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#11 |
Dungeon Master
![]() Join Date: June 9, 2002
Location: BC Canada
Age: 42
Posts: 66
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Not # 4!
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Sorcerer\'s rule! |
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#12 | |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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Quote:
IMHO, the Evil powers are better (Which is a good thing, because Evil get screwd in BG2 most of the time)! Lets compare: Ability #1: ----------- Mass Heal Vs. Regeneration. A level 5 priest spell vs. a level 7 priest spell. IMHO, Regeneration is better. Good 0 - 1 Evil. Ability #2: ----------- Draw Upon Holy Might Vs. Dark Taint. By the time you'll get this ability, you'll be at a high level anyway, so it's basically: +6 to STR, DEX and CON vs. 8d8 + 6/round, slow for 24 seconds, save at -4, which is a lot of damage. There are other ways to get stats, and the good ability is also useless if you are (part) Cleric or a Paladin. The Dark Taint damage is too high to give it up. Good 0 - 2 Evil. Ability #3: ----------- Permanent Negative Plane Protection + 5% Magic Resistance Vs. Hand of Murder. NPP is nice, but MR, even puny 5%, is always welcomed. Hand of Murder could be good, but if your PC is not a melee oriented one, then it's usless to you. Good 1 - 2 Evil. Ability #4: ----------- Resurrection Vs. Permanent 25% Resistance to Physical Damage. Come on.... Thats not fair. Rod of Resurrection is acquirable in Chapter 2! And 25% Resistant to Physical Damage is AMAZING, especially in the Hack n' Slash happy ToB. So, IMHO, the final results are: Good 1 - 3 Evil.
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In memory of Ilan Ramon - the first Israeli astronaut.<br /> ![]() |
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#13 |
Zhentarim Guard
![]() Join Date: July 10, 2002
Location: Martinez, California, United States of America
Age: 40
Posts: 366
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To me, negative plane protection is worth it all.
[ 08-26-2002, 01:18 PM: Message edited by: Trau ]
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Black Bush: \"UN got a problem with me in Iraq? You know what you should do? You should sanction me. Sanction me with your army. Oh wait, you don\'t have an army. I guess that means you should need to shut the f**k up! SHUT THE F**K UP!\" |
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#14 |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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In SoA - absolutely. But in ToB the number of Undead enemies is not that big, so NPP becomes less useful.
I don't think i was ever level drained in ToB.
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In memory of Ilan Ramon - the first Israeli astronaut.<br /> ![]() |
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#15 |
Harper
![]() Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 43
Posts: 4,774
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The evil abilites are incredible. for a soloist. I just restarted my monk who was on indefinite hold and wasted Yaga and Sendai. Got me Regeneration plus Dark Taint.
Dark Taint hasnt done anything yet (draconis having rather good saves) but it looks like a decent spell, but Regen saved my ass against Ogremoch and the Sendai's. Dont know how I used to get by with just the (now puny seeming) Ring of Gaxx. Although looking at that list I might just take the good answers to the next challenge. Nah, permanent NPP I dont need, there are no more vampires to come. Undead yes, but no more vampires.
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#16 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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I prefer Mass Healing to Regeneration actually. I always find it amusing when I cast it and heal all my Solars and Skeleton Warriors. Regeneration is better suited to lone warriors like Berserkers.
Also, Mass Healing is an instant sum of life, Regeneration takes time. ADD] I vastly prefer the Negative Plane Protection. Due to that, my Paladin was able to wear the Amulet of Seldarine instead and gain an additional 10% Magic Resistance, and better saves. It is however, useless to spellcasters as they will prefer the Amulet of Power. ![]() [ 08-26-2002, 11:12 PM: Message edited by: Dundee Slaytern ] |
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#17 |
Harper
![]() Join Date: October 2, 2001
Location: Aberdeen, Scotland
Age: 43
Posts: 4,774
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Dundee, that 25% physical resistance is going to give your little "defender of easthaven" tactic a little boost isnt it. 45% permanent resistance, plus whatever ungodly amount you get with hardiness etc. IIRC it works out to 105%. Healing from pain, Excellent.
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#18 | |
Galvatron
![]() Join Date: December 14, 2001
Location: Israel
Age: 38
Posts: 2,187
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Quote:
But here comes the fun part! Cast another regeneration on him! It stacks, even with a fully patched game! Now, it's 36 HP per round... Which is A LOT. And when you feel really evil... Eventually, haste him... This is an Infinity Engine bug... Haste will double his regeneration rate! Which sums up to.... 72 HP per Round! That means your tank is now unkillable. He could easily fight toe-to-toe with demogorgy and he'll live. If your playing on a higher level then core, or you're just paranoid, throw in another regeneration spell before the hasting, which will net you a regenaration rate of 108 HP per Round. Insane.
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In memory of Ilan Ramon - the first Israeli astronaut.<br /> ![]() |
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#19 | |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Quote:
25 + 20 + 25 + 40 = 110% 40 damage now means +4 HP to you. ![]() Throw in the Cloak of Mirroring, and you are almost invulnerable. Cast Chaotic Commands and you are practically invulnerable for 2 turns. To Alson: I already mentioned Regeneration is better suited to lone warriors, but when it comes to summons and parties, Mass Healing is better. |
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