[FINAL FIGHT SPOILER] And That's Why Enchanters Are OP [FINAL FIGHT SPOILER]
Raduziel
Member Posts: 4,714
Let's be fair:
Dynaheir casted 3 Lower Resistance
Glint casted Doom
Corwin used Called Shot
My Enchanter used Greater Malison
And after this Belhifet was:
1) Blinded due to Glitterdust (my Enchanter)
2) Slowed (Enchanter)
3) Silenced (nice job, Viconia!)
4) Enfeebled (Enchanter)
5) Held (Enchanter)
And he would probably fall to Feeblemind if it wasn't for an unfortunate Magic Resistance
By now he's probably seeing that it was not a good idea to mess up with a Child of Bhaal
Like the new Joker says "I'll not kill you. I'll just hurt you really, really bad".
Post edited by Raduziel on
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Comments
It's too bad that there are no enchantment mage spells beyond level 5.
I always ignored Enchantment spells. Until this run.
Feeblemind is much more deadlier then Flesh to Stone or Finger of Death or Sunfire.
The penalty in saving throws is something that is useful during all the game. Is a free and unlimited Doom. And stacks with Doom.
I picked an Enchanter run as a challenge and it was the easiest run ever. Sleep, Hold Person, Hold Monster, Confusion, Chaos, Feeblemind, Dire Charm, Charm Person, Emotion, Domination. You choose.
You need to rely on Conjuration for some direct damage, for sure, but man... I just loved when I've charmed one of those Red Wizards and let him attack his fellows. The most fun thing was to charm an spellcaster and let him damage his party members just to be killed by them. Two ducks in one shot.
I crowd controlled all the battle in Dragonspear with Greater Malison and Chaos/Emotion. It was fun to watch.
I would be lying if I tell that I never missed Magic Missile, Cloudkill or Fireball. They are great to sweep minions. But it wasn't THAT necessary (and that's what Dynaheir is there for). The only real pain is to lose Sequence spells. A sequenced Greater Malison/Confusion/Emotion would be a "I WIN" button for sure.
Now the -2 save penalty applies.
It's Abjurers that have always sucked and will always irredeemably suck.
Necromancers also suffer a lot from the loss of Project Image in late SoA, and Mirror Image in BG1.
I could swear those spells were Abjuration or Divination.
I used tons of debuffing spells and a specialist wizard.
That's the beauty of save or suck spells. And the fairness and balance of RPG.
So now you have the choice of arbitrarily making all their fancy consumable items undroppable like that, and breaking immersion, or potentially giving the players a lot more powerful magic items and wrecking game balance.