Quote:
Originally Posted by Nightshade
Sure, that works, but it has two problems:
1. If the target is in melee with one of your own side, which is often the case with the healing spell, you either have a relatively low chance to hit, fire late, or have a good chance of hitting the wrong person;
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We rarely would cast heal on ourselves while in melee. If some is badly injured he would usually pull back or seek help from others. Otherwise he either losses an attack or has a delayed Strike rank and could wind up back where he was before casting.
Firing late is sort of a non-issue, thanks to bows going of at DEX SR.
Speedart and Multimissle both help with the low cancel thing, and also help to ensure that some damage will get through. Speedart was one of the nastiest little spells in the game, and multimissle was worse. If the arrow bounces, firearrow the jerk. Nothing like Shiskaduck after a long day's adventuring. In fact, RQ probably had the nasties archer magic in any RPG.
If fun and games time is over, toss up a few points of Multilmissle and play machinegun.
Quote:
Originally Posted by Nightshade
2. It requires you to either outnumber the opponents or have good control of the battlefield, since archers are, themselves, good targets because they don't have a shield prepped and don't even really have a decent parrying weapon. They can still dodge, but RQ3 Dodge tended to be a specialists art because of how quickly any encumberance at all chewed it up.
So, yes, it did happen, but not enough to really impact the field utility of things like Heal 2.
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Nah, I requires a decent missile skill and Multimissle. A high DEX doesn't hurt. Worst slaughter I even saw in RQ involved an Elf PC with Mutimisle a DEX SR 1 and a one use Arrow Trance spell (and some people thing non-resuable Divine Magic isn't worth it!). 15 shots a turn. So what if
only three can impale. It was the freaking 18 point criticals that bypassed armor that are the real problem. Increible vicious offense, and his elf bow was down 4 MPs.
All it takes is multimissle and you have the foes outnumber and control of the battlefield. Unless you are up against some real heavy hitters, your new SMG will do the job. Toss in a few points of Mobility (another often ignored gem) and they can't get you.
One thing that helps is the declaration phase. If you know what the other guys are doing you can declare accordingly.
Of course as with any other tactic, the situation makes a difference. One common tactic in RQ was to break the group up into three man teams with two warriors screening an archer.
RuneLords had a ton of creative tactics and uses of magic. Many of those would slaughter people who didn't have their battle magic down.