Posted August 09, 2018
I would concur that in the Dark Sun games, buff spells and crowd control (CC) spells are far superior to standard heal/damage ones. I would still recommend keeping a Preserver around for Fireball/Ice Storm/Cone of Cold/Cloudkill for situations when lots of low-health enemies (hello, Drajian Guards!) cluster together, but my goto strategy is basically buff my party to the gills before a big fight (mainly consisting of Bless/Prayer/Haste, and then defensive spells/powers like Barkskin, Inertial Barrier, Biofeedback, Displacement), then just tear through enemies like a wrecking ball with 4-6 attacks per character. A dual-wielding Half-Giant is especially potent in this role.
Ego Whip stops an enemy from attacking and casting spells, but Id Insinuation actually paralyses them (which means that any attacks on the paralysed foe deal double damage). Again, you can combo this with my above strategy for absolutely ludicrous amounts of damage on your unfortunate target.
Aside from the usual big blaster spells like Fireball, Cone of Cold etc., Haste is a MUST PICK. Acid Arrow is also awesome (as bismuthdrummer mentions) for keeping an enemy spellcaster locked down (although once you acquire Phrain's Bow in SL, you can pretty much do this on request), but in general I tend to give my Preserver various Wall spells. One thing about the Dark Sun games is that if enemies can't see you because their line of sight is blocked by a Wall, combat drops. You can therefore exploit this by dropping the Wall on a narrow chokepoint and forcing enemies to come to you one at a time through the wall, whereupon you instantly tear the poor creature apart with Hasted attacks, and then wait for the next victim to come through. This was how I beat the final battle in SL with zero casualties; I placed a Wall of Force along one axis anchored against a wall, then placed a Wall of Fire across the other axis anchored against another wall, forcing enemies to come to me through the wall of fire (and taking damage in the process), and then instantly ripping them apart as they trickled in in ones and twos.
Ego Whip stops an enemy from attacking and casting spells, but Id Insinuation actually paralyses them (which means that any attacks on the paralysed foe deal double damage). Again, you can combo this with my above strategy for absolutely ludicrous amounts of damage on your unfortunate target.
Aside from the usual big blaster spells like Fireball, Cone of Cold etc., Haste is a MUST PICK. Acid Arrow is also awesome (as bismuthdrummer mentions) for keeping an enemy spellcaster locked down (although once you acquire Phrain's Bow in SL, you can pretty much do this on request), but in general I tend to give my Preserver various Wall spells. One thing about the Dark Sun games is that if enemies can't see you because their line of sight is blocked by a Wall, combat drops. You can therefore exploit this by dropping the Wall on a narrow chokepoint and forcing enemies to come to you one at a time through the wall, whereupon you instantly tear the poor creature apart with Hasted attacks, and then wait for the next victim to come through. This was how I beat the final battle in SL with zero casualties; I placed a Wall of Force along one axis anchored against a wall, then placed a Wall of Fire across the other axis anchored against another wall, forcing enemies to come to me through the wall of fire (and taking damage in the process), and then instantly ripping them apart as they trickled in in ones and twos.