I couldn't imagine the game without ripping fireballs down their alley. But hinderance/immob spells are a key part of my strategy too. Some seem way more effective in combat than others. Blind I find damn near useless, the just run away then come back. Irritation/itching skin/nausea doesn't seem to slow em down much. Terror is a little better, because it will render em unconsious sometimes. Sleep, web, and paralyze are the keeys for me. I try to have multiple casters that can fire these, I don't LIKE to fight fair. Typical combat will have (assuming your buff spell are already cast) Mage and Priest open with web, Bard open with sleep. 2nd round, depending on the number that missed web the first time, either two webs again, or if most of them got caught, then fireball, whirlwind, piercing pipes. Leaves the mobs soft and immobile, my fighter types just waltz right through them. (of course, that's on a GOOD day. [img]tongue.gif[/img] )
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