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I wouldn't exactly say favor disabling over direct damage.
Some situations favor disabling spells, other situations favor a good nuke.
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Hmmm.
The problem I have with 'nuking' spells is that my party members are often on the receiving end of that 'nuke'.
What's worse is that tough monsters usually survive the nuke, and are still kicking your butt.
On 'insane' difficult, a monster which has been nuked still does 30 damage per hit.
A monster which has been disabled does a whopping ZERO damage.
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You are correct about hacking at the opposition who have *not* been disabled over the disabled ones... at least as long as the disabling spell has a reasonably long duration
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Of course, that's just common sense.
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BTW, here's a higher level mass disabling spell that's quite useful ... Greater Command.
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Yah, that is a neat little spell.
Another neat little spell which is neglected is 'Minor Spell Turning' and 'Spell Turning'
And what does everyone think about summoning elemental, and gating fiends?