Rooks
Mar 17 2006, 10:33 PM
Heres my picks:
Manaball
Increase Reflexes
Improved Invisibility
Levitate
Heal
Influence
Physical Mask
Combat Sense
Azralon
Mar 17 2006, 10:39 PM
Stunbolt & Mind Probe. Stunbolt for when you need to take prisoners (and the low drain lets you really pump up the power); Mind Probe for supereasy interrogations once your prisoners are unconscious.
I also grabbed Decrease Willpower to make Mind Probes easier. I load it up into a Spirit of Man and have him sustain it while I do the actual probing.
Your list is pretty solid as is, though. I'd try to have one single-target attack spell so you don't have to worry about "wasting" AoE drain on just one guy.
emo samurai
Mar 17 2006, 10:51 PM
What about trid phantasm? The uses of that are endless.
Rooks
Mar 17 2006, 10:59 PM
QUOTE (Azralon) |
Your list is pretty solid as is, though. I'd try to have one single-target attack spell so you don't have to worry about "wasting" AoE drain on just one guy. |
Ya but thats what tasers are for
Lagomorph
Mar 17 2006, 11:13 PM
I'd have to say either powerbolt or lightning bolt. Something that affects physical, not every thing you try to nuke has a aura.
stevebugge
Mar 17 2006, 11:20 PM
I'll back Lagomorph on the lightning bolt, particularly as electrical damage has nasty secondary effects in this edition of the rules.
Thanee
Mar 18 2006, 12:30 AM
Stun Bolt and Power Bolt are both very good.
Bye
Thanee
FrankTrollman
Mar 18 2006, 12:35 AM
I like Stunball and Powerbolt myself. That way it's not the end of the world if a third party or team mate is in the AoE for whatever reason and you can still directly attack physical objects for teh win. Also, it's nice when all your spells get the same drain.
-Frank
GrinderTheTroll
Mar 18 2006, 12:38 AM
QUOTE (emo samurai) |
What about trid phantasm? The uses of that are endless. |
I think this spell is underused to often. It has great potential.
Azralon
Mar 18 2006, 03:20 AM
QUOTE (Rooks) |
QUOTE (Azralon @ Mar 17 2006, 05:39 PM) | Your list is pretty solid as is, though. I'd try to have one single-target attack spell so you don't have to worry about "wasting" AoE drain on just one guy. |
Ya but thats what tasers are for
|
Sure. But check the BP cost for a useful amount of the Exotic Ranged Weapon (Tasers) skill versus the BP cost of an additional spell.
stevebugge
Mar 18 2006, 03:24 AM
QUOTE (Azralon) |
QUOTE (Rooks @ Mar 17 2006, 06:59 PM) | QUOTE (Azralon @ Mar 17 2006, 05:39 PM) | Your list is pretty solid as is, though. I'd try to have one single-target attack spell so you don't have to worry about "wasting" AoE drain on just one guy. |
Ya but thats what tasers are for
|
Sure. But check the BP cost for a useful amount of the Exotic Ranged Weapon (Tasers) skill versus the BP cost of an additional spell.
|
"Use the pistols skill when firing a taser" Pg. 306 SR4
Exotic weapons skill isn't necessary.
MaxHunter
Mar 18 2006, 05:53 AM
Your list is quite complete, and already strong.
I would add stunball and a physical damage spell.
Remember that combat sense is best used with a sustaining focus/spirit. Same for Increased Reflexes.
All in all, nice picks for a combat mage.
Cheers, and welcome
Max
Rooks
Mar 18 2006, 05:58 AM
ya reason I picked mana ball is that pistols and tasers are essentially power and stunbolts respectively already in a sense
Azralon
Mar 20 2006, 12:29 AM
QUOTE (stevebugge) |
"Use the pistols skill when firing a taser" Pg. 306 SR4 |
Outstanding!
maeel
Mar 21 2006, 02:09 AM
My list would be:
Stunball
Stunbolt
Lightning Bolt (a flyin drones horror)
Mind Probe
Increase Reflexes
Improved Invisibility
Levitate
Heal
Influence
Combat Sense
About the 'spirit-of-man sustaining your spell' issue, i might be wrong here, but doesn't each active spirit give a -2 dice pool modifier?
plus, for using more than 1 spirit u have to bind it, which costs money...
so, a sustaining focus is probably the better choice
emo samurai
Mar 21 2006, 02:21 AM
No, the -2 dice pool modifier was just an optional nerf that Fanpro put out there. And binding spirits costs jack.
Dissonance
Mar 21 2006, 02:23 AM
I'm surprised that nobody is giving love to Physical Mask, except for Rooks. What's not to love about low-drain spell that can keep your physical appearance off the radar?
Jaid
Mar 21 2006, 02:25 AM
QUOTE (maeel) |
About the 'spirit-of-man sustaining your spell' issue, i might be wrong here, but doesn't each active spirit give a -2 dice pool modifier? plus, for using more than 1 spirit u have to bind it, which costs money...
so, a sustaining focus is probably the better choice |
if your GM is a jerk, then yes, it will hurt like mad to have spirits around. frankly, that is a houserule (suggested as an option in the BBB, mind you, but not official nonetheless), and not a good one at that.
it has never in the past required any sort of attention to keep your spirits around, why should it start now? that's the whole point of spirits... it's fire and forget, pretty much.
also, while binding *does* cost money, it should be pointed out that the amount of money is:
1) not all that much on a per-binding effort basis.
2) well spent on getting you a spirit that can also do other things for you as needed, not just sustain that one spell.
3) something that you can accumulate over time, as needed, rather than a lump sum up front
4) not stealable, not dependent on you having any specific gear.
5) completely free in terms of karma (that is, you don't pay karma to bind the spirit).
so i personally would say which is better really just depends on personal preference.
emo samurai
Mar 21 2006, 02:25 AM
What about Physical Barrier? And how does that work, anyway? Does it give barrier=hits, or does it give barrier=hits+force?
Jaid
Mar 21 2006, 02:28 AM
as i recall, physical barrier has a barrier rating equal to the number of hits you get, maximum hits = the spell's force. could be wrong though...
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