TOB Mage battles - Invisibility/Mislead/fear woes
the_spyder
Member Posts: 5,018
Any way around these spells? Seems like every mage battle I fight starts off with contingency spells on the enemy mage including improved invisibility or Mislead. After which, even if I have multiple True seeing spells up, the enemy is still untargetable by protection removal spells.
In one battle against a Green Dragon, every round he pops invisible. I can't target him with removal spells fast enough and even if I do, he usually has a second or third round contingency ready to once again make him immune to my attacks. Area of effect spells only damage my party and every time the enemy goes invisible, my fighters stop fighting and just stand there.
Also, fear seems to be quite a problem as well. Only if they somehow get fear cast on my people, they run around so quickly (boots of speed) that there is no way to cast remove fear. It is quite annoying the fact that simple low level spells like invisibility and fear are so devastatingly powerful.
In one battle against a Green Dragon, every round he pops invisible. I can't target him with removal spells fast enough and even if I do, he usually has a second or third round contingency ready to once again make him immune to my attacks. Area of effect spells only damage my party and every time the enemy goes invisible, my fighters stop fighting and just stand there.
Also, fear seems to be quite a problem as well. Only if they somehow get fear cast on my people, they run around so quickly (boots of speed) that there is no way to cast remove fear. It is quite annoying the fact that simple low level spells like invisibility and fear are so devastatingly powerful.
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Comments
Another solid option is using @Demivrgvs's Spell Revisions mod that make protection piercers work through invisibility.
As for fear, you can simply cast remove fear before the battle starts. Also there are items that protect against it, like the dragonslayer set found in the Windspear Hills dungeon iirc.
Seems to me that if someone had true seeing up, that invisiblity and any illusions should simply fail to fire, rather than it having to tick every round.
I faced an Imp in Watcher's keep that every round would go invisible. I literally couldn't kill him. After about 20 minutes of trying, I gave up and left him there. This dragon is doing the same thing. Only he is permanently hasted and hits for insane amounts of damage. Ugh.
Detect Illusions from a thief works similarly to True Sight, but I can't say for sure what the frequency of its "ticks" is; tentatively, I would think it's about the same as True Sight, once per round. It may also be connected to your skill level, I don't know for sure. What I do know is that unlike True Sight, the thief skill is *not* considered to be of the Divination school. That means you can use a thief to dispel invisibility even if the enemy has cast Spell Immunity: Divination. This is hardly relevant in the vanilla game, but a fairly common occurrence with the SCSII mod.
I agree that certain situations are a little ridiculous. The Imps in WK are the prime example, as they just... sit there, going invisible over and over again with *very* little time to react and kill them. I'd suggest either ignoring them, or using area of effect spells to hit them even while invisible. You can also herd them into a corner, box them in with your characters, and have your finger ready to pause->attack as soon as they appear. It might take a while, but you'll hit them eventually.
As for remove fear - it's one of my standard prebuffs, and gets thrown on in addition to Chant, Bless, Haste etc whenever combat is likely.
Never had a problem with fear before, so...dunno. Remove fear is a decent low level way to handle it, while CC protects against damn near everything.
I've not done it much, though my Thief/Illusionist is pumping DI so I'll be able to confirm its effectiveness soon. I figure you'll be able to do it like you use the bard song, in the you put it on whenever you're not actively casting and get a tick in the casting cooldown. Hopefully, anyhow.
Yeah, taking out the human isn't as difficult as the Dragon. The fact that he has PFMW on contingency twice and is permanently hasted and hits for insane amounts of damage with an impressive number of attacks per round AND the fact the is apparently immune to AOE Magic attacks and can see invisibility AND can uses invisibility every single round means that (as far as I have been able to tell) the only strategy is to bulk up one guy and have him take the punishment and hope he doesn't die, until the PFMW dies. Then pound on him till the second one triggers and do the same thing all over again.
Oh, and on appearance, any summonables automatically disappear really only adds to the equation.
I did download the Spell modifications mod so we will see how that works. Thanks for everyone who chimed in.
On the whole though, I am (once again) finding TOB not quite up to the standards of the rest of the series as a whole. it seems that "Tricky" is the name of the game as far too many of the enemies are concerned. I get that beyond a certain level that in order to make things tough they had to do something different, but there is a difference between different and cheap.
And I guess I never realized how powerful invisibility/miss-direction really can be, for the enemy. With the number of enemies who can see invisible targets though, it doesn't appear to be a strategy that can be turned on them though... Shame really.
And yeah, I think the Spell Revisions mod should work well for you. It also turns some summons (like djinni, efreeti, some of the elementals iirc) into gated creatures rather than summoned, meaning they can't instantly be nullified by death spell, which is what is most likely happening to your summons now.
Looking forward to the spell revisions mod. What I read about it really peaks my interest. Revisions to save or die, revisions to summonables, revisions to spell removal spells, etc... Worth it in my book. And hopefully I am picking up some new tactics along the way...