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minor spell sequencer

Posted: Tue Apr 09, 2002 3:42 am
by Thrar
seems like there r not many things to put into to make sense, after all u sacrifice a lvl 4 spell for an additional lvl 1-2 in that round.
what about 2x doom, cleric lvl 1, with Aerie or C/M? this would mean instantly -4 to THAC0, damage, INI and saves of one tough guy like a dragon or the like. while this is for the saves only surely worse than gr malison, as u use 2 lvl 1 spells as well, there still r the other differences. no area effect sux tho.

do u think this is useful, or just a waste of a lvl 4 spell?
maybe in a spell trigger 2x doom 1 gr malison or other way round, then, depending on how tough the minions r? cast a nice area effect then, and fry em up.


what would u use in sequencers, or just ignore the minor one?

Posted: Tue Apr 09, 2002 3:51 am
by Eerhardt
I usually store 2 Magic Missiles in my Minor Spell Sequencers. WARNING: when targeting an enemy, who then turns invisible, this may cause some serious problems (e.g. I once had a Minor Spell Sequencer and a normal Spell Sequencer loaded for Aerie, but couldn't access them with the special abilities button anymore afterwards).

Posted: Tue Apr 09, 2002 3:53 am
by lompo
If you have a Aerie or C/M a great combo is "Doom-Spook", you have good chances to take an enemy out of the fight.
With a Mage; I usually choose two Magic missile or a magic missile and an acid arrow.
Remember that you don't lose a 4th spell: just memorize the sequencer, cast it (make the choice) and then remove it from your spell book (the sequencer will remain memorized as a special ability).
After you use it you rememorize it and do the procedure again, it will only take one more rest.
Take in mind that if you have more than a mage, using m.sequencer, you can actually cast 4-6 magic missiles (each one with 5 missiles) and if cast on a single enemy the damage can be pretty high.

Posted: Tue Apr 09, 2002 4:11 am
by frogus
I never use the minor one...but three Holy Smites with Aerie in a (major) spell sequencer is a killer and can really play havoc with a big bunch of undead etc..., whereas magic missiles are so quick you might as well just cast em normally. Also dragons are by and large resistant to doom...anyway that's what I reckon, only use proper spell sequencers, and splash out on an extra set off stone skins for you mage. You wouldn't believe what can happen when Aerie loads a spell sequencer with three Holy Smites, Imoen loads one with 3 Melf's Acid Arrows and my PC mage loads one with 3 flame arrows...and then they all cast Simulacrum! Just when the battle isn't going your way, pause and have everyone unleash their Spell Sequencers...BOOM! somewhere inbetween 222 and 1092 damage will be rammed into your foes (assuming they have no resistances) as well as an additional 12 to 48 acid damage every round for several rounds depending on your level...well actually that all works out depending on your level, but I'm assuming you're all about level 20. Even if you're not I'm sure you'll do some damage.... ;) so use PROPER spell sequencers and replace minor sequencer with a stone skin or something....

Posted: Tue Apr 09, 2002 4:57 am
by Littiz
I agree with lompo. Just a bit of micromanagement, and you
have MORE spells than the maximum. Just don't use them all
the time, but only when need arises!
For the 7th level spell sequencer, I'd use a triple Skull Trap
insted of 3 Melf's acid arrows...

But I have a question!!!
Do your simulacra (latin plural for simulacrum :) ) keep
the triggers?!?!?! :eek: :eek:
How????
Mine keep the triggers, but if I try to use them nothing happens!!
Please explain this issue, it would change my strategies entirely!!!
Pleaz!!

Posted: Tue Apr 09, 2002 5:48 am
by frogus
nothing to explain I don't think...I don't use any extra tricks, it just works for me...saying that, I have ToB installed but no official patches...

Posted: Tue Apr 09, 2002 2:15 pm
by PosterX
Doom

Does doom stack? I'm sure GM doesn't.

Posted: Tue Apr 09, 2002 3:29 pm
by UserUnfriendly
i have all sequencers and contingencies, too nice, but the sequencers I usually keep full of buff spells, since targetting is a big issue if tehy turn invisible...

minor, rremove fear and mirror image, since the minor will cast instantly, the area of effect will allow you to get panicked party mmebers before they run out of range, ffaster cast than with robe of vecna and remove fear.

but I fight with chain...

best emergency effect for dragon hunting, two spooks in minor, this is your first and last spell, will keep dragon from killing you.

dooms do stack without balderdash, wont after.

doom is magic resisted, unlike malison.

Posted: Wed Apr 10, 2002 3:36 am
by lompo
If you are a C/M don't forget chant for a candidate of min.sequencer.
Another good combo against a party is doom-web.
Minor sequencer is a very useful spell, it allows you to have extra spells with extra speed.
I usually use it with three different strat.:
1) protective spells (chant, rem. fear, blur/mirr.image)
2) offensive spells, if you have 2 or, better, 3 mages (magic missile and maybe one acid arrows) can be very effective against a single enemy
3) special combo for special enemies (doom-spook or two spook against Dragons, doom(chant)-web or two web against groups).
In any case don't skip it.

Posted: Wed Apr 10, 2002 4:01 pm
by nephtu
The Rodney Dangerfield of spells

A spell no one mentioned that has helped me out about a zillion times (often used in minor sequencer) is Chromatic orb - the secondary effects get fairly nasty as you level. I've had some very happy results with 1 magic missile & 1 chromatic orb.

Just a thought...