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Main Forums => Suggestions => Topic started by: Gippy on November 10, 2008, 03:23:16 AM

Title: Spell Change: Cloud of Bewilderment
Post by: Gippy on November 10, 2008, 03:23:16 AM
Suggestion: Increase the range on the spell Cloud of Bewilderment

This spell has a much shorter range then equivalent cloud spells, and that is silly, please change it to a longer range.
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Post by: JackOfSwords on November 10, 2008, 04:32:32 AM
Why, whatever do you mean?  Surely you enjoy standing inside the area of effect as you cast it... :P
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Post by: The Beggar on November 10, 2008, 04:56:48 AM
It's a short range spell, and quite powerful. You just have to position yourself correctly, I've used it just fine plenty.
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Post by: Snoteye on November 10, 2008, 06:37:48 AM
Same as Slow.
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Post by: Letsplayforfun on November 10, 2008, 09:52:47 AM
But slow affects only enemies...
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Post by: Egon the Monkey on November 10, 2008, 11:13:50 AM
Cloud of Bewilderment is a Level *Two* spell, whereas stinking cloud for example is l3. This spell is ridiculously powerful IF you can get close enough to cast it. Or you cast in advance and let enemies run into it. Goblin Shamans on a certain quest OWN with this.
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Post by: Caddies on November 10, 2008, 12:16:13 PM
An excellent suggestion. A shame it seems the technical problems will shoot it down though. :???:
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Post by: putrid_plum on November 10, 2008, 08:59:31 PM
I do not get why people want spells changed instead of trying to find way to use them.  I for one have never had a problem with this spell.  Not all spells are useful on all situations!  I say no for this, as in slow.
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Post by: Conan The Conqueror on November 11, 2008, 04:51:08 AM
The real key to Cloud of Bewilder is that you learn the range and target the ground. Never target a PC/NPC with it, because odds are they will just run close enough for you to be in the cloud.

An awesome exception to this is if you have a beast PC in your party with an insane fort vs. poison save. (Hint: This goes awesome with Ironguts) Then you let beast get to the front and target them with the spell. Anything that rushes at him runs into the cloud and has a chance to be stunned. Then he just mops them up.

But essentially, the key to this spell is knowing range. It's very effective at stopping a charge. You lay down the cloud between you and the enemy, and then launch some AoE attack spell to piss them off, i.e. fireball. They will then angrily come at you in force and hit the cloud. Any that make it through your fighter types hack up.

While not always the most flexible of spells depending on the layout of an area, it can be killer against a rushing mob. It also can give you the time to escape if your party gets stomped and routed.
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Post by: lovethesuit on November 11, 2008, 04:59:49 AM
I happen to use this spell quite often. I have never found the range to be an issue that could not be overcome by careful positioning, much like any other spell a wizard casts. However, I find it's best as a defensive spell as opposed to offensive. I like to use it to close off certain parts of the battlefield, or to completely block a hallway or something like that. Stacking a couple of these, one on top of the other, is also very effective.
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Post by: JackOfSwords on November 11, 2008, 09:38:44 AM
It would probably be a spoiler for me to state exactly how, but this spell can be awesome deadly when combined with a specific combat tactic.  Get creative, and you'll find this is a very powerful spell!
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Post by: Caddies on November 11, 2008, 10:33:54 AM
I don't think Gippy ever stated that this spell isn't useful in specific situations BTW. He was merely suggesting its range be enhanced lol.