: Finger of Death
Sage of Ages Utility 26: Trick of Knowledge
Wizard Attack 27: Forcecage
 
FEATS
Arcane Familiar
Level 1: Skill Focus (Arcana)
Level 2: Orb Expertise
Level 4: Unarmored Agility
Level 6: Implement Focus (Orb)
Level 8: Disciple of Lore
Level 10: Superior Implement Training (Petrified orb)
Level 11: Frozen Soul
Level 12: Inescapable Force
Level 14: Guarded Mind
Level 16: Shard Construct
Level 18: Great Fortitude
Level 20: Alert Familiar
Level 21: Arcane Prodigy
Level 22: Sorcerous Vision
Level 24: White Lotus Defense
Level 26: Telepathic Sustenance
Level 28: White Lotus Riposte
Level 30: Ritual Caster
 
ITEMS
Petrified orb of Nimble Thoughts +6 x1
Runic Dragoncloth Armor +6 x1
Ioun's Flame x1
Zehir's Gloves x1
Avandra's Ring x1
Bane's Collar x1
Vecna's Puzzle Box
Moran's Eye x1
Bracers of the Perfect Shot (epic tier) x1
Belt of Vim (epic tier) x1
Acrobat Boots x1
====== End ======

Arcana Bonus:
15 (Half Level) +
5 (Trained) +
9 (Int Modifier) +
2 (Race) +
2 (Familiar) +
3 (Character Theme - Wizard's Apprentice Lvl 10) +
2 (Background - Ikemmu [Geography]) +
2 (Paragon Path - Academy Master - Arcane Underpinning) +
6 (Epic Destiny - sage of Ages - Paragon of Learning) +
3 (Feat Bonus - Skill Focus [Arcana]) +
1 (Untyped Bonus - Disciple of Lore Feat) +
6 (Item Bonus - Runic Armour +6) +
5 (Untyped Bonus - Moran's Eye) +
5 (Untyped Bonus - Relics of Creation Set Bonus [5 items - Ioun's Flame, Zehir's Gloves, Avandra's Ring, Bane's Collar & Vecna's Puzzle Box])
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1 year ago  ::  Mar 04, 2012 - 6:16PM #118
Accuser
Date Joined: Jul 13, 2010
Posts: 201
Tieflings are another good race, at the expense of a feat (that you'd spend anyway).

Buy Secrets of Belial, which allows you to poach a utility power from another class. Take Serpent's Cunning from HotFK Sentinel Druids - granting you +2 untyped to intelligence skill checks and +1 to intelligence attacks. They still lack a racial bonus, but this makes up for it.

The waist slot item "Cord of Elusive Thoughts" from psionic power has a useful property - it allows you to use Arcana instead of Acrobatics or Athletics to make escape checks. Its daily power requires the expentidure of a power point, but the property doesn't rely on that and the daily power is mostly redundant if your Arcana is really optimized.

Still looking for other things I can get from Arcana.
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10 months ago  ::  Sep 23, 2012 - 5:10PM #119
rczarnec
Date Joined: Jan 30, 2009
Posts: 323
The feat Exploration Mastery allows you to substitute an Arcana check for an Endurance check.

The item Emerald Tome of the Devourer gives an item bonus equal to the enhancement bonus (rare, Mordenkainen's).
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4 months ago  ::  Feb 19, 2013 - 1:59AM #120
Alkelhar
Date Joined: Jul 22, 2009
Posts: 4
The Ioun Stone of Intellect provides a +4 item bonus to Intelligence-based skill checks and Intelligence ability checks, including Arcana checks.

The Alternative Reward Ioun's Revelation provides a +2 item bonus to all skill checks, and once per day grants a +1 to +6 untyped bonus to skill checks for one skill for the duration of an encounter.

Cheers, Al'Kelhar
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