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Old 04-16-2002, 11:36 PM   #11
Deathcow
Elminster
 

Join Date: January 24, 2002
Location: Virginia Beach
Age: 41
Posts: 467
like alexander said, even if they don't take damage, if you roll a successful hit, they still get that cumulative +10% chance to miscast magic

get two fast weapons and swing away!

mages generally don't have a very good ac, so you should hit them almost all the time

once you start swinging, theyll be lucky to get any more spells out [img]smile.gif[/img]
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Old 04-17-2002, 02:36 AM   #12
Dundee Slaytern
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Join Date: June 10, 2001
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Quote:
Originally posted by Jedimaster:
What are the requirements for making a Wizardslayer/Mage?
Same as any Fighter class, character must be Human, and have at least 15 STR and 17 INT.
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Old 04-17-2002, 05:12 AM   #13
Nicodemus
Elite Waterdeep Guard
 

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They are also mighty handy when you are fighting liches too! My Wizard Slayer made short work of the one in the Crooked Crane, when she was only 9th level. Poor old codger never even had a chance to cast time stop. **wipes a wistful tear**
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Old 04-17-2002, 05:21 AM   #14
Nicodemus
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Incidentally, I've found that they dual-class nicely to Cleric as well.
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Old 04-17-2002, 07:27 AM   #15
Cerek the Barbaric
Ma'at - Goddess of Truth & Justice
 

Join Date: October 29, 2001
Location: North Carolina
Age: 62
Posts: 3,257
Quote:
Originally posted by Dakkon Darkblade:
The magic resistance is pretty good, I'll admit... but still, isn't it only like +1% every level, right? It isn't too much... gets to be a lot in TOB though, I'll admit.
For the record, it's 2% every level. That may not sound like much, but Cerek is 20th level and I'm just getting started in the Underdark. That means I've automatically got 40%MR naturally, in addition to certain other items that "enhance" my magical protection.

But even at lower levels, the MR was nice. It didn't help out that much against the Sewer Group (9th level - just 18%) or the Guarded Compound....but by the time I entered the Twisted Rune, I was up to 14th level (28%MR). It helped quite a bit in that fight.

And it just keeps getting better....
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Old 04-17-2002, 07:35 AM   #16
Nicodemus
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Quote:
Originally posted by Cerek the Barbaric:
For the record, it's 2% every level. [/QB]
Yeah, I noticed that too. Also, they actually allow you to use healing potions in ToB. I wasn't sure if that was an oversight or if they were trying to get more people to play the class.
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Old 04-18-2002, 01:56 AM   #17
Dundee Slaytern
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Healing potions deal more with Priestly magic than Mage magic. So it is perfectly alright for a Wizard Slayer to drink health potions. The ability not to use healing potions in SoA was a bug.
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Old 04-18-2002, 08:50 AM   #18
Nicodemus
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Quote:
Originally posted by Dundee Slaytern:
Healing potions deal more with Priestly magic than Mage magic. So it is perfectly alright for a Wizard Slayer to drink health potions. The ability not to use healing potions in SoA was a bug.
Aha.. In that case, do you happen to know if there is a patch to correct that? I haven't noticed one on Baldurdash, though I could have just missed it. Thanks.
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Old 04-18-2002, 09:31 AM   #19
Cerek the Barbaric
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If you've got ToB installed, then the Wizardslayer can drink healing potions in SoA.

Cerek has to carry several of them because he also has an item that turns spells below 6th level back on the caster....including Healing spells. The item is a little buggy and sometimes does NOT turn off the "spell turning" even when I remove it to be Healed, so it was just easier to buy up a bunch of potions.
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Old 04-18-2002, 09:48 AM   #20
Nicodemus
Elite Waterdeep Guard
 

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[Homer Simpson] DOH! [/Homer Simpson]

If there's a hard way to do something, leave it to me to discover it. Yes, I have ToB installed, but no, I haven't played a Wizardslayer in SoA since then. Guess I'll be rolling up another one in short order then. Thx Cerek.
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