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Does anyone have any good Spell Trigger
or Spell Sequencer combo's they wish to share? I always seem to use Minor Sequencer with two magic missles, Spell Sequencer with three Lightning Bolts or Flame Arrows and Spell Trigger with protections. This would be for a single class mage/sorcerer. |
Uhh actually I use these Triggers on a defensive side http://www.ironworksforum.com/ubb/no...es/biggrin.gif
So I would recommend... Minor Spell sequencer: Mirror image,Blur Spell Sequencer: Fire shield (RED),Well lets add say Melf's minute meteors, Vocalize. Contingency: Stoneskin Spell Trigger: Protection from normal weapons,globe of invulnerability,protection from normal missiles. http://www.ironworksforum.com/ubb/no...es/biggrin.gif thats all for me (WEll i dont use chain contingency yet My lvl isnt that high yet) ------------------ To be forgotten is worse than death... -Lazarus "You will never escape me!" -Jon Irenicus <span style="color:#FFFFFF"> DSlaytern] Signature image removed as it is too big. </span> |
Well, I use my spell triggers and spell sequencers to combat mages in the begining of a combat encounter. I use acid arrow/greater malison/emotion or slow with the sequencer and usually a silence/greater malison/feeblemind with spell trigger. I usally take the mage out from the start since they can do the most damage to your group.
------------------ To quote the pestering peasant, Neeber, of tradesmeet: "I killed a rabid rabbit! I'm experienced, now!" |
I read somewhere that a Spell Trigger set up with triple Lower Resistance will reduce any dragon or any other magic-resistant enemy to Magic Missile target practice...
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At character level 20, you attain the maximum potential for spells based on character level. Each Lower Resistance will deal -30% Magic Resistance to the target, thus 3 will reduce by 90%. Minor Spell Sequencer: - Two Magic Missiles -------> When I am low level, average 30 damage. - Two Melf's Acid Arrow ----> When I am high level, average 48 damage in 6 rounds. - Magic Missile and Ray of Enfeeblement. Spell Sequencer: - Three Flame Arrows, at level 5 = 15d6 damage, level 10 = 30d6 damage, level 15 = 45d6 damage, level 20 = 60d6 damage. http://www.ironworksforum.com/ubb/no...es/biggrin.gif - Greater Malison, Emotion, Slow. Spell Trigger: - Three Lower Resistances. - Globe of Invulnerability, True Sight, Spell Immunity. Contingency: - Dispel Magic, cast on self, cast when helpless( at first). - Mislead, cast on self, cast when helpless( when I am high enough level). Chain Contingency: - Three Abi-Dalzim's Horrid Wiltings, cast at nearest enemy, cast when enemy sighted. ------------------ If not a Sorcerer casting total oblivion, then a Cavalier meting out justice. Otherwise, I think I will just be a Blade and torture my enemies with, "My Heart Will Go On". Platinium Sorcerer of ALSB, Aerie Loving Sacred Band! She's MeowRrrr, and more! http://www.gifs.net/animate/dflysb2.gif ------------------------- Sorcerer Spell List Dragon Slaying Tips |
Dundee, with those Abi wilts. If you do that, what if it turns out to be one minor enemy and then you just wasted off 4 spells (including the contingiency) for just that one target? I haven't gotten all that far in the game so I don't know if this is all that relevant, but I thought I'd ask.
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Like for goblins in sewers? He,he what a surprise it would be for all of them http://www.ironworksforum.com/ubb/no...es/biggrin.gif.
I forgot: Sequencers: some ranged magic or breach, dispel and so on That one on myself - I dont use http://www.ironworksforum.com/ubb/no...iles/smile.gif [This message has been edited by Zbyszek (edited 10-17-2001).] |
I suggest packing one sequencer with two lower resistance and a greater malison, great for softening up tough foes, also place a detect invisible or True Sight in one of them so you can quickly uncover invisible foes.
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For Aerie or your favorite home-brew Cleric/Mage, try Minor Sell Sequencer with either:
1) Chant (normally takes a whole round to cast, very easy to interrupt) + Remove Fear 2) two Cure Light Wounds (18 pts of healing VERY FAST) 3) two Dooms (they stack!) 4) Chant + Magic Missile (The chant will affect any friendly units near the target, so your fighters will benefit as you disrupt their spellcaster). For a normal Mage, consider a Minor Spell Sequencer of Magic Missile + Melf's Acid Arrow. You'll disrupt this round's spell casting and have a chance to disrupt the next few rounds, too. Contingency: Eventually you'll be able to put things like "25% HP ==> HEAL" in this slot, but not right away. Instead I use "Outike's Resiliant Sphere" for Helpless, because that'll protect me & my friends if I'm paralyzed or confused. "Slow Poison" on self if poisoned might be nice, but it's a little too specialized unless you know the poison's coming... and even then, potions of antidote are plentiful. Here's a fun Spell Sequencer for little Aerie: Tenser's Transformation + Draw Upon Divine Might + Improved Haste. Put her in some armor and you'll still be able to use this one! -- Nifft |
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oh, that's how it works? I haven't gotten far enough to use the spell. I assumed it just went off automatically.
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