Melf's Minute Meteors and FM
gorgonzola
Member Posts: 3,864
the FM multi can cast Melf's Minute Meteors and has a good thac0 to use them.
under improved haste the meteors give him 10 apr doing 1d4+3 dmg + 3 fire dmg.
as side effect the enemy is slowed by the animations from taking elemental damage, and as it happens 10 times/round it is something noticeable. Enough that an other fighter can bash him with a long reach weapon while staying far enough of his reach in most situations.
the FM can also disrupt at will a mage, just sending to him a couple of meteors, then can focus again on his main target, freeing the main party mage from that task.
10 * (2.5+3+3)= 85 dmg/round on average is not so impressive if compared to what an archer can do, but it is probably better then the damage that some FM can pull of from their ranged weapon of choice if they are only proficient in that weapon.
MMM don't need to spend points in them so the FM is free to use his pips to be specialized in more mlee weapons, as he can not reach GM so can focus on more choices, there are so many good mlee weapons and some work better against specific enemies.
if imo MMM is one of the best ranged weapons for a CM, that can boost his thac0 easily and get a kai like effect for 100 dmg/round, while a mage will miss often, i almost never use it with my FMs, and maybe i should.
MMM is also probably a very good option for a kensai->M as coupled with kai he gets the same output then the CM and he is prevented to use ranged weapons if not the returning ones.
what is your opinion about it?
did someone of you try that option? how did it work?
under improved haste the meteors give him 10 apr doing 1d4+3 dmg + 3 fire dmg.
as side effect the enemy is slowed by the animations from taking elemental damage, and as it happens 10 times/round it is something noticeable. Enough that an other fighter can bash him with a long reach weapon while staying far enough of his reach in most situations.
the FM can also disrupt at will a mage, just sending to him a couple of meteors, then can focus again on his main target, freeing the main party mage from that task.
10 * (2.5+3+3)= 85 dmg/round on average is not so impressive if compared to what an archer can do, but it is probably better then the damage that some FM can pull of from their ranged weapon of choice if they are only proficient in that weapon.
MMM don't need to spend points in them so the FM is free to use his pips to be specialized in more mlee weapons, as he can not reach GM so can focus on more choices, there are so many good mlee weapons and some work better against specific enemies.
if imo MMM is one of the best ranged weapons for a CM, that can boost his thac0 easily and get a kai like effect for 100 dmg/round, while a mage will miss often, i almost never use it with my FMs, and maybe i should.
MMM is also probably a very good option for a kensai->M as coupled with kai he gets the same output then the CM and he is prevented to use ranged weapons if not the returning ones.
what is your opinion about it?
did someone of you try that option? how did it work?
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Comments
It was powerful, but not powerful enough to replace Slow + normal weapons (well, as a fighter/mage multi, APR is never a problem)
Getting a large number of meteors takes a lot of experience for a fighter/mage. Unless you're soloing, a fighter/mage gains mage levels really slowly past mage level 11. Even when they start getting HLAs, they only have 14 meteors.
bg wiki tells that in EE they can stack up to 80 meteors, so possibly it is something introduced only after the version i am using now.
i should backup my installation, as i have playtroughs that i want to complete with the same setting i begun them, and upgrade the game to check, but as some other player that has the latest version updated can do it easily i will not do it.
sparing GWW, that with a ranged weapon that carry str bonus is certainly more damaging, at the cost of a lev 3 spell can maybe be a good trade.
at least for FM that have the bulk of their pips in mlee weapons.
when you decide for some reason to use a ranged approach instead of going mlee some rounds of hasted MMM on top of some GWW with a sling-returning weapon to carry the str bonus can be an option.
also for the dual classes GWW is not an option, if they don't have specialization or Gmastery in a ranged weapon for them the MMM are probably the only way to have a high apr ranged.
as i told in the OP post i almost never do it, this because i build my fighter dual or multi for the maximum versatility, probably for a kensage i try to reach GM in the preferred mlee weapon and dagger that give to me a ranged option, and for a dual i go for specialization in sling, to do huge ranged dmg using GWW with high str and the best sling and ammo i have.
but still i ask myself if for some builds that don't really cover ranged options MMM is the way to go when a ranged approach is the best for the given situation.
having to choose only one ranged weapon probably the SoE would be my choice, very high damage when used with bullets, can hit up to demiliches and does not consume ammo when high dpm is not needed.