Squidmaster wrote...
This seems like a good time to ask what the sequence is for taking down enemy high-level wizard's protections. If I was high enough level to have these spells, how would I line them up most efficiently? I have to blow one just to get rid of that one spell that blocks the first defense-stripping spell cast, right? It seems fairly technical at the moment.
Other people have said spell thrust, I'll just add Ruby Ray to remove spell trap (necessary for breaching a high level mage, as SCS changes the breach spell so that it doesn't bypass spell protections) and Pierce Magic to remove globes of invulnerability.
Also, you don't
need to remove enemy mages spell protections in many cases - i.e. area spells like Chaos, Cloudkill etc. bypass globe of invulnerability and are a good bet against mid level mages.
In the early game most enemy mages use prot from magic weapons, for a low level party switching to normal weapons might be the easiest way to deal with this (just be careful of their fireshields) - a couple of hasted fighters should remove their stoneskins in a round or so. Since mages try to run away from you in between casting spells, a weapon with low speed factor is good for removing their stoneskins (such as a wakizashi, or - if they are not protected from magic weapons - the short sword of backstabbing).
Squidmaster wrote...
It seems like the fight of lameness du jour now for me is the Unseeing Eye. I use the rod, he summons 2 death tyrants and is immune to everything from then on. Oh, and I can't outrun this one because he instant kills at least 2 people at the start.
It's possible to
trick beholders into wasting their anti magic ray on a decoy (leaving the fighters, whose job it is to kill the beholder, protected), Viconia is ideal for this purpose as she can drink a potion of Magic Protection after the AMR hits to get 100+ magic resistance and immunity to follow up rays.
Squidmaster wrote...
Is this what I have to expect from SCS2? If so I will uninstall it, because I want a challenge, not some crazy beat down on a level 8 party when everything indicates I am at the right levels for each area I am exploring. I don't even have access to any of the spells that would remove these protections, and likely won't for another 6+ levels in a lot of cases.
You would probably find things easier if you used a smaller party, with faster level ups - for the ealy game anyway. At least, I usually do the first few levels after Irenicus dungeon solo, so I don't recruit the minimum level versions of all the NPCs.