third round, please help choose a mage character/class etc (:
- mrlowalowa
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third round, please help choose a mage character/class etc (:
I want to play this round as some sort of mage. Or someone capable of playing around with magic. What would your advice be if I want a powerful "somekinda" mage?
Wildmage is FUN to play with... but not something you can call "Powerful" (well, it's as powerful as a normal mage..).
For power, Sorcerer is the way to go. Nuke your enemies with Dragon's Breath, use Time Stop to unleash tons of spells, etc... and you DON'T have to plan for the battle ahead, since you can cast what you want, when you want (off course, you need to have casting charges lefts for the chosen spell's level).
Another good magic user : Fighter/Mage (both multi and dual-class). Use spells such as Stoneskin, Blur, Mirror Image, Tenser's Transformation, Shapechange, etc. to protect yourself from magical/physical attacks. Buff yourself with Improved Haste, and you're ready to unleash some deathly blows
Note : If you dual-class, Berserker and Kensai kits are *really* worth it. Dual levels are at 9, 12 and 13.
If you want to be the Jack-of-all-trades, try a bard (Kits recommended : Skald and Blade). Same as a Fighter/Mage, but with a little less spellcasting. Being a bard gives you access to thieving skills (Pickpocket), bard's song, an incredibly high lore (indentifiy without any spell/scrolls is required). You can also make use of those good bards-only items (Musical instruments).
A Cleric/Mage is also a good option. Combine both Arcane and Divine spellcasting to cause nasty effects. How about a Spell Trigger with 3 Bolt of Glory (anti-undead and anti-deamon spell). You could also want to try Chain Contingency with "Heal", "Regeneration" and "Free Action", and set it at "Helpless".
For power, Sorcerer is the way to go. Nuke your enemies with Dragon's Breath, use Time Stop to unleash tons of spells, etc... and you DON'T have to plan for the battle ahead, since you can cast what you want, when you want (off course, you need to have casting charges lefts for the chosen spell's level).
Another good magic user : Fighter/Mage (both multi and dual-class). Use spells such as Stoneskin, Blur, Mirror Image, Tenser's Transformation, Shapechange, etc. to protect yourself from magical/physical attacks. Buff yourself with Improved Haste, and you're ready to unleash some deathly blows
Note : If you dual-class, Berserker and Kensai kits are *really* worth it. Dual levels are at 9, 12 and 13.
If you want to be the Jack-of-all-trades, try a bard (Kits recommended : Skald and Blade). Same as a Fighter/Mage, but with a little less spellcasting. Being a bard gives you access to thieving skills (Pickpocket), bard's song, an incredibly high lore (indentifiy without any spell/scrolls is required). You can also make use of those good bards-only items (Musical instruments).
A Cleric/Mage is also a good option. Combine both Arcane and Divine spellcasting to cause nasty effects. How about a Spell Trigger with 3 Bolt of Glory (anti-undead and anti-deamon spell). You could also want to try Chain Contingency with "Heal", "Regeneration" and "Free Action", and set it at "Helpless".
Sorcerers aren't limited... really.
This has been discussed tons of time... but here's a reminder :
Look at the spell lists, and tell me if you see more than 5 useful spells per level that AREN'T duplicated (Example of duplicated spell : Armor, Ghost Armor, Spirit Armor).
For good spells selection, search arround for a "Solo a Sorcerer" post, there's plenty!
This has been discussed tons of time... but here's a reminder :
Look at the spell lists, and tell me if you see more than 5 useful spells per level that AREN'T duplicated (Example of duplicated spell : Armor, Ghost Armor, Spirit Armor).
For good spells selection, search arround for a "Solo a Sorcerer" post, there's plenty!
I'd go with a Sorceress if I wanted pure magic power, and a Fighter/mage (multi- or duall-classed) for something more... fancy, and with a lot options.
Or, as mentioned above, a Bard. Their spell capacity is very limited when compared to that of a real mage, but they're decent at it and can be truly powerful when played right.
Or, as mentioned above, a Bard. Their spell capacity is very limited when compared to that of a real mage, but they're decent at it and can be truly powerful when played right.
[QUOTE=SP101]Sorcerers aren't limited... really.
This has been discussed tons of time... but here's a reminder :
Look at the spell lists, and tell me if you see more than 5 useful spells per level that AREN'T duplicated (Example of duplicated spell : Armor, Ghost Armor, Spirit Armor).
For good spells selection, search arround for a "Solo a Sorcerer" post, there's plenty![/QUOTE]
They are limited. No one is questioning a sorcerer’s power, but if you make a decision to memorise a certain spell, you'll have to stick with it for the entire game. So, consequently, you'll be using the same tactics again and again. Personally, I've come to the stage that memorising all the spells over and over has become a tad boring. Sorcerers are the solution in that case. However, if you want a very versatile character, you should use a mage. Whether it's a multiclass, or a dual class later on. Multi- and dual classed mages can be even stronger than sorcerers, if you want to go for power play.
Ohh, and for those 5 level spells per level: you'll have to wait quite a while before you receive those. For example, you will have to wait until level 22 before you have 5 level three spells. And to, around, level 33 before you receive 5 level eight spells. Seeing as level three holds quite the amount of useful spells, such as fireball, flame arrow, melf's minute meteors, remove magic, skull trap, slow and even vamperic touch, you will have to make tough choices early on. These choices won't get easier when you level up, you know.
