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> Auramaster Strategy, Suggestions for second part
Raven
post Aug 30 2008, 07:46 PM
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It'll be a while before I start (let alone finish) the second part of the Auramaster Strategy article, but I wanted to ask for suggestions for sections to include. The first part really dealt with only spells and is kinda a list of various spells and combinations. There's much more to consider at high level (level 14+) and I was planning to structure the article more carefully, for instance including a section about the kit's special abilities, as well as one dedicated to selection of 7th level spells, and probably a whole section about the various uses of the Aura Cleansing spell. Is there interest as well in things like orders to pick HLA's? Or is this obvious/too subjective to warrant covering?

Any feedback is appreciated smile.gif.
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LZJ
post Aug 31 2008, 02:04 AM
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My opinion is that a section on the selection of 7th level spells would be useful (like when to memorize Ruby Ray, Creeping Doom, Aura Cleansing or Perfect Camouflage). Perhaps you can also include a section on tactics when facing certain types of enemies, like high-level mages (SI:A & SI:D), the Improved Spiders, Skeleton Lords/Warlords/Grandlords or other high-MR fighters, and the Auramaster's role when facing Golems or Grave Liches, which he/she cannot directly affect?

I think that there could be a sub-section on when to use the Commune with Nature spell as well... the Auramaster generally has rather low hit-points, so players might not know the optimal timing to trigger the high regeneration rate from this ability (I'm not talking about using this when facing Demiliches, a no-brainer smile.gif )
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Raven
post Aug 31 2008, 12:26 PM
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QUOTE(LZJ @ Aug 31 2008, 03:04 AM) *
My opinion is that a section on the selection of 7th level spells would be useful (like when to memorize Ruby Ray, Creeping Doom, Aura Cleansing or Perfect Camouflage). Perhaps you can also include a section on tactics when facing certain types of enemies, like high-level mages (SI:A & SI:D), the Improved Spiders, Skeleton Lords/Warlords/Grandlords or other high-MR fighters, and the Auramaster's role when facing Golems or Grave Liches, which he/she cannot directly affect?

I am yet to meet an enemy an auramaster cannot directly affect wink.gif. But I know what you mean. I am less sure about including tactics for specific enemies, but yes I should definitely mention information about enemies with (for instance) high magic and fire resistance.

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I think that there could be a sub-section on when to use the Commune with Nature spell as well... the Auramaster generally has rather low hit-points, so players might not know the optimal timing to trigger the high regeneration rate from this ability (I'm not talking about using this when facing Demiliches, a no-brainer smile.gif )

Yes, will do. Thanks for the suggestions smile.gif.
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