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Old November 12th, 2004, 07:00 AM
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Jarkko Jarkko is offline
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Default Re: Alexander\'s ever-expanding Tome of Knowledge

Quote:
apoger said:
"HIT N' RUN" GOLEM
-snip-
Cast Ritual of Returning so your Golem doesn't get hurt.
-snip-
Upon entering combat cast Astral Tempest - Body Ethereal - Personal Luck - Astral Shield - Twist Fate - then "cast spells".
Could somebody please elaborate to this n00b why it is better to cast Twist Fate (which negates first hit but doesn't do anything else useful if I am correct) and not go directly for "Cast spells"? If I understand it right the first hit going through will teleport the Golem back. If there is somebody able to hit the Golem, wouldn't it be most likely that somebody has either several attacks or friends along, so twist fate doesn't actually give a round more of spell-casting? Or are there some close-range spells one should hope the Golem casts by waiting one round (ie casting Twist Fate first = delays the bLasting for one turn)?
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Old November 12th, 2004, 07:58 AM

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Default Re: Alexander\'s ever-expanding Tome of Knowledge

Quote:
Jarkko said:
(ie casting Twist Fate first = delays the bLasting for one turn)?
The bLasting is being done with Astral tempest, any further spells by the Golem afterwards are just extra, but you want to prolong your battlefield bLasting for as long as possible:

Without Twist fate the golem would teleport to the capitol as soon as it suffers any damage, with Twist fate (assuming Twist fate triggers before Ritual of returning) you might gain some extra rounds of Astral tempest damage to the whole enemy force.
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Old November 12th, 2004, 08:51 AM
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Default Re: Alexander\'s ever-expanding Tome of Knowledge

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Wendigo said:
The bLasting is being done with Astral tempest
Ok, thank's for the clarification
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