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Heindrich88: And hundreds hours of BG experience later, I still refuse to use Lightning Bolt.
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Hickory: Yeah, the Russian Roulette spell. I steer clear, too. :D
The only good thing about Lightning Bolt is the fact that enemy mages love it *so* much that they will kill themselves with it in tight confines.... :D Which I actually consider a "bug", since no one could get to even mid-range level as a MU and *not* know that loosing one of these off in a 10 foot wide corridor is a bad idea... :)
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Hickory: Yeah, the Russian Roulette spell. I steer clear, too. :D
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Lasivern: The only good thing about Lightning Bolt is the fact that enemy mages love it *so* much that they will kill themselves with it in tight confines.... :D Which I actually consider a "bug", since no one could get to even mid-range level as a MU and *not* know that loosing one of these off in a 10 foot wide corridor is a bad idea... :)
What I don't quite get is the logic behind it. If it really is lightning (electrical), then it would immediately go to ground, not bounce off everyday objects like walls, trees etc. It would take a good Faraday Cage to get it to perform like that. Somebody needs a good lesson in electrodynamics... or just rename the damn spell! :D
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Hickory: What I don't quite get is the logic behind it. If it really is lightning (electrical), then it would immediately go to ground, not bounce off everyday objects like walls, trees etc. It would take a good Faraday Cage to get it to perform like that. Somebody needs a good lesson in electrodynamics... or just rename the damn spell! :D
I think the physical sciences became irrelevant the moment lightning bolts started flying from your fingertips.

My biggest pet-peeve with lightning is that when an enemy mage team-kills (or, more comically, kills himself), I don't get any XP for it. Still, from a purely mechanical combat point of view the lightning spell is a pretty good gambit for a mage that's outnumbered.
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Darvin: Still, from a purely mechanical combat point of view the lightning spell is a pretty good gambit for a mage that's outnumbered.
Well yeah, it's a pretty good cyanide pill!
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Darvin: Still, from a purely mechanical combat point of view the lightning spell is a pretty good gambit for a mage that's outnumbered.
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Hickory: Well yeah, it's a pretty good cyanide pill!
It's got a better than even chance of leaving you standing, and if there are enough enemies in the room it's very likely to kill at least one of them. It's a desperation gambit, but a far cry from suicide.
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Hickory: Well yeah, it's a pretty good cyanide pill!
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Darvin: It's got a better than even chance of leaving you standing, and if there are enough enemies in the room it's very likely to kill at least one of them. It's a desperation gambit, but a far cry from suicide.
It all depends on the surroundings, and how you target it *AND* how the game decides to resolve the issue. Even outside, it will bounce off hidden things outside the fog of war, even if a moment ago there was nothing there for it *to* bounce off of....

Personally, I find an Invisibility spell a much better "last ditch" option - no chance of *it* causing me any damage... ;) Walk away and hit them with a Fireball - problem solved.
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Lasivern: The only good thing about Lightning Bolt is the fact that enemy mages love it *so* much that they will kill themselves with it in tight confines.... :D Which I actually consider a "bug", since no one could get to even mid-range level as a MU and *not* know that loosing one of these off in a 10 foot wide corridor is a bad idea... :)
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Hickory: What I don't quite get is the logic behind it. If it really is lightning (electrical), then it would immediately go to ground, not bounce off everyday objects like walls, trees etc. It would take a good Faraday Cage to get it to perform like that. Somebody needs a good lesson in electrodynamics... or just rename the damn spell! :D
If this one spell was the only thing about AD&D that "bent" reality, I'd be in full agreement... however.... ;)
Post edited August 20, 2013 by Lasivern
Another nasty surprise was Entangle. Which was party friendly in BG 1, but not so in BG 2, and nearly got me killed the first time I found out.
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Hickory: Well yeah, it's a pretty good cyanide pill!
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Darvin: It's got a better than even chance of leaving you standing, and if there are enough enemies in the room it's very likely to kill at least one of them. It's a desperation gambit, but a far cry from suicide.
I was being facetious, but even then there are far better options than 'hoping for the best'.

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Hickory: What I don't quite get is the logic behind it. If it really is lightning (electrical), then it would immediately go to ground, not bounce off everyday objects like walls, trees etc. It would take a good Faraday Cage to get it to perform like that. Somebody needs a good lesson in electrodynamics... or just rename the damn spell! :D
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Lasivern: If this one spell was the only thing about AD&D that "bent" reality, I'd be in full agreement... however.... ;)
Agreed, but I just had to get that one out of my system. :p
Post edited August 20, 2013 by Hickory
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Heindrich88: Another nasty surprise was Entangle. Which was party friendly in BG 1, but not so in BG 2, and nearly got me killed the first time I found out.
laffs Indeed! I tried it out in the Air Node, versus the large group of Mephits... that was the end of Minsc and my PC :(
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SerWind: I feel like I may be stupid but:

Is it just me or is Burning Hands just way better than Magic Missile.

At level 3 the minimum burning hands can do is 7, compared to magic missile which does 4 at minimum.

Also it seems like my Pseudo Dragon familiar is a bit op with its knock down but people told me familiars were garbage. Was I mislead?
Magic Missiles is the de facto best level 1 spell. It can interrupt enemy spellcasting, it fires instantly, it is launched from range, both its damage and number of projectiles get raised with level ups, it deals pretty damage for 1 level spell, and with BG1's (double) ring of wizardry you can fire it to your heart's content; or if you dislike it, you do not have to choose, take all spells you want.

Familiars... Familiars are not ideal for combat. You do not want them dying on you! That is why neutral alignment ones are considered to be the most useful ones; highest AC/evasion, and thieving/scouting abilities. Put the poor thing is your bag and remember to pet and talk to it! That is its best utilization.