Spells you should have for all classes
Author | Topic: Spells you should have for all classes |
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Law Bringer
Member # 6785
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written Tuesday, December 5 2006 22:26
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This is a quick list of the spells that any class should get during the game to be effective: Mental magic - daze, terror, essence shackles, strong daze, charm, mass madness Blessing magic - blessing, protection, essence shield, spine shield, mass energize (it's faster), steel skin, essence armor, elemental cloak Healing craft - minor healing, cure affliction, heal, major heal I think I've used these spells in every game and can get by without the other ones. This needs a maximum level of mental magic of 9, blessing magic of 8 (+4 from captain's shiv and boots), and healing craft of 7. [ Wednesday, December 06, 2006 00:16: Message edited by: Randomizer ] Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Agent
Member # 2759
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written Wednesday, December 6 2006 10:08
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I can't believe mass madness is a necessity; I never cast it in g2/g3. Strong daze is adequate, surely. And I assume madness gems still exist? -------------------- "I can't read this thread with that image. But then, that's not a complaint." -Scorpius Geneforge 4 stuff. Also, everything I know about Avernum | Avernum 2 | Avernum 3 | Avernum 4 Posts: 1104 | Registered: Monday, March 10 2003 08:00 |
His Mighty Tentacle
Member # 627
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written Wednesday, December 6 2006 10:48
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A lot of the higher level creations in this game now resist strong daze or only stay dazed for a turn or two. Madness charms, dazes, and causes all kinds of panic. Face a SWARM of wingbolts with and without Mass Madness and then get back to me. -------------------- If I could make just one wish, I would want a tasty vlish. Geneforge IV. Still no tasty vlish. Posts: 1104 | Registered: Tuesday, February 12 2002 08:00 |
Law Bringer
Member # 6785
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written Wednesday, December 6 2006 17:13
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Another advantage to mass madness is that it automatically slows all shapers that are normally immune to mental effect spells. When facing 4 or more creations and a shaper type you are bound to gain a few new allies and weaken your opponents. Posts: 4643 | Registered: Friday, February 10 2006 08:00 |
Agent
Member # 2759
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written Saturday, March 3 2007 14:54
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Well, I've now played the game and I still say mass madness is not necessary for all classes. My lifecrafter would laugh at the thought of needing high level spells like this. [ Saturday, March 03, 2007 14:54: Message edited by: Micawber ] -------------------- "I can't read this thread with that image. But then, that's not a complaint." -Scorpius Geneforge 4 stuff. Also, everything I know about Avernum | Avernum 2 | Avernum 3 | Avernum 4 Posts: 1104 | Registered: Monday, March 10 2003 08:00 |
Infiltrator
Member # 6136
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written Saturday, March 3 2007 16:40
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Yes, I don't think neither that this spells are a must for every class. Mass madness as example requires just too much energy and essence, with the infiltrator works great, but a warrior could never use this!! Well he may, but it will be very difficult, maybe using items, but why don't using item that enhance combat skills in such case? Well blessing magic is always good, but not tall classes would like to use battle roar maybe, in fact I prefer mass energize instead of BR in most cases. I think that the spells that is necessary for every class is: INFERNO!!! :P Posts: 446 | Registered: Friday, July 22 2005 07:00 |
Apprentice
Member # 3828
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written Wednesday, March 7 2007 13:12
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I would add essence orbs and wrack to that list. Essence orbs because its useful for those that don't have a lot of magical attack power and its multi-target but not exceptionally draining, wrack because lowering an attackers resistences is exceptionally useful, particularly if you are a heavy non-physical attacker. -------------------- Morbo is pleased but sticky... Posts: 33 | Registered: Sunday, December 28 2003 08:00 |