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Old 11-22-2001, 10:43 PM   #8
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
? Why do people think Diviners are hard to play with?

The only nice( as in you are going to use) spells that they lose out are Find Familiar, Melf's Acid Arrow, Flame Arrow, Spider Spawn and Wish.

Any other Conjuration spells are usually not used, although some people do use Nishruus and Hakeashars( I do not).

Frankly, IMHO, Diviners are still very powerful Specialist Mages.

Now, Transmuters, what do they miss out? Let me count some of the spells... ...

Protection from Petrification, Resist Fear, Dispel Magic, Spell Thrust, Remove Magic, Remove Curse, Secret Word, Breach, Lower Resistance( yay...), Spell Immunity, Spell Shield, Globe of Invulnerability, Pierce Magic, Protection from Magical Energy, Protection from Magical Weapons, Spell Deflection, Mantle, Spell Turning, Khelben's Warding Whip, Improved Mantle, Pierce Shield, Freedom( better not let any summon get Imprisoned [img]tongue.gif[/img] ), Imprisonment, Spellstrike, Spell Trap.

Your only way to remove spell protections is to use Ruby Ray of Reversal... You also cannot have any spell protections... ...

There are 36 Conjurations spells, but you will most likely end up never using most of them. Who summons lesser elementals and elementals regularly? Who summons Carrion Crawlers and Wyerns regularly? Armour? Find Familiar is a one-trick pony. Glitterdust? Power Word Sleep? Ghost Armour? Monster Summoning I, II, III? Etc... ...

There are 39 Abjuration spells, and I guarantee you, you will end using them more frequently than Conjuration spells, in terms of variety.
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