Any good/interesting Pact Magic optimizations...? [Archive] - Wizards Community

Post/Author/DateTimePost
Pallin Rahl

09-24-06, 05:04 AM
Just wondering if there are any good/interesting Pact Magic optimizations... or any good posts discussing them that you could link me to. :)

Pact Magic just sounds fun and flavorful... caught my interest. :D
Richmud

09-24-06, 10:04 AM
Here is the pact-magic guide: http://boards1.wizards.com/showthread.php?t=605415

That should prove helpful to you
Pallin Rahl

09-24-06, 03:46 PM
Nice resource :)

Quick little bump just in case there is any newer optimizations that someone may wish to offer (either here or on the linked post) :)
jameswilliamogle

09-24-06, 05:06 PM
There's a couple of really useful combinations that aren't obvious from the way its written. Also, although important for the end-game plan, most people don't play starting at 18th+ level, so the vestige combo's could be better written (as in bind 1 then 2 then 3 as you get access, etc).

1 Karsus + 3 Chupolos + 2 Focolor (mentioned in the "Mage Role" section, the mechanics are much more potent than what's written) will make opponents suffer -4 to their saves, and give you a +2 to your DC's when using magic items; staves will use your Binder level as the caster level, making them very potent, but you need a good Int to boost the saves (since it works as a wizard of your binder level).

1 Savnok + 2 Chupoclops + 3 Eligor gives pounce, awesome armor, ethereal jaunt, -2 to opponents attacks and skills, +4 str, +d6 elemental damage, ghost touch, soul sense, making it one of the best combination for straight melee (the combo they have is good for tanking). Adding Eurynome adds a decent damage hammer, that can still be used two handed for much more damage; Aym will double your movement (for most characters). Combine w/ Shocktrooper and Leap Attack (remember, Jump is in class for KoSS) for some impressive results: Charge in w/ Heedless Charge, full attack w/ pounce, then Move Ally as a swift action w/ another tank in your group for them to full attack during their turn, charge again next round, and do a standard melee after that. Ethereal Jaunt is your escape plan.