Quote:
Originally posted by solace in fire:
The use of Melf's Minute Meteors and Flame Arrow are virtually interchangeable... I guess its just a matter of preference.
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Not quite.
MMM: Creates a stack of
+6 enchanted minute meteors in your weapon slot. You get 1 meteor per level of your caster, up to a maximum of 20 meteors. Each meteor weighs 1 pound, so be careful not to accidentally burden your Mage. Having MMM active also means that your Mage's Attacks per Round(ApR) is set to 5. This is much faster than your base ApR of 1.
As it is a weapon, MMM will ignore Magic Resistance. The damage of MMM is spilt into two. One physical, one fire. This is handy against enemy Mages as the physical damage removes stoneskins, while the fire damage bypasses it to disrupt their spellcasting. Only Protection from Magical Weapons will throughly protect an enemy Mage, as MMM can even bypass Absolute Immunity.
Be warned though, the fire damage of MMM can bounce off an enemy Mage's Spell Turning. Not the physical damage though.
FArrow: Magically creates one or more arrows( depending on your caster's level) which deals both physical and fire damage. At the maximum of 4 bolts, you can potentially deal 20-120dmg per shot, assuming that the enemy fails its' save and has no fire resistance. This makes FArrow as an useful instant assassination skill, as you can load up a Spell Sequencer with 3 of these babies.
FArrow however, can be blocked by the following,
Magic Resistance
(Minor) Globe of Invulnerability
(Minor) Spell Deflection
(Minor) Spell Turning
Spell Trap
Spell Immunity:Conjuration
Not to mention that certain creatures are just simply immuned to level 3 spells.