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Old 12-01-2001, 10:02 AM   #6
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
quote:
Originally posted by Melusine:
I was wondering though... do you really prefer Ruby Ray of Reversal to Khelben's Warding Whip? The latter keeps on removing different protections, starting with the highest in level, and that sounded great to me so I use this spell a lot. If I'm not mistaken, Ruby Ray only removes one protection. Maybe you picked it because it removes Spell Trap (not sure if KWW does so but since you didn't pick it I assume it doesn't) but I haven't seen *that* many Spell Traps used...

Ruby Ray of Reversal( RRoR) can remove one spell protection of any level, Khelben's Warding Whip( KWW) removes 3 spell protections of level 8 and below. This means that KWW cannot remove Spell Traps. Also, the main advantage of KWW is that it can disrupt the target's spellcasting. However, when I get Time Stop, I can do all kinds of nasty things to the enemy Mages before the Time Stop runs out. So I need to remove the Spell Trap while still in the Time Stop, this where RRoR comes in. When the Time Stop runs out, his Spell Trap is removed and my spells can hit him. If he also has Spell Shield and/or Spell Turning, I just need to cast RRoR multiple times; but you know, this is only applicable when I am not using Abi-Dalzim's Horrid Wilting( ADHW), because I can cast ADHW around the enemy Mage and still whack him. So I usually use RRoR when I fight bosses, like Dragons, because I want to hit him/her/it with everything I got. RRoR is more of a luxury spell for me, my staple is ADHW.

Also, I found Breach very helpful in the beginning. I know you have no use for it later on as you have more powerful breaching spells then (TOB SPOILER...............plus you get a Wand later on that takes care of it) but in the first chapters of the game, it will be the only spell of that kind you can use, and if you don't have it, how will you dispel other mages' protections?

Surprisingly, Breach is almost useless for a solo Sorcerer. People use Breach to remove spell protections that hinder physical attacks, but you are dishing out spells. So the issue of other Mages is a moot point, because by the time you encounter the higher level Mages who finally start using spell protections against spells, you should already have Skeleton Warriors and RRoR. Level 15 is the turning point for a Sorcerer, because he gains the Skeleton Warriors which will tide him/her over until level 18 where he gets Time Stop. Pre-level 15, Melf's Minute Meteors, Mirror Image, Web, Skull Trap and Spider Spawn will tide him/her over.
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