Yeah, sure, whatever.:

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Posted by Graatch(VIP) on December 17, 1999 at 20:09:12:

In Reply to: I agree with this, but posted by Cethern on December 17, 1999 at 03:00:48:

> I think it depends a lot on the race you chose.
> Dwarf is kind of bad as they trip and bash very
> easily, and aren't great tanks, even with all those hp.
> Cloud warriors would do the best I think, especially now
> that poultices are available. I think Arials suffer
> from magical attacks too much and have too low of a con
> (and hp) to make it. Maybe an arial scout warrior would do
> alright.

> Quicksand is just horrible. I'd like it if there couldn't
> be quicksand directly next to the giant, so you can at least
> flee and come back safely. I'd also like to be able to
> "look east" and see there is sand there, or at least have a
> chance at seeing it. This doesn't seem illogical or unfair to me.

Yeah, that's right, invokers dont have it hard enough and their spells are way too useful against you area-spellbaning or spell-dodging ragers. Now you need to get around quicksand, too.

Sheesh.

> Does it seem being summoned by same level is pretty much a given now?
> Long ago it seemed it never happened as a dwarf with spiked, now I'm
> sure people failed on Cethern sometimes, but I could seldom make the run
> from village to the road and certainly not village to mountains near the
> wastes without getting summoned. That, communes, and drowning attacks
> makes dwarf rager much less appealing than it was at one time. Svirf seems
> a better choice if you like neutral. Stronger, better dex, 4 versus 3 pracs,
> see invis, resist magic and poison (don't know if same degree as
> dwarf) and lore of course. 3 less con, but with extra practice and 2 extra
> dex, about an even trade.


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