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Originally posted by Alson:
[QB]Are you 100% sure about this?
I'm quite sure they can't.
The only way to cast a spell on a shimering target is ForceSpell(), which most liches don't use.
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I am a nut that does not use PfU scrolls when fighting Liches. I got the scars to prove it.
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That's because me and Xyx are quite heavy on the offensive playing style.
Littiz is the one that tries to balance it out. [img]smile.gif[/img]
We believe that resistances are usually irrelevent - if they can't see you (aka Mislead(TM)), they can't kill you. [img]tongue.gif[/img]
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I am a player that believes that a good defense is a good offense too, but even then, one will still need defenses to cover all possible contingencies. Bosses and such will not follow the rules, so unless you enjoy having your a** being exposed to them, best to frustrate them by taunting them with, "Hit me again! Hit me again! I need the healing!". Jim should be able to empathise with me here.

Although his one deals with healing from physical damage.
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Dundee, you already know my PoV about spell protections and the like.
I learnt it from Xyx.
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Even if you dislike using Pierce Shield, at least correct the analogy or people might get the wrong idea that PS will get rid of Spell Trap. Remember, it is remove one level 8 spell and -30% Magic Resistance for a level 20+ Mage.
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Name 10 enemy mages in a non moded game that use Skull Trap or ADHW.
And MM is usually the last spell in the Mages script.
Littiz is a big fun of this spell, though - maybe we can be slightly less harsh about it.
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Hmmmm... Jon Irenicus, Shahagalar, Kangaxx, Suneer, Tolgerias, Lavok, and some more? These are the ones with ADHW, there should be more using Skull Traps. Perhaps it is because I have the Improved Mages/Liches Mod that I love PfEnergy so much, but at least put a footnote to indicate that the value of the spell increases dramatically with Mods.
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IMO, FoD is pathetic.
Nature's Beauty is sorta like an Area of Affect FoD for Druids (Die, or be Blinded and THEN die), and if you're facing Fire Giants, your cleric should have at least one HLA anyway. Deva will slaughter a Fire Giant anyday, and will do soooo much more.
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Try casting Nature's Beauty with a solo Sorcerer or Mage.

[img]tongue.gif[/img] FoD is not pathetic. It has by default, a -2 saving penalty which is pretty good already. Greater Malison ensures more or less that it will work, but even without Greater Malison, its' success rate is remarkable in SoA->ToB. There is a reason why it has always been a mainstay in my spell lists since the beginning.
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I havn't, either. Are you sure?
I will test it, and if you're right, we'll reword.
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You are talking to a guy who likes to summon 100 Skeleton Warriors and sic them on the enemy. You do not see me casting Incendiary Clouds over them as well do you?

This is easily testable, simply cast Ice Storm or any equivalent spell and send in a Skeleton Warrior. They are immuned to cold, but they will still go hostile because the spell was from
YOU. This is
NOT IWD, summons will go hostile when hit by AoE spells casted by you. The chance to go hostile is not 100%, but akin to 95%.
If this was not the case, I would have long ago abandon ADHW and choose Incendiary Cloud to use in conjunction with Skeleton Warriors.
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Malison and Doom helps any spell, so it's not an example.
And the cheesy use of it is mentioned.
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GM and Doom does help most spells, but as before, even without them, Feeblemind still has a -2 save penalty by default.
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I wholly agree - you know how much i like SI.
I talked to Xyx about it many times, but it's HIS guide, after all.
He has the final word, and he doesn't like it as much as we do.
A matter of style, i guess.
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I can empathise with that, since people think I am crazy to exclude Breach from my SSSL.
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Can't wait. [img]tongue.gif[/img]
Thanks for the reply. I was waiting to hear from you.
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No problem, although the greatest obstacle will be to settle the clash of opinions.
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Resist Fear
A surprisingly useful area spell. Protects the whole party from a disabling effect for a long time. has a specific use to counter Symbol, Fear (very popular among enemy Mages), Horror, and Dragon or Demon Fear abilities. Watch out for panicked party members running out of its area of effect. Leave this to priests; they get it cheaper.
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And I say not.

Or at least not for pre-battle buffs. Resist Fear lasts for one hour, Remove Fear lasts for 2 turns. Big difference. Remove Fear is more akin to a battle spell, to be used in the midst of battle. Resist Fear is much superior as a pre-battle buff.
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Flame Arrow
An excellent single target damage spell, comparable to Melf's Acid Arrow.
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This is like saying a M-16 is comparable to a Berreta. [img]tongue.gif[/img]
For a level 20+ Mage, Melf's Acid Arrow deals 14-56 Acid Damage in seven rounds. "Compare" this to Flame Arrow which does 4-24 Piercing Damage + 16-96 Fire Damage, 2-12 PiDmg + 8-48 FiDmg if target saves vs spells. 3 of these in a Spell Sequencer means KO to a Beholder or an Elder Orb.
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Melf's Minute Meteors
A truly wonderful spell. Thrown at the rate of five per round. The damage comes in three parts: normal, the +3 magical bonus, and 3 fire damage. This causes them to remove three Stoneskins per hit, ~~
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I am not 100% sure, but judging from the MMMs that enemy Mages throw at me, it only removes one skin per hit.
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Spellstrike
The ultimate magic shield removal but not a serious improvement on its level 8 counterpart Ruby Ray. Most enemies cast a single spell protection at a time. That plus the easy workarounds make this a waste of a level 9 slot. Spell Shield will stop this.
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Actually, Spellstrike is much sadder than that, because RRoR is only level 7.
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Summon Planetar
~~ A one-creature-army and the best first pick for solo mages.
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Personal opinion, but best second pick I would say. Improved Alacrity at level 18 does a whole lot more than Summon Planetar.
Oh, and I agree with Jim. List out all the save penalties to avoid confusion. Correct ones can be in black. I will go through the Divine List another time.