I'm currently a CL 50 Half-Orc Blackguard down at DL 65. Bullied my way through the shallower dungeons, but finding myself in a rut. Buffing up and stocking up potions before I go any lower.
Here's a review of Blackguard 4.2.1 spells:
1st Book: Into the Shadows
a) Seek Battle - Great detection spell early on. Helps you find enemies... as well as bringing up your SP. New blackguards will find that their SP drops as time passes by. By Seeking Battle, you can find weaklings to pummel to get your SP up before knocking out the big ones. Trouble is that this only detects enemies that can be affected by fear. It's quite possible to turn the corner and come face-to-face with a strong enemy that literally doesn't know the meaning of fear.
b) Berserk Strength - Just like the potion: you don't feel fear, you hit better, lose some AC, and can't regenerate health. But blackguards can get their health back up by spamming spells, so going berserk is kinda good for this class. Pretty ok spell until you get pFear, after that, I feel this spell is not so useful. What do you guys think about Berserk at the deeper levels?
c) Leap into Battle - I use this all. The. Time. I hardly use projectile weapons anymore (except for the occasional pesky quylthulg). Even if the monster is out of reach, I spam this spell so I can get close as soon as possible. Moreover it's an incredible tactical spell. When I face a mob of hounds or hydras, I hide around a corner as most other melee characters do. The difference is that I move back one more square where I'm out of range of breath attacks. The moment I see one sneak out, I leap, kill, then move right back. Rinse and repeat.
d) Shatter Stone - This one's nice early on for mining. Stopped using it when I got deeper. Lately I realized that this spell is quite useful, especially when I needed to manufacture an instant cubbyhole to take care of monster mobs.
e) Whirlwind Attack - Nice to use when surrounded by a bunch of weak but pesky monsters. Especially huorns.
f) Grim Purpose - This is great early on when you don't have pConf or Free Action. Could be useful against Inertia Hounds now that I think of it, but this spell just doesn't come to mind when I'm up against them.
2nd Book: Fear and Torment
a) Maim Foe - Spam whenever possible! The stun effect is excellent. You deal damage (but not as much) AND get life back. Doesn't work against the undead though. I find demiliches, archliches and nightwings tough to battle against because of their resistance to stun. All in all though, Maim Foe is incredibly useful.
b) Howl of the Damned - Scares monsters in LOS... Ummm... I hardly use this. I only use it sometimes when I need to spend SP just to get back some health. Otherwise, I don't know. I just don't find it useful. Any thoughts?
c) Relentless Taunting - I'm on the fence about using this. It's fun to use especially when I find weak wolves and fleeing orcs, just for the heck of it. I realize it can be used against spell casters, but when I'm up against a bunch of hydras, hounds or dragons, would I dare? Hmmm... I'd rather go find a cubbyhole to ambush them with.
d) Venom - Oh this was a mainstay when I didn't have a branded weapon. Now I'm wielding an artifact weapon with a couple of brands and slaying power, and it suddenly became useless.
e) Werewolf Form - This is my answer against archliches and demiliches. The damage per attack is substantial. However, you can't spam spells like Maim Foe or Leap to get your health back up. I end up changing back to normal sooner than later.
3rd Book: Deadly Powers
a) Bloodlust - If I find a vault full of nasties I'm sure I could handle, I bloodlust as I knock on the door and have my way with them. The side effects are wild though. I sometimes get real slow after a while, or get lots of cuts, or get hallucinations. The hallucination thing is really wild. Otherwise, I don't use when I know I'm up against tough enemies. I just find it's not worth the risk.
b) Unholy Reprieve - This is good. After fighting time hounds, I get the important stats back.
c) Forceful Blow - Oh I love this! Knocks your enemies all the way across the room. Hilarious! And the health you get back after a successful blow? It's quite substantial! Works quite as well when your enemy is up against the wall. You can simply spam this spell and get your health back up from the red. My usual routine when finding a strong monster is Leap, Maim, then Forceful Blow them off to the other side of the room, then Leap again.
d) Quake - Hardly used. I'm sure there's a tactical use to this though. Like when I'm along a reaaaaally long corridor and the spell casters at the other end is shooting, breathing and spelling me to death, I could let a Quake slip just so I could get some cover. I just never got to do it though.
