Quick question about contingency and chain contingency
Ziva75
Member Posts: 25
Playing a sorcerer and trying to plan out my spells for all 9 lvls;
my question is, do contingency and chain contingency stack? it says they do on baldurs.wiki, but sometimes the site is wrong (maybe some spells are different for EE compared to default?)
ie; let contingency throw up an instant mirror image+stoneskin upon taking damage, and
letting chain contingency throw up 3 horrid wiltings upon 'enemy sighted'
could I have both of these contingencies saved simultaneously?
Thank you to any mage players who know the answer to this (for the EE version!)
my question is, do contingency and chain contingency stack? it says they do on baldurs.wiki, but sometimes the site is wrong (maybe some spells are different for EE compared to default?)
ie; let contingency throw up an instant mirror image+stoneskin upon taking damage, and
letting chain contingency throw up 3 horrid wiltings upon 'enemy sighted'
could I have both of these contingencies saved simultaneously?
Thank you to any mage players who know the answer to this (for the EE version!)
0
Comments
much obliged!
@Ziva75 I would suggest Chain Contingency as it is much more flexible, but having both certainly won't hurt. The trick is balancing Contingency vs all of the other good level 6 spells: Improved Haste, True Sight, Protection from Magical Weapons, and Globe of Invulnerability are my favorites. You can get all of the best ones eventually as a Sorcerer, but it will take quite a few levels due to the way they learn spells. Note that your Contingency example won't work, as you only get one spell slot for it. Rather than 'up to six spell levels', you get 'up to level six spells', depending on caster level. Chain Contingency gets three spell slots, and is always up to level eight spells.
Unless you are playing some kind of crazy solo/no equipment/no reload challenge, it's not really worth it to pick it as one of the spells for sorcerer.
I have Truesight, Chain Lightning, Protection from Magical Energy, and Protection from Magical Weapons planned
my last pick im not sure; glob of invul does sound like a solid choice, and is especially attractive since i DONT have minor globe of invul
but improved haste is also good; you use project image exploit to cast it six times on the party without expending all your 6th lvl slots.
anyway, thanks!
For some reason I don't like pre-buffing my party before an encounter; i like to always start a fight completely unbuffed. I figure since the monsters usually don't start out buffed, why should I?
But its all preference; logically you have a point, contingency seems a bit unnecessary, unless you use it for rds/lvl buffs that you might not have up all the time, such as protection from magical weapons.
and this is because Chain Contingency itself is instant cast, right? so you just keep setting 'enemy sighted' as the condition, and thus keep sending instantly 3x horrid wiltings...am I understanding it right?
Guys, no. Sorry but that's all just wrong.
Contingencies are the cheesiest spells in the game, if you know how to use them.
I would also want to point out that every spell casted upon the caster (except ADHW) through a contingency, will ignore the magic resistance.
Few examples:
- Load a contingency with 3 Skull Traps casted upon the caster on enemy sight, go near an adamantine golem, they trigger, golem down.
- Protect yourself from fire, aggro the whole drow city, load a contingency with 3 Incendiary Clouds casted upon the caster on enemy sight, drow bbq.
- Load a contingency with a Web casted upon the caster on enemy sight, it will ignore magic resistance
And so on...
There are many tricks. To avoid the damage of the Skull Traps you can, for example, cast a Mirror Image before triggering the traps.
Despite what @jukaga said, contingencies are WAY more flexible than any sequencer ;p
(I am not making judgment on you or anyone. I am simply pointing out that this is not supposed to happen.)
Don't worry, no offence taken
I always play solo (keeping npcs in party just for banters), so I don't mind to exploit sometimes.
For example the last fight of the BP2, Demogorgon or the final fight in Ascension.
Those 2 spells don't exclude each other
On the other hand, Time Stop>IA costs less level 9 slots than IA>CC>CC>CC...
I think Demogorgon is immune to Time Stop though. And others as well. It only hurts your party in that case.
Yes, but his minions are not
Better face him alone than the Remove Magic his demons cast. You can keep the party in a safe spot in the meantime.
And in Ascension just
If you are only scared of Remove Magic, there's always SI:Abjuration.
With a party I just beat down big D in melee before he can summon anything