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Spell combinations

Discussion in 'BG2: Shadows of Amn (Classic)' started by mannedoc, Jan 27, 2002.

  1. mannedoc Gems: 2/31
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    I was not a magical player. When I started with BGI seldom use magic in my game. And here in BGII magic is more important. Therefore I’ve being learning to use spells. But I want to know something. Have never used minor sequencer, contingency, spell trigger and chain contingency (don’t recall if this are all of this kind) I’m aware everybody have his/her own style, and want to develop my own. But can you give some advice on how to combine spells for this sequencers?? Also, if I chose a particular combination, is this one definitely, or I can change it later on during the game??
     
  2. Lord Sarevok Guest

    Every time you cast the spell a little screen will pop up and you'll have to pick the spells you want in it usually 2-3 depending on the spell. You can only have 1 type of each in your memory at any given time. As far as good combonations, there are many. I try to stick mainly to offensive spells, unless I'm making one for a particular occasion like vs. a boss or something. A good combo is 3 flame arrows, if you can hit a mage with one of these before he can get his defenses up, he's as good as dead really...
     
  3. zheng89120 Gems: 1/31
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    I put minor sequencer to good uses with Aerie. Bless & Chant.
     
  4. Viking Gems: 19/31
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    Sequencers:
    Minor Sequencer(level 4)- 2 spells, level 2 or 1. Take your pick, but Aerie is definitely more flexible since it allows cleric spells (try doom as one).

    Sequencer(Level 7)Next one up is better. 3, level 4 or below.
    I like to use Greater mallison as the first just to soften them up a bit for some damage carrying in the 2nd and 3rd spells.

    Spell Trigger. The Chiftain at level 8.
    Any 3 spells level 6 or below.
    Potential for serious damage. Greater Mallison is still a good starter since by this stage most enemies will have good saves regardless of what you throw at them.
    I would tailor a little depending on enemy though. eg. Breach, flame arrow, Melf's Acid arrow should hit most mages before they know what happened and will stop them doing much casting afterwards :D

    Just remember that in any combo the order is important for the remaining spells in the combo. Thus Greater Mallison or breach must always be first to enable hit's or damage from the other spells.

    For a Dragon slip some lower resistance in to get some hits with other spells, etc.
     
  5. Laksol Gems: 9/31
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    Three sunfire in spell sequencer, enough offending...:D
     
  6. mannedoc Gems: 2/31
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    Thks, very useful your advices. I'll try my combos. Hope somebody else gives his/her own opionion.
     
  7. Faragon Gems: 25/31
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    My Favorite Trigger against mages: A breach, a lower resistance and a greater Malison.... That leaves them vulnerable enough to blow them away with a single breath :)
     
  8. Lithorn Gems: 4/31
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    I always use defensive spells in my triggers. I also rarely use anything but chain contagency and spell trigger. In these I put:

    Chain-Improved mantle, mislead, and pro. from elements.

    Trigger-Flameshield, globe of invulnerability, and (forget)



    [This message has been edited by Lithorn (edited January 28, 2002).]
     
  9. Master of Nuhn

    Master of Nuhn Wear it like a crown Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Chromatic Orb can be quite devastating with greater malison and pierce magic in a trigger. Ray of Enfeeblement and lower resistance are nice too.
     
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