Manshoon 
Join Date: October 25, 2002
Location: Gilbert, Az
Age: 72
Posts: 234
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Yes, ZarahNeander, those four levels are by far the biggest problem for a Hybrid trying to use magic to kill.
At Levels 1-4, a Power Level One Energy Blast doing a typical 3-7 damage can be effective when combined with Mind Blast by the Psionic, Acid Spash from an Alchemist and Make Wounds from a Priest. Monsters few in number, with 30 HP of damage each, or even a single foe with 100 HP are grist for that mill.
However, when you are at Level 6 and facing half a Dozen Higardi Roustabouts with 80+ HP each, capable of doing several powerful blows per round, then two or three rounds of pin pricks like above only makes them giggle a bit as the party is rapidly crushed. On the other hand, if they have to contend with Whipping Rocks, Fireballs, Insanity and Web, it's a different situation. They are still tough, but now it's the party's turn to giggle when a couple get close enough to land a few blows.
So, in a sense, the "timing is off a bit" for Hybrids becoming powerful magically. They have to rely on their fighting skills for the first four levels and, in practical terms, for several levels after that. I have used a Power Ranger, similar to what CT described, very effectively in one of my parties, but I also had a Mage, Alchemist, Priest, Psionic and Bard in that party so the Ranger's fledgling spells could be exercised without depending upon them to actually stop the enemies.
One of the expert players here, Wereboar, played a 4 hybrid party, one from each school of magical mastery, and went for Powercast with all of them. He really enjoyed it, but said, at the time (if I remember his post correctly) that it was the most difficult game he ever played.
There are three basic ways to play, which are ways of handling most opponents, and those are Melee, Ranged and Magic (defining the major way most enemies die, although all three are used). To use Magic to take out your foes, you need a lot of magic and you need it early. Several Hybrids and Fighters pretty much demand either Melee or Ranged as the major strategy, but you can have one or two of your Hybrids go the Powercast route. If you go with all Powercast Hybrids, and are skillfull enough to survive on just their limited early fighting skills, they will get very powerful later.
For a Melee or Ranged emphasis, look to magic for protections (Magic Screen, Missle Shield, Armorplate, Guardian Angel, Bless, Soul Shield, Element Shield, Chameleon), counterpunches (Eye for Eye, Razor Cloak), healing (Heal Wounds, Cure Poison, Cure Paralysis, Stamina, Rest All, Heal All, Cure Lesser Condition,...), buffing (Superman, Haste, Enchanted Blade...), summon, (Summon Elemental), utility (Divine Trap, Detect Secrets, Light, Shadow Hound, Knock Knock, Portal...), crippling (Web, Paralyze, Toxic Cloud, Freeze Flesh, Freeze All, Itching Skin, etc.) and later thinning (Asphyxiation, Quicksand, Death Cloud, Death Wish, Instant Death and Turncoat). All of these support a Melee or Ranged party very well. The later reduces the number of enemies and, in the case of Turncoat actually increases the number of friends temporarily. Magic damage spells can also help some of the time, but more in a complementary or occasional use way.
For a Magic emphasis party, there are enough single target damage spells to really add up and be plenty powerful enough to take out foes at the very low levels many are gotten (Energy Blast, Frost, Make Wounds, Acid Splash, Mind Stab, Crush,...). However it is the cone and area effect spells which are the power of these parties (Shrill Sound, Whipping Rocks, Whirlwind, Fireball, Iceball, Noxious Fumes, Psionic Blast, Holy Water, Ego Whip...). These are great for killing all enemies at once, a little bit each at a time. A very common sight after a couple or three rounds is when the number of foes drops from 12 down to 3, in a single attack, because they have all, pretty much, run out of HP. When that's the method, then a Ranger that takes out one or two foes with arrows matters very little, because that last Whipping Rocks or Fireball can take out 12 foes just as easily as 10.
A good rule of thumb for character development when beginning this game is develop what your character is good at first. Even when doing that, Hybrids take a long time to become good at what they do best. Another is to look at your party as a whole and decide what the character you are developing needs to do within that party.
ScottG, sorry but I don't think initiative has anything to do with Magic Resistance other than casting the shields. Magic resistance comes from natural resistances, Magic Screen, Soul and Element Shields, Iron Will, Items and a little bit from Piety. Piety, Iron Will, Items and Magic Screen do not involve Initiative in any way. It is only the shields that need to be cast fast, as noted above. High personal initiative is only needed for that. If it was the Soul and Element Shield Casters you were referring to, then I guess we are in agreement. In my parties I generally have two casters, one for each shield, with Speed=100, Snakespeed and good Senses (which also increases initiative). The other two are intentionally slow (Speed no higher than 55), so those precious Attribute points can go to other things. During most of the game their Speed will be 125 starting in round two anyway.
[ 07-02-2003, 01:12 PM: Message edited by: EEWorzelle ]
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