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Logistic Advice for Red Hand of Doom
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<blockquote data-quote="Lord Zardoz" data-source="post: 3409775" data-attributes="member: 704"><p>The net effect sounds like they are Caltrops with nastier damage. A classic battle field control spell. Not one I have run up against, but here are my thoughts.</p><p></p><p>The biggest problem is if it is cast in the area they are already standing. They cannot move out without eating more damage, and it will screw your movement. The next hazard is that it makes for good protection for spell casters (prevents people from charging up to them and entering melee).</p><p></p><p>Non Magical Counters:</p><p>- Stay still and switch to ranged attacks.</p><p>- Use the Jump skill to exit the area / move around as much as possible. Every 5 feet you clear is less damage you have to eat.</p><p></p><p>Magical Counters:</p><p>- Use an Obscuring Mist or Darkness spell to prevent archers from making pincushions out of those stuck within the area.</p><p>- Use a wall spell to buy time to move out of the area and retreat (as well as block casual attacks).</p><p>- Spider Climb should allow you to get out of the area if your not out doors. Fly will simply work.</p><p></p><p>Turnabout:</p><p>- Counter with some Caltrops that are coated in a nasty fun poison.</p><p>- Get an Ogre or Giant to nail someone with a net, then use the connected rope to drag the victim into the area with the spike stones.</p><p>- Get a Troll Mercenary to bull rush someone into the spikes. The troll can deal with the damage easily. Not so much for the unlucky bastard pushed into the area.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3409775, member: 704"] The net effect sounds like they are Caltrops with nastier damage. A classic battle field control spell. Not one I have run up against, but here are my thoughts. The biggest problem is if it is cast in the area they are already standing. They cannot move out without eating more damage, and it will screw your movement. The next hazard is that it makes for good protection for spell casters (prevents people from charging up to them and entering melee). Non Magical Counters: - Stay still and switch to ranged attacks. - Use the Jump skill to exit the area / move around as much as possible. Every 5 feet you clear is less damage you have to eat. Magical Counters: - Use an Obscuring Mist or Darkness spell to prevent archers from making pincushions out of those stuck within the area. - Use a wall spell to buy time to move out of the area and retreat (as well as block casual attacks). - Spider Climb should allow you to get out of the area if your not out doors. Fly will simply work. Turnabout: - Counter with some Caltrops that are coated in a nasty fun poison. - Get an Ogre or Giant to nail someone with a net, then use the connected rope to drag the victim into the area with the spike stones. - Get a Troll Mercenary to bull rush someone into the spikes. The troll can deal with the damage easily. Not so much for the unlucky bastard pushed into the area. END COMMUNICATION [/QUOTE]
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