Here's a review of Blackguard 4.2.1 spells:
1st Book: Into the Shadows
a) Seek Battle - Great detection spell early on. Helps you find enemies... as well as bringing up your SP. New blackguards will find that their SP drops as time passes by. By Seeking Battle, you can find weaklings to pummel to get your SP up before knocking out the big ones. Trouble is that this only detects enemies that can be affected by fear. It's quite possible to turn the corner and come face-to-face with a strong enemy that literally doesn't know the meaning of fear.
b) Berserk Strength - Just like the potion: you don't feel fear, you hit better, lose some AC, and can't regenerate health. But blackguards can get their health back up by spamming spells, so going berserk is kinda good for this class. Pretty ok spell until you get pFear, after that, I feel this spell is not so useful. What do you guys think about Berserk at the deeper levels?
c) Leap into Battle - I use this all. The. Time. I hardly use projectile weapons anymore (except for the occasional pesky quylthulg). Even if the monster is out of reach, I spam this spell so I can get close as soon as possible. Moreover it's an incredible tactical spell. When I face a mob of hounds or hydras, I hide around a corner as most other melee characters do. The difference is that I move back one more square where I'm out of range of breath attacks. The moment I see one sneak out, I leap, kill, then move right back. Rinse and repeat.
d) Shatter Stone - This one's nice early on for mining. Stopped using it when I got deeper. Lately I realized that this spell is quite useful, especially when I needed to manufacture an instant cubbyhole to take care of monster mobs.
e) Whirlwind Attack - Nice to use when surrounded by a bunch of weak but pesky monsters. Especially huorns.
f) Grim Purpose - This is great early on when you don't have pConf or Free Action. Could be useful against Inertia Hounds now that I think of it, but this spell just doesn't come to mind when I'm up against them.
2nd Book: Fear and Torment
a) Maim Foe - Spam whenever possible! The stun effect is excellent. You deal damage (but not as much) AND get life back. Doesn't work against the undead though. I find demiliches, archliches and nightwings tough to battle against because of their resistance to stun. All in all though, Maim Foe is incredibly useful.
b) Howl of the Damned - Scares monsters in LOS... Ummm... I hardly use this. I only use it sometimes when I need to spend SP just to get back some health. Otherwise, I don't know. I just don't find it useful. Any thoughts?
c) Relentless Taunting - I'm on the fence about using this. It's fun to use especially when I find weak wolves and fleeing orcs, just for the heck of it. I realize it can be used against spell casters, but when I'm up against a bunch of hydras, hounds or dragons, would I dare? Hmmm... I'd rather go find a cubbyhole to ambush them with.
d) Venom - Oh this was a mainstay when I didn't have a branded weapon. Now I'm wielding an artifact weapon with a couple of brands and slaying power, and it suddenly became useless.
e) Werewolf Form - This is my answer against archliches and demiliches. The damage per attack is substantial. However, you can't spam spells like Maim Foe or Leap to get your health back up. I end up changing back to normal sooner than later.
3rd Book: Deadly Powers
a) Bloodlust - If I find a vault full of nasties I'm sure I could handle, I bloodlust as I knock on the door and have my way with them. The side effects are wild though. I sometimes get real slow after a while, or get lots of cuts, or get hallucinations. The hallucination thing is really wild. Otherwise, I don't use when I know I'm up against tough enemies. I just find it's not worth the risk.
b) Unholy Reprieve - This is good. After fighting time hounds, I get the important stats back.
c) Forceful Blow - Oh I love this! Knocks your enemies all the way across the room. Hilarious! And the health you get back after a successful blow? It's quite substantial! Works quite as well when your enemy is up against the wall. You can simply spam this spell and get your health back up from the red. My usual routine when finding a strong monster is Leap, Maim, then Forceful Blow them off to the other side of the room, then Leap again.
d) Quake - Hardly used. I'm sure there's a tactical use to this though. Like when I'm along a reaaaaally long corridor and the spell casters at the other end is shooting, breathing and spelling me to death, I could let a Quake slip just so I could get some cover. I just never got to do it though.
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