casey
Thu, 8th Jan '04, 4:07pm
Sorry for the vague title but it's all I could think of on short notice.
What tactics would you use if you, say for instance, downloaded a mod for bg and were going to unknown area's and had no idea of what sort of things you would be up against what would your spell picks be?
This is assuming you use the "classic 3 fighters, 1 cleric, one theif and mage party" and that it's a mid ToB or high SoA level party.
I think in the long run spells would be the most crucial in the sense you cannot change your memorized picks at will as a fighter can weapons, so as for Clerics I think some good general purpose spells to go by would be, apart from healing:
levels
1
Armour of faith
Doom
Remove fear
2
Chant
DuHM
Slow poision
3
animate dead-great fodder in low and high levels
powerful allies in mid levels
Dispel magic
Holy Smite
Zone of sweet air
4
Death ward
Free action
Lesser restoration
Holy power
5
Chaotic commands (the name sounds a lot more offensive imo)
Flame strike
(if playing Druid) insect plauge
(if playing Druid) Iron skin
Mass cure
Raise dead (but I never need to use it :) )
True sight
6
Heal
Physical mirrior (bows, arrows and bolts are common pretty much everywhere
Harm
Bolt of glory
7
Firestorm
Greater restoration
Natures beauty
Symbol stun
quest
Greater elemental summoning
Summon Deva
storm of vengance (this is only really useful if you have certain encounter enhancement mods agains spell caster for spell disruption.
And for mages there's just so much to go through that I don't really have the time or patience right now.
What tactics would you use if you, say for instance, downloaded a mod for bg and were going to unknown area's and had no idea of what sort of things you would be up against what would your spell picks be?
This is assuming you use the "classic 3 fighters, 1 cleric, one theif and mage party" and that it's a mid ToB or high SoA level party.
I think in the long run spells would be the most crucial in the sense you cannot change your memorized picks at will as a fighter can weapons, so as for Clerics I think some good general purpose spells to go by would be, apart from healing:
levels
1
Armour of faith
Doom
Remove fear
2
Chant
DuHM
Slow poision
3
animate dead-great fodder in low and high levels
powerful allies in mid levels
Dispel magic
Holy Smite
Zone of sweet air
4
Death ward
Free action
Lesser restoration
Holy power
5
Chaotic commands (the name sounds a lot more offensive imo)
Flame strike
(if playing Druid) insect plauge
(if playing Druid) Iron skin
Mass cure
Raise dead (but I never need to use it :) )
True sight
6
Heal
Physical mirrior (bows, arrows and bolts are common pretty much everywhere
Harm
Bolt of glory
7
Firestorm
Greater restoration
Natures beauty
Symbol stun
quest
Greater elemental summoning
Summon Deva
storm of vengance (this is only really useful if you have certain encounter enhancement mods agains spell caster for spell disruption.
And for mages there's just so much to go through that I don't really have the time or patience right now.