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Sem
Solid as a Rock
Joined: 01 Mar 2004
Posts: 3386
Location: at the Dot |
When you reach the fourth circle, it's over with the tension. The spells from circle four and higher are way overpowered.
When I first used Wave of Death to check out it's strength, I wiped out the entire monastery. Irdorath was no match at all, 20 orcs... no problem. Just lure them and started casting Wave of Death. By the time they are near, you are ready casting the spell and kaboom no more orcs. _________________ "Who are we to call this planet Earth, when it's clearly Ocean."
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Thu Jul 28, 2005 8:03 pm |
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Maylander
High Emperor
Joined: 22 Mar 2002
Posts: 1712
Location: Norway |
After the add-on, all that is changed. This is talking with add-on, not without, and there is no way to be "overpowered" with the add-on. You simply don't have enough skillpoints.
The only spell in the game that might be considered overpowered(in the add-on), is Rain of Fire. If you drink a potion of speed, cast Rain of Fire, and run, you can kill anything within half a mile running around with it on(yes, it will stay on while you run, simply killing anything within a certain radius).
But nothing will really make you "uber". With a maxium of 250 mana(about 300-350 if you boost it right) you can cast Holy Missile only 6-7 times before you're out of mana(and Rain of Fire/Wave of Death only twice, with a max of 3 times near the very end). That's enough to kill 2-3 orc elites, not more. I wouldn't say that's "overpowered".
There is a way to be overpowered though, but that is what I like to refer to as an exploit. The spell Summon Demon is still waaaay too powerful. Pop one of these babies and they can kill anything in the game except the final boss. Pop two, and they will kill even him.
If you want a nice, yet not impossible, magerun, try the Summoners way of playing by using mostly summong spells. You will soon realize that they are way better than direct damage spells(as soon as you get Golems and later Demons at least). Quite fun too! |
Thu Jul 28, 2005 8:56 pm |
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Dez
King of the Realms
Joined: 08 Jan 2003
Posts: 455
Location: Fortress of Tell Halaf |
Imo there is nothing wrong that you become a walking tank.the mage has certainly earned it.I had lost count how many times i had to lift up my robe and withdraw running like a foolish coward.No one f***s with the chosen of innos, before all not some stupid orc _________________ The focused mind can pierce through stone |
Thu Jul 28, 2005 8:59 pm |
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Maylander
High Emperor
Joined: 22 Mar 2002
Posts: 1712
Location: Norway |
Exactly! In fact, I miss the old times before the add-on, and might just install it without it once to feel the power yet again - nothing like cruising through tons of orcs feeling that you really ARE the Chosen of Innos. |
Sun Jul 31, 2005 6:02 pm |
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Graham 2
High Emperor
Joined: 29 Jan 2004
Posts: 795
Location: Preston/England |
I like getting all the orcs around the casle to chase me the casting wave of death _________________ R.I.P "Dimebag" Darrell Lance Abbott
1966 - 2004 |
Sun Jul 31, 2005 11:41 pm |
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Sem
Solid as a Rock
Joined: 01 Mar 2004
Posts: 3386
Location: at the Dot |
quote: Originally posted by Maylander
There is a way to be overpowered though, but that is what I like to refer to as an exploit. The spell Summon Demon is still waaaay too powerful.
There's another one: transform into Dragonsnapper. Very good in chapter 2 in Jharkendar of the VoM. Too bad, there's no rune of it. _________________ "Who are we to call this planet Earth, when it's clearly Ocean."
-- News Editor of GothicDot --
-- Moderator of the RPGDot Shadows --
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Mon Aug 01, 2005 6:36 pm |
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Maylander
High Emperor
Joined: 22 Mar 2002
Posts: 1712
Location: Norway |
Aye, Dragonsnappers have been beefed up so much the transformation scroll is actually a bit out of balance. The snorting dragonsnapper is also completely unkillable at this point unless you use cheap tactics, and getting 30g + 100xp for a quest like that in Chapter 2 after the serious dragonsnapper tweak is crazy, hehe. |
Mon Aug 01, 2005 10:23 pm |
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