Hurkyl wrote:crate wrote:The only change that matters is you can't walk around with battlesphere up any more, and even if you tried there's barely any benefit since you'd be casting it only 2 or so steps out of LOS of the monster you attack with it.
This attitude towards charms has confused me for a while. Okay, it's great if you manage to avoid being noticed and for
ranged threats ducking out of LOS gains you time.
But if you are noticed by a dangerous melee monster,most of the time most characters gain no time by pulling back before buffing: if you spot a hydra 5 tiles away from you, then you either get 4 blasts or battlesphere + 3 blasts before it closes to melee range, whether or not you duck 2 steps around a corner. You even
lose time against fast threats like spiny frogs and black mambas.
I think you misunderstand. In the hypothetical situation I was talking about with 10 turn dur battlesphere, I was talking about a character that would do the following:
Cast battlesphere, channel MP, move once or twice, re-cast battlesphere (to refresh dur), channel MP, move twice, etc.
Of course no one would actually do this, but this would be a way to still move around with a constant battlesphere at 10 turn duration. You get the battlesphere 2 turns before you ever see the monster. (And of course for every race but Mu there are prohibitive costs to attempting to do this.)