Quote:
apoger said:
"HIT N' RUN" GOLEM
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Cast Ritual of Returning so your Golem doesn't get hurt.
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Upon entering combat cast Astral Tempest - Body Ethereal - Personal Luck - Astral Shield - Twist Fate - then "cast spells".
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Could somebody please elaborate to this n00b why it is better to cast Twist Fate (which negates first hit but doesn't do anything else useful if I am correct) and not go directly for "Cast spells"? If I understand it right the first hit going through will teleport the Golem back. If there is somebody able to hit the Golem, wouldn't it be most likely that somebody has either several attacks or friends along, so twist fate doesn't actually give a round more of spell-casting? Or are there some close-range spells one should hope the Golem casts by waiting one round (ie casting Twist Fate first = delays the bLasting for one turn)?