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Kundane + Belm + Wizard Slayer + Imp Haste
Posted: Sun Sep 09, 2001 3:27 am
by Magior
Most of you can probably guess where this is leading...
A dual-wielding fighter-type has 3 attacks/round at the start of SoA. Kundane is +1, Belm is +1. That's 5 attacks/round. Add imp. haste to make it 10. No greater whirlwind required. Have a wizard slayer pound a mage. As the WS's 10% per hit and stacking miscast magic ability works through any mage protections, the mage will be able to pull off a contigency, maybe, and if he's lucky, one spell, which is virtually always defensive. Some high-level spellcasters are immune to insect plague, none are immune to this. After 10 hits, you can move on to another mage and pound him for the same effect. As you won't need greater whirlwinds, you can dual away on level 9.
Until I thought of this, I defended kensai/thiefs againist WS/thiefs. That is no longer the case.
Posted: Sun Sep 09, 2001 4:53 am
by two
I was kinda wondering when people were going to realize this; that greater whirlwind is available anytime you want with the right equipment and imp. haste. Of course, they are both +2 weapons, so some monsters are immune. Also -- if you have Use Any Ability substiute Scarlet Ninja-to for Kundane. It's a much better weapon and still gives +1 to attacks/round. AND does poisen damage once in a while.
THE REAL QUESTION: Do you actually GET 10 attacks/round? I can't do this test - could you put on autopause and see if this fighter with imp. haste actually GETS 10 attacks/round? If so -- that's it. Let the uber-whacking begin.
(and I though I was slick getting 6 attacks/round with my bard for as long as my imp. haste lasted)
Posted: Sun Sep 09, 2001 5:50 am
by Magior
I tested with auto-pause and noticed that the auto-pause feature doesn't work properly.
With the auto-pausing, the imp. hasted character got only 5 attacks/round BUT he got two rounds in 6 seconds whereas my other characters only got one round. So he got 10 attacks in a 'real' round.
Alas, the uber-whacking thing works, but the auto-pause feature seems unreliable.
Posted: Sun Sep 09, 2001 7:53 am
by two
Originally posted by tram:
<STRONG>I tested with auto-pause and noticed that the auto-pause feature doesn't work properly.
With the auto-pausing, the imp. hasted character got only 5 attacks/round BUT he got two rounds in 6 seconds whereas my other characters only got one round. So he got 10 attacks in a 'real' round.
Alas, the uber-whacking thing works, but the auto-pause feature seems unreliable.</STRONG>
Thanks for running this test. That seems to clear it all up. It also jibes with my experience; I never trusted the autopause thing to tell me attacks/round, but I did quickly realize that imp. haste with Crom+Belm made the game almost too easy. Or definately too easy.
This also clears something else up: THE 6th level mage spell is Improved Haste. Nothing else can come close to dishing out the amount of damage this spell does! If you are a fighter/mage or bard, it's sick. If you have a party with a mage and a fighter-type, it's sick. If you are a pure solo mage, it's not so great; that's the only exception.
Once again, some combination of fighter/mage looks to be the most powerful class. So what's new.
Posted: Sun Sep 09, 2001 11:15 am
by UserUnfriendly
best of all, if you solo, I think its improved haste with ring of gaxx, right?
I also was curious about the testing, since I also tried it with auto pause. good to know someone tested it out with an second char with one attack per round whacking the same enemy.
I always play uber sorc myself, but its nice to know the fighter type can become gods in this game. Korgan rules!
Posted: Sun Sep 09, 2001 11:17 am
by UserUnfriendly
say, what about imoen with imp haste and tulgan bow? Not quite as good, but with biting arrows, she can do some major ranged damage!
Posted: Sun Sep 09, 2001 12:48 pm
by Xyx
Originally posted by two:
<STRONG>THE 6th level mage spell is Improved Haste. Nothing else can come close to dishing out the amount of damage this spell does!</STRONG>
Uhm... I have regularly pounded enemies into the ground with my Mislead decoy... Same duration, also effectively doubles your attacks, but makes you invisible (and still improved invisible after the decoy is killed for as long as the duration still lasts), and leaves a couple of hands free for disrupting (other) Mages and various spellcastings.
It is, of course,

!
I never memorized Improved Haste much, instead relying on the Ring of Gaxx for the occasional boost.
Posted: Sun Sep 09, 2001 6:14 pm
by UserUnfriendly
so can you control the mislead decoy? And spell cast??
Posted: Mon Sep 10, 2001 1:25 am
by Xyx
Originally posted by UserUnfriendly:
<STRONG>so can you control the mislead decoy? And spell cast??</STRONG>
Of course you can control it!
And no, it can't cast spells.
I cannot get
all my decoys to attack... Might have been that only decoys made by Simulacra and/or Projected Images have this ability.
Cloned clones are not an exact science yet, it seems...

Posted: Mon Sep 10, 2001 5:50 pm
by Nayl
Has anyone tried to get 12 attacks per round using the neutral cleric's ability? Of course you'd have to dual from cleric to fighter, but you could level passed cleric fairly quick.
Posted: Mon Sep 10, 2001 6:28 pm
by UserUnfriendly
What neurtral cleric ability? The only perk a priest of helm has is the seeking sword