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-   -   Spell Trigger/Sequencer Combos (http://www.ironworksforum.com/forum/showthread.php?t=57814)

Fuzzy Animal 10-16-2001 10:32 PM

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.

Lazarus 10-16-2001 10:39 PM

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)

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IrishHound 10-16-2001 10:44 PM

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.

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To quote the pestering peasant, Neeber, of tradesmeet: "I killed a rabid rabbit! I'm experienced, now!"

Mahlennacht 10-17-2001 01:17 AM

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...

Dundee Slaytern 10-17-2001 02:16 AM

Quote:

Originally posted by Mahlennacht:
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...
That is a fact. http://www.ironworksforum.com/ubb/no...les/tongue.gif

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.

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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".

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StarVid 10-17-2001 09:35 AM

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.

Zbyszek 10-17-2001 10:12 AM

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).]

Neb 10-17-2001 10:15 AM

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.

Nifft the Nimble 10-17-2001 11:06 AM

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

Dundee Slaytern 10-17-2001 11:55 AM

Quote:

Originally posted by StarVid:
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.
I do not cast Chain Contingency until I need it. The neat thing about Chain Contingency is that you can cast it at any time, and it has a casting time of zero.


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