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Skull Trap

Posted: Fri Jan 02, 2004 10:13 am
by Harbinger
I'm having trouble with the Skull Trap spell. I cast it in an area I know my enemy will be but it never seems to trigger when they pass near it. But when one of my party gets to close to the same skull then it decides to trigger. Does anyone else have this problem?

Posted: Fri Jan 02, 2004 10:28 am
by nephtu
It's about time.

Skull traps (as well as DB fireballs, and the priestly equivalents) take care & practice to use - at least they always do for me - they do seem to have a time delay before they go off. I assume it relates to the way the game is checking proximity, but it doesn't seem to work the same for thief-set traps. That difference may, however relate to the way that thief traps don't affect the party.

On the whole, skull seem to work better when trapping spawn points than when you're trying to run enemies over them. For a tactics MOD Irenicus-in-hell fight, I set almost 300 skull traps out, once just to see if you could (essentially) insta-kill most of his little helpers. You can :eek:

Posted: Fri Jan 02, 2004 10:47 am
by Harbinger
But if there is a time delay. Why does it work when you cast it directly at the enemy? This is the only way it works for me. Unfortunately the range on it is about half the distance of fireball which puts the mage at great risk.

Posted: Fri Jan 02, 2004 10:59 am
by Mirk
the tactic i use is simple: i just cast mirror image before you cast skull trap. the (somewhat worse and higher level) alternative is protection from magical energy.

Posted: Fri Jan 02, 2004 3:43 pm
by UserUnfriendly
Originally posted by Mirk
the tactic i use is simple: i just cast mirror image before you cast skull trap. the (somewhat worse and higher level) alternative is protection from magical energy.


spell sequencer...

mirror/skull/skull

target self...

the dreaded skullfire combination...makes most demons die...works better in many situations than a sunfire/sunfire/sunfire spell trigger cast on self...

:p :p :p