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Old June 2nd, 2005, 01:52 PM

quantum_mechani quantum_mechani is offline
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Default Re: A guide to buffing

Quote:
Chazar said:
  • Ironskin: is the +3 bonus really worth casting for creatures already having more than 20 protection in total? Does it matter how this 20 points of protection are achieved (i.e. can the spell raise protection by more than 3 points despite already having a end-total of 20 due to other buffs, items, etc.)?
  • Mixed-mode-buffs:What about mixed path buffs? E.g.: I just discovered that my pretender could cast StrengthOfGaia (Conj4) and wonder whether it is a useful spell I did not notice before (I fear that its protection component will destroy my pretenders fire immunity)?
  • Area Buffs for Solos:Is it sensible to script area buffs like Strength of Giants for Solo-Fighters or is there always a better non-area spell at hand?
Sorry if some of this questions are stupid, but they just came to my mind without much thought when thinking about buffs...
Ironskin past 20 prot is another of those that is likely worth it if you have a free slot, but there are higher priority things. Strength of gaia is certainly often useful. Particularly underwater where you don't have to worry very much about fire. Strength of giants is iffy, but again, with nothing else to fill the slot you might consider it.

I consider this topic mostly mod-neutral, the only changed buff I can think of is soul vortex, and what I said about it still applies.

As for buffs/semi-buffs I missed (holy avenger, eagle eyes, aim), they do not for the most part fit into super combatant strategies, which is what I'm trying to clear up. Also note that I did not say anything about the various elemental resistance spells, it is fairly obvious that you should use them if you expect to face that kind of magic.

The chill aura is fatigue damage only. I do not know the exact damage of BoW, but as a rough guide, in a cold climate it might kill a 10HP troop in one turn, in warmer climate they could survive maybe three or so turns.
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