Wizard Slayer questions
rlterry
Member Posts: 35
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?
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?
0
Comments
Edit: Looks like it isn't working for ranged weapons
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.
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).