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Old 08-26-2002, 04:08 AM   #11
Shwen
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Not # 4!
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Old 08-26-2002, 11:52 AM   #12
Alson
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Join Date: December 14, 2001
Location: Israel
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Quote:
Originally posted by Trau:
The evil powers sure do suck.
Huh?!
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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Old 08-26-2002, 01:17 PM   #13
Trau
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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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Old 08-26-2002, 01:28 PM   #14
Alson
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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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Old 08-26-2002, 01:34 PM   #15
andrewas
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Join Date: October 2, 2001
Location: Aberdeen, Scotland
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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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Old 08-26-2002, 11:04 PM   #16
Dundee Slaytern
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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. Therefore, only benefitting a 5% Magic Resistance.

[ 08-26-2002, 11:12 PM: Message edited by: Dundee Slaytern ]
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Old 08-27-2002, 02:55 PM   #17
andrewas
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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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Old 08-27-2002, 04:41 PM   #18
Alson
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Quote:
Originally posted by Dundee Slaytern:
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.
Regeneration is AMAZING. Throw it on a tank, and he'll heal 3 HP per Second, which means 18 HP per Round. Not bad at all!
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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Old 08-27-2002, 10:18 PM   #19
Dundee Slaytern
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Quote:
Originally posted by andrewas:
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.
Hardiness grants 40% physical damage resistance. Assuming an evil Fighter/Cleric, Armour of Faith as well.

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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