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Old 07-15-2004, 01:58 AM   #46
LennonCook
Jack Burton
 

Join Date: November 10, 2001
Location: Bathurst & Orange, in constant flux
Age: 38
Posts: 5,452
The various protection spells are only necesary when fighting spellcasters - and even then, PfCold is useless (noone casts Ice Storm, and Cone of Cold is hardly devistating) and PfElectricity is only useful against Chain Lightning, and Lightning bolt - neither of which will damage Haer'Dalis significantly, assuming the lightning bolt hits him. 5 spells. Stoneskin can last for many fights, as not much will get past the Pro Magic Weapons. It can also be cast immediately before rest, or immediately after and it will last till you're fatigued. PfAcid can be done away with, because your only real threat is Melf's Acid Arrow. And in an unmodded game, most of the Mages you'll fight use that as one of their last spells, meaning they'll be dead long before they can cast it. And if we have Tactics installed, Haer'Dalis can use Sanchudooku. 4 spells. This is not a large number of buffs. Especially if you use contingencies and triggers. I would usually avoid PfMW aswell, because when they are hit, the others buffs will protect them. 3 spells. I would have Haer'Dalis with Melf's Minute Meteors, and Flail of Ages or Sanchu in the off-hand, and then cast Offensive Spin... and you have a character with 6 ranged attacks per round, dealing massive damage. And when he gets out into the middle of it, he's already killed one of the enemies, and then can cast Sunfire. The rest of the part can mop up the remaining enemies easily.
How can Korgan compare? Good armour (say, Red Dragon Scale), good axes or hammers (and your best hammer can't be gotten until chapter 6 -- axes I don't know about, though), and not be able to attack at all until out in the middle of everything. When he gets out there, he starts attacking, and can't do much else but attack. And when that Mage casts Horrid Wilting...
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