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damn magic......
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<blockquote data-quote="Mordane76" data-source="post: 644169" data-attributes="member: 7172"><p>If you're fighting spellcasters of comparable level to yourself, then speed or range is of the essence; you need to be hitting them fast, and preferably from a good distance. Regardless of how you're hitting them, you need to be hitting them <strong>HARD</strong>, else you'll soon be an iron-slag dwarf. 11th level straight spellcasters all are throwing 5th and 6th level spells, and they're using solid direct-damage effects, so you need to not be where the <em>fireballs</em> are landing and you need to make sure they don't have any chance to get off a spell. Magical ranged weapons with several types of damage and readied attack actions are good because you're getting excellent amounts of damage each round, and keeping those Concentration checks for spellcasting up. Closing to melee with a spellcaster is dangerous, but if you can deal more damage in melee than ranged, it's the best option, because you can potentially keep him from casting spells.</p><p></p><p>Otherwise, start looking for one of two things --</p><p></p><p>A) Mantle of Spell Resistance</p><p>B) A nice hillside town to retire to and set up a forge</p></blockquote><p></p>
[QUOTE="Mordane76, post: 644169, member: 7172"] If you're fighting spellcasters of comparable level to yourself, then speed or range is of the essence; you need to be hitting them fast, and preferably from a good distance. Regardless of how you're hitting them, you need to be hitting them [b]HARD[/b], else you'll soon be an iron-slag dwarf. 11th level straight spellcasters all are throwing 5th and 6th level spells, and they're using solid direct-damage effects, so you need to not be where the [i]fireballs[/i] are landing and you need to make sure they don't have any chance to get off a spell. Magical ranged weapons with several types of damage and readied attack actions are good because you're getting excellent amounts of damage each round, and keeping those Concentration checks for spellcasting up. Closing to melee with a spellcaster is dangerous, but if you can deal more damage in melee than ranged, it's the best option, because you can potentially keep him from casting spells. Otherwise, start looking for one of two things -- A) Mantle of Spell Resistance B) A nice hillside town to retire to and set up a forge [/QUOTE]
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