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Message ID: 788
Date: Thu Oct 7 21:19:51 BST 1999
Author: Dave Gaines
Subject: Re: [Digest Number 83]


They would have to pick and choose. They could not go into Guk. They
could however do all the outdoor/single spawns fairly easily. Soloing,
if the Wizard casts 5 DD spells on average to kill a blue. This means
5 successful full damages and 1 left to fizzle/resist.

The group would be fun at first, but quickly turn boring I imagine...

I came close to this once killing dervishes. We had
3 Wizards, 2 Magicians and 1 Enchanter. Everyone would med, as soon
as someone began casting a spell, everyone would stand up and cast a
spell. The dervs usually made it up to the original caster before they
died.

> From: "John Carney" <jcarney@...>
>
> >From: Dave Gaines <dave@...>
>
> Ok, how about:
>
> >1. Wizard 2. Wizard 3. Wizard 4. Wizard 5. Wizard 6. Wizard
>
> >I'm 30th, and there is not much that lives through 6 of the big
> wizard spells. This group with die horribly to the wrong target,
> but around 35th level this group would walk through giants (i think).
>
> >If this group can coordinate, nothing moves, its standing at full, then its
> dead.
>
> Its an interesting question to be sure... if this kinda of group could walk
> through the game, I would think the game needs an adjustment or two. I
> suspect though, that this kind of group would have zero staying power. They
> could kill one or two things, and they're out of business.
>
> Stonedorn
> Cunnan's Brewing Co.
> Xegony
>
> >