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I think they may be great (emotion, Greater malison, hold person) but they lose out on invocation/evocation!!! It held me back from ever looking at them as a consideration as my PC character. Will Enchanters be good enough in SoA? How do u survive with him/her once u make her?
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Although enchantment/charm school has some very good spells, I would rather be a straight mage and give up the extra spell per level than give up invocation/evocation spells. If your still interested in playing an enchanter for roleplaying experience just make sure you have another capable mage in your party.
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I played some of the specialist kits. In the end, there is no difference between them. All depends on the repertoires of your 2nd and/or 3rd mage. Adjust them to your missing school and you'll be fine.
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If you play as a necromancer then just have Jan in you party. He's from the opposite school of magic so you have access to all spells. My lvl 17 necromancer is vey good.
Warby |
I like the role-play aspect of an Enchanter. Cool name, cool character. The limitation is part of the fun. Finding a more creative way to kill something other than say hitting it with a magic missile all the time. ;)
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Try soloing a Transmuter. [img]tongue.gif[/img]
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<blockquote>quote:</font><hr>Originally posted by Dundee Slaytern:
Try soloing a Transmuter. [img]tongue.gif[/img] <hr></blockquote> ......or a Diviner :D |
? Why do people think Diviners are hard to play with?
The only nice( as in you are going to use) spells that they lose out are Find Familiar, Melf's Acid Arrow, Flame Arrow, Spider Spawn and Wish. Any other Conjuration spells are usually not used, although some people do use Nishruus and Hakeashars( I do not). Frankly, IMHO, Diviners are still very powerful Specialist Mages. Now, Transmuters, what do they miss out? Let me count some of the spells... ... Protection from Petrification, Resist Fear, Dispel Magic, Spell Thrust, Remove Magic, Remove Curse, Secret Word, Breach, Lower Resistance( yay...), Spell Immunity, Spell Shield, Globe of Invulnerability, Pierce Magic, Protection from Magical Energy, Protection from Magical Weapons, Spell Deflection, Mantle, Spell Turning, Khelben's Warding Whip, Improved Mantle, Pierce Shield, Freedom( better not let any summon get Imprisoned [img]tongue.gif[/img] ), Imprisonment, Spellstrike, Spell Trap. Your only way to remove spell protections is to use Ruby Ray of Reversal... You also cannot have any spell protections... ... There are 36 Conjurations spells, but you will most likely end up never using most of them. Who summons lesser elementals and elementals regularly? Who summons Carrion Crawlers and Wyerns regularly? Armour? Find Familiar is a one-trick pony. Glitterdust? Power Word Sleep? Ghost Armour? Monster Summoning I, II, III? Etc... ... There are 39 Abjuration spells, and I guarantee you, you will end using them more frequently than Conjuration spells, in terms of variety. |
Man, Hakeashar has been staple summoning for my Sorcerer. Draws fire, hard to kill. It absorbs and is healed by magic cast at it. Amazing for a soloist. I wouldn't do without it.
Anyhow it's the roleplay aspect of a Diviner, or Seer that is so funny. ;) "Fear me! I am the evil Diviner Ragnasher. I have become death, destroyer of worlds!" Yeah right [img]graemlins/laugh2.gif[/img] edit: I meant to type I WOULDN'T do without a Hakeashar, not would. :rolleyes: Sorry. |
<blockquote>quote:</font><hr>Originally posted by Yorick:
Man, Hakeashar has been staple summoning for my Sorcerer. Draws fire, hard to kill. It absorbs and is healed by magic cast at it. Amazing for a soloist. I would do without it. Anyhow it's the roleplay aspect of a Diviner, or Seer that is so funny. ;) "Fear me! I am the evil Diviner Ragnasher. I have become death, destroyer of worlds!" Yeah right [img]graemlins/laugh2.gif[/img] <hr></blockquote> This is just funny, really. I like, cant visualise the all powerful seer either |
<blockquote>quote:</font><hr>Originally posted by Yorick:
I like the role-play aspect of an Enchanter. Cool name, cool character. The limitation is part of the fun. Finding a more creative way to kill something other than say hitting it with a magic missile all the time. ;) <hr></blockquote> LOl i agree... it's far more fun to try an beat your restrictions than simply be the thing that everyone uses to wins... hint hint @ magic missle {Lol and yes i use the dang spell...} |
Transmuters are cool! Though they do miss out on spell trap..... that majorly sucks.... but shape change is always nice...... mindflayer mind blast- then iron golem! priceless...
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Yeah, but it sucks majorly that you cannot have Lower Resistance... ...
It can be a cool class to play if you have a party... but to solo?!?! Good luck man... ... |
<blockquote>quote:</font><hr>Originally posted by Yorick:
Man, Hakeashar has been staple summoning for my Sorcerer. Draws fire, hard to kill. It absorbs and is healed by magic cast at it. Amazing for a soloist. I would do without it. Anyhow it's the roleplay aspect of a Diviner, or Seer that is so funny. ;) "Fear me! I am the evil Diviner Ragnasher. I have become death, destroyer of worlds!" Yeah right [img]graemlins/laugh2.gif[/img] <hr></blockquote> Yup, IMHO, they should have incur bonuses to the Specialist Mage's school of magic and penalties to the others, and of course, no spells from their opposition school. |
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