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Thread: Elementalists

  1. #71
    Join Date
    Mar 2008
    Location
    Esslingen, Germany
    Posts
    3,973

    Default

    Now explain to me how Willpower increases the hydrogen bomb explosion radius (which normally appears to be about five meters, given that's the size of a dungeon square)!
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  2. #72
    Join Date
    May 2008
    Location
    Oslo, Norway
    Posts
    660

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    Now explain to me how Willpower increases the hydrogen bomb explosion radius (which normally appears to be about five meters, given that's the size of a dungeon square)!
    Willpower helps against confusion, no? So high willpower - less confusion about which atoms goes where (or whatever) - better bomb - larger radius. Ka-chow.

  3. #73

    Default

    Back on topic:

    I really liked playing a troll elementalist. Since I play *all* my trolls as fighters, this one happily bashed everything in the head.

    The benefit of an elementalist is that it doesn't matter that my starting Int is 2-3. I'll still be able to cast Burning Hands enought to wipe out anything really mean (e.g. stone jelly, doppleganger lord, ghost lord...)

    This guy was doing really well until I stepped on the altar in the ToEF

  4. #74
    Join Date
    May 2008
    Location
    Oslo, Norway
    Posts
    660

    Default

    Troll anythings could be played as bashers, with suppert of "whatever". Mindcraft, wizardry. So Troll elementalist as basher with spell backup makes good sense.

    In my opinion an elementalist should be played precicely as you describe. physical damage backup by magic when needed. Faster-levelling chars can rely more on magic, while trolls must be mostly melee, and occationally magic.

    Lucky spellbook finds, or a visit to the library can be times when you just decide to go all-out magic.

    Magic ability also makes the very early game very safe - you can use 100 % magic till level 7-8, and gather a nice stash of items to help out real weakling races.

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