Protecto-Smiting...
In the beginning I was very unadventurous with Reg, keeping him as a solid healing monk. This yielded tangible results, and wasn't too much of a tactical headache, but around the southern shiverpeaks I got bored and went for a change. "Healing be Damned!" I said, and threw all my points of healing magic out the window.
So now I'd like to place my own little experiment in front of a critical audience, and get the virtues and flaws out into the open...
My points in Divine favour and Smiting are 11 each, with protection on 12. Before a battle I will cast Zealot's fire on myself, so that every time I cast on an ally, every bugger surrounding my protectee will take minor damage. I then proceed to find a party member (usually a warrior) in the thick of it and spam a load of cheap protecting spells like 'Shielding hands', 'Guardian' and my favourite 'Reversal of fortune'. These can be cast so cheaply and in such quick succession that the divine favour keeps hp fresh and the damage to surrounding enemies (though minor) is constant, not to mention all the protection bonuses applied. Smite hex and restore condition {elite} help keep party members fighting efficiently while still bestowing divine favour on allies and damage to bad guys (Smite hex adding its own damage).
I do protect other party members if they are in danger, but concentrate my attentions on those surrounded by enemies so I maximise my minute of Zealot's fire. Also, I can keep MYSELF alive for a bit if surrounded, and the Zealot's fire still burns those around me until (/if) my party comes to help.
So far I've been using this in PvE, but I know that PvP is the true test. Are these tactics likely to stand up for themselves in an arena?
(Oh, my resurrection spell is rebirth so that I don't need to enter the fray to restore fallen comrades)
Last edited by Sir Smeg; Dec 27, 2005 at 11:06 PM // 23:06..
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