Re: End game diversity mod
Well, Treants have high hp, especially in its second shape, a minimum of 20 protection, and a splash of reinvig/regen (more if in a forest), plus it entangles both when attacked and when attacking. They're guaranteed 3n mages, so they can cast personal regen and get a pretty decent benefit from it. Plus easily cast elemental fortitude, so natural 50 resist to cold and lightning damage, effectively. The ones with earth have 2 earth if shifted, so summon earthpower gets them to 3, and they can self buff iron will if desired for additional mr on top of their starting 18. The ones with water randoms can cast personal quickness, breath of winter, or if they like they've got the paths and resistance to make a natural foul vapors caster. A treant with summon earthpower in a forest has a reinvigoration of *ten* which is pretty awesome for buffing and general spellcasting, and can allow them to serve as SCs and mages in the same battle without being completely insane. And with a single gem they can cast things like weapons of sharpness, quickening, army of gold... etc, etc.
Treants seem to be mostly suited for defensive purposes I think. Let's say you have a fort that you want to protect. A treant is pretty much ideal for blocking the gates, or serving as a generic damage sponge. Give it some cheap gear (AMA, fire resist ring, and lead or gold shield seem like no brainers), some enchant and alteration buffs and they should be ready to weather nearly any magical or physical assault. It also turns out they have pretty high strength and attack skill, so should be able to rip most things up in melee. I admit I have absolutely 0 MP experience using the EDM summons, but I can definitely see uses for the treant.
And of course, for additional fun, try prophetizing one with dom 10 and an e8 bless.
I do think that it would be nice if they had recuperation though :P
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Last edited by rdonj; December 6th, 2010 at 08:34 PM..
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