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Originally Posted by DavidMedley
(Post 146006)
The blows spells are still somewhat useful with light weapons. Leap is still very useful for closing gaps, Whirl can still deliver extra blows against multiple adjacent foes, the stun from Maim has many benefits, and Forceful Blow does 200 pts force damage and throws the enemy back.
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I've given up carrying the first book since I wasn't using the spells much, if at all, in favor of another inventory spot. I did use Whirl a lot for a while, but groups of monsters now are either too easy, or dangerous enough that I want to fight them singularly.
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To your point, though, when you find a light weapon that is much better than your other options the blows spells are a bit disappointing. One of the goals was to give BGs incentive to use big heavy weapons and I'm not entirely pleased with the way I did it.
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My current weapon is 28 lbs, with a lot of extras so it's been my primary for quite a while.
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Relentless Taunting almost certainly does cut in half the chances of a monster using an ability: https://github.com/angband/angband/s...scoped_q=taunt If you've run experiments and it's not working, I'd be very interested to hear that. It also affects their movement, but there are several factors that I don't fully understand yet. Taunt is completely irresistible and I've bumped the duration to 12+d12. It seems to be popular from the feedback I've received.
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I've been trying to activate it consistently before getting into battles. Perhaps it is less effective against Great Wyrms and Archliches and Ainu(s) and high-level uniques. Or it's just observer bias, I notice when the monsters cast/summon because I'm watching for it.
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In werewolf form you're still using your melee weapon. You can see it via the I key. You get 1 extra blow per round and +1 footspeed, which usually doubles your movement speed. It's completely at-will; you can get out of it for no SP or time. Very handy, especially if the other spells aren't your cup of tea.
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I'll look at it again, but while you can switch out of the mode, it does take another turn to turn back into werewolf. I don't expect it to take no time, but it is a consideration. For example, lengthy battle, you have opponent slowed, you're sped up, turn into werewolf, attack, monster speeds back up, exit from werewolf, hit him again with slow monster, then have to take the extra turn to change back to werewolf.
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Berserk Strength should be beneficial at all levels if you're meleeing. Maim is definitely worth giving up 2 blows for vs stunable enemies that you can't kill in 2 rounds or less. Quake can break LoS and will keep enemies from summoning even better than Taunt.
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Ok, next Into the Shadows book I find I'll try out some of the spells again.
FWIW, I never use Quake, even against Morgoth.
Thanks for the response. :)
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