Fooled around with it earlier in moruryns. So far, I'm not too impressed with the spell, at least against moruryns which could be unusually resistant to it for some reason. It's effects on a general cast seem to be quite weak at reasonable mana (30 or less, we have to cast too many spells too often to be expected to cast this spell any higher, in my opinion) at my skill (394 PM, 351 HA). Casting at a specific critter does produce better results, however the fact that the spell doesn't seem to be easily snappable renders this spell a less attractive option compared to other spells in our arsenal.
I'm assuming the poor results are due to the fact that the vertigo is spell vs. stamina, which seems to be a moruryn strength. However, I would certainly like to see the spell made easier to snap.
Re: Vertigo. on 12/08/2002 01:00 AM CST
I get strange results in adan'f. Despite resistance, mages fall to this super-easily, even general casts of about 12-17 mana will lay a group of them out flat. Warriors resist full prep specific 13 mana casts...high mana will make them wobble a little bit. Makes sense since it's Spell vs Stam, but at high levels alot of things have huge stamina :c/
Assuming a high level war mage, personal preference seems to determine which spell you'd rather use in regular combat...PW...IP...Vertigo...TC? They all give the same general effect of a balance hit, it's just up to you whether or not you want to guarantee they're on the ground afterwards.
In almost all cases TC seems to be the best option since it whacks the whole room and things will probably fall over. TC is also the only stepping stone that makes Tremor useful...I usually won't cast that spell by itself unless things are already unbalanced or stunned. All that is void if the critter can't be stunned obviously.
In light of all this we still don't have a "save your butt spell" to give us 1 last shot at life after that dreaded case of a stun with 3-4 nasties on you and the inevitable "You try to retreat but are unable to get away". SD works sometimes on certain critters if you can hit the sweet spot on mana while avoiding a backfire, but TC needs full prep, ROS has too high a prep time and Vertigo falls short since it take alot of mana (and this prep time) to make something black out (and weakening balance won't save you usually).
I'd LOVE to see ROS be an insta-cast spell. Just "cast ROS [mana]" and it goes off. No more than 2 casts within 2-5 minutes depending on skill, unless you retune the earth with a decent mana cast of earth sense.
Assuming a high level war mage, personal preference seems to determine which spell you'd rather use in regular combat...PW...IP...Vertigo...TC? They all give the same general effect of a balance hit, it's just up to you whether or not you want to guarantee they're on the ground afterwards.
In almost all cases TC seems to be the best option since it whacks the whole room and things will probably fall over. TC is also the only stepping stone that makes Tremor useful...I usually won't cast that spell by itself unless things are already unbalanced or stunned. All that is void if the critter can't be stunned obviously.
In light of all this we still don't have a "save your butt spell" to give us 1 last shot at life after that dreaded case of a stun with 3-4 nasties on you and the inevitable "You try to retreat but are unable to get away". SD works sometimes on certain critters if you can hit the sweet spot on mana while avoiding a backfire, but TC needs full prep, ROS has too high a prep time and Vertigo falls short since it take alot of mana (and this prep time) to make something black out (and weakening balance won't save you usually).
I'd LOVE to see ROS be an insta-cast spell. Just "cast ROS [mana]" and it goes off. No more than 2 casts within 2-5 minutes depending on skill, unless you retune the earth with a decent mana cast of earth sense.
Re: Vertigo. on 12/08/2002 01:28 AM CST
Re: Vertigo. on 12/08/2002 05:01 AM CST
Re: Vertigo. on 12/08/2002 10:48 AM CST
>>Unless you actually hunt adan'f and want to know whether the spell works against them.<<
Exactly. Besides, Adan'f are quite a stepping off point. They're not THAT magic resistant, but they ARE a good measure of how you can expect things to fare against even higher critters that aren't as resistant but do have more stamina,agility,etc. Trying new spells out on rock trolls doesn't tell me anything about how I can expect my magic to work.
Exactly. Besides, Adan'f are quite a stepping off point. They're not THAT magic resistant, but they ARE a good measure of how you can expect things to fare against even higher critters that aren't as resistant but do have more stamina,agility,etc. Trying new spells out on rock trolls doesn't tell me anything about how I can expect my magic to work.