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Wizard Slayer questions

rlterryrlterry Member Posts: 35
edited December 2012 in New Players (NO SPOILERS!)
A few questions about the wizard slayer before I roll one (if I do).

1. How long does the debuff stick after an attack? And does it stack all the way to 100% after 10 hits?

2. I know attack speed doesn't affect attacks per round. So is there any bonuses to using dual daggers to stack the debuff or should I just go dual bastage swords?

3. If I was to make a archer type ws could they use magic arrows? Not sure if they are considered weapons or not.

4. I know they can use magic armor, but does that include Bracers, helmets and other types of armor... or just armor armor?

5. And a non related (kinda) ws question. If I dual wield do I not get penalized as much for having a smaller off hand weapon like a dagger. Or does that matter in this game?

Comments

  • FrostyFrosty Member Posts: 190
    Far has I can tell the wizard slayer spell disruption does not work. in BG:EE
  • rlterryrlterry Member Posts: 35
    Uhg... that sucks...
  • badbromancebadbromance Member Posts: 238
    edited December 2012
    Frosty said:

    Far has I can tell the wizard slayer spell disruption does not work. in BG:EE

    Just rolled up a test character and it works (for melee weapons at least)
    Edit: Looks like it isn't working for ranged weapons
    Post edited by badbromance on
  • DeadstarDeadstar Member Posts: 20



    Just rolled up a test character and it works (for melee weapons at least)
    Edit: Looks like it isn't working for ranged weapons

    Wizards Slayers are not suppose to work for ranged combat. It's an intimidation feature. You can't intimidate the wizard from far away. That's how the kit works in actual AD&D anyways.
  • sandmanCCLsandmanCCL Member Posts: 1,389
    edited December 2012
    Wizard Slayers have never been able to apply spell failure with ranged weaponry.

    1) Doesn't it say the length of the debuff in the description? Either way, it's long enough to last through a whole battle regardless. Yes, the spell failure is cumulative.

    2) Speed factor still means you attack sooner rather than later in a round. Going Short swords or daggers means you'll apply that spell failure quicker in the round, possibly before they get their cast off. Also, the Dagger of Venom is an incredible anti-mage weapon in and of itself due to the damage breaking concentration to combining the two is a win-win.

    3) I actually honestly don't know. Pretty sure they can still use magic arrows else you better roll daggers or axes for the special throwing ones.

    4) Chest piece and helmet. I'm not sure if the helmet can be magical, actually. No bracers. There are a handful of things they can still equip, though, like the Amulet of the Seldarine in BG2. Not that it does you any good in this game.

    5) Doesn't matter in AD&D. Makes a lot of sense flavor-wise but it's unfortunately impractical.
  • raywindraywind Member Posts: 289
    Backstabbing thief with dagger of venom is a lot better than wizard slayer. Or inquisitor with that dispell. Wizard slayer is only good in my oppinion on bg2 when you dual it to thief and get UAI so you can override the item restrictions.
  • badbromancebadbromance Member Posts: 238
    I never implied that it would work with ranged weapons. I just did a quick dirty test on firebead to see.
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited December 2012
    They can use armor, helmets and shields, nothing else. Stat manuals and the deck of many things aren't considered magical enough...for whatever reason, so they can use those, as well as plain healing potions ONLY. Ammo is considered part of a weapon so yes, they can. Your starting str is VERY important because wizard slayers cannot use str belts, and there's only a handful of weapons that can increase it in BG2 (Mauler's arm (18/00), Angurvadal +5 (22 str, ToB only), and Crom Faeyr (25 str, about the only time I've been able to justify making it, but it comes fairly late in SoA, so make sure you have a base 19+ at the end of BG1 or it's gonna be a rough sequel).

    Weapon speed is ok...though in most cases it won't make enough difference to really worry about. You simply don't have enough attacks till later to be really effective at disruption, and by then you'll be killing most mages in 2-3 hits.

    The magic disruption lasts 10 turns, but most enemies will die long before you get them to 100% spell failure anyway. Does not work for ranged weapons. You must actually hit the enemy. Stoneskin won't stop it, but mirror image (if you hit an image) or PfMW will since they prevent you from hitting the enemy.

    The smaller off-hand weapon isn't implemented and neither is the high dex reducing the dual-wield penalty (18+ dex should have no dual-wield penalty at all, this is a massive nerf to bards and thieves).
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