This has been discussed tons of time... but here's a reminder :
Look at the spell lists, and tell me if you see more than 5 useful spells per level that AREN'T duplicated (Example of duplicated spell : Armor, Ghost Armor, Spirit Armor).
For good spells selection, search arround for a "Solo a Sorcerer" post, there's plenty![/QUOTE]
They are limited. No one is questioning a sorcerer’s power, but if you make a decision to memorise a certain spell, you'll have to stick with it for the entire game. So, consequently, you'll be using the same tactics again and again. Personally, I've come to the stage that memorising all the spells over and over has become a tad boring. Sorcerers are the solution in that case. However, if you want a very versatile character, you should use a mage. Whether it's a multiclass, or a dual class later on. Multi- and dual classed mages can be even stronger than sorcerers, if you want to go for power play.
Ohh, and for those 5 level spells per level: you'll have to wait quite a while before you receive those. For example, you will have to wait until level 22 before you have 5 level three spells. And to, around, level 33 before you receive 5 level eight spells. Seeing as level three holds quite the amount of useful spells, such as fireball, flame arrow, melf's minute meteors, remove magic, skull trap, slow and even vamperic touch, you will have to make tough choices early on. These choices won't get easier when you level up, you know.
"Sometimes Dreams are wiser than waking"
I'd say a wild mage, when your spells suddenly become area effect it can be quite handy, like when I cast a Vampiric Touch and all my enemies were targeted. (I also summoned birds at the same time, but that doesn't really increase combat effectiveness, does it?)
I remember killing a demilich with just my mage: spell trap black blade of disaster improved haste and more of such spells
I remember killing a demilich with just my mage: spell trap black blade of disaster improved haste and more of such spells
- mrlowalowa
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- Joined: Wed Jul 20, 2005 12:27 pm
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- mrlowalowa
- Posts: 9
- Joined: Wed Jul 20, 2005 12:27 pm
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If you're going as a pure mage, I'd recommend the wild mage for the shear fun. Refrain yourself from reloading when the effects aren't very helpful, though.
As for allies, I advice you to take a balanced party. This would mean 1 cleric/druid, 1 rogue, 2 mages and 2 fighters. Jaheira can fill 1 cleric/druid and 1 fighter slot. Minsc can serve as the other fighter. Yoshimo will be your thief until you know what happens. That makes four characters with all the prerequisites you’ll ever need. You are quite capable of finishing the game with that party. If you want extra characters, you always take NPC's like Dalis, Anomen, etc along. It largely depends on your own flavour and, more importantly, alignment.
Edit: Taking Jan along will take care of your thief problem. Not only that, he serves as an excellent mage throughout the game. As a mage and a thief, he's very helpful until Immie returns. Or, even better, you keep him the entire game.
As for allies, I advice you to take a balanced party. This would mean 1 cleric/druid, 1 rogue, 2 mages and 2 fighters. Jaheira can fill 1 cleric/druid and 1 fighter slot. Minsc can serve as the other fighter. Yoshimo will be your thief until you know what happens. That makes four characters with all the prerequisites you’ll ever need. You are quite capable of finishing the game with that party. If you want extra characters, you always take NPC's like Dalis, Anomen, etc along. It largely depends on your own flavour and, more importantly, alignment.
Edit: Taking Jan along will take care of your thief problem. Not only that, he serves as an excellent mage throughout the game. As a mage and a thief, he's very helpful until Immie returns. Or, even better, you keep him the entire game.
"Sometimes Dreams are wiser than waking"
- mrlowalowa
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[QUOTE=Sytze]If you're going as a pure mage, I'd recommend the wild mage for the shear fun. Refrain yourself from reloading when the effects aren't very helpful, though.
As for allies, I advice you to take a balanced party. This would mean 1 cleric/druid, 1 rogue, 2 mages and 2 fighters. Jaheira can fill 1 cleric/druid and 1 fighter slot. Minsc can serve as the other fighter. Yoshimo will be your thief until you know what happens. That makes four characters with all the prerequisites you’ll ever need. You are quite capable of finishing the game with that party. If you want extra characters, you always take NPC's like Dalis, Anomen, etc along. It largely depends on your own flavour and, more importantly, alignment.
Edit: Taking Jan along will take care of your thief problem. Not only that, he serves as an excellent mage throughout the game. As a mage and a thief, he's very helpful until Immie returns. Or, even better, you keep him the entire game.[/QUOTE]
Ok maybe I´ll go with Jan.
But what about that alignment stuff? 
As for allies, I advice you to take a balanced party. This would mean 1 cleric/druid, 1 rogue, 2 mages and 2 fighters. Jaheira can fill 1 cleric/druid and 1 fighter slot. Minsc can serve as the other fighter. Yoshimo will be your thief until you know what happens. That makes four characters with all the prerequisites you’ll ever need. You are quite capable of finishing the game with that party. If you want extra characters, you always take NPC's like Dalis, Anomen, etc along. It largely depends on your own flavour and, more importantly, alignment.
Edit: Taking Jan along will take care of your thief problem. Not only that, he serves as an excellent mage throughout the game. As a mage and a thief, he's very helpful until Immie returns. Or, even better, you keep him the entire game.[/QUOTE]
Ok maybe I´ll go with Jan.
If you're evil, Viconia, Korgan and Edwin are other options.
If you're good, well, you do the math.
NPC's like Dalis and Jan are neutral, so they would fit well in either an evil or a good party. Anomen can be made to your own wishes once you take the test. In the end, even Viconia can be influenced, just as the ToB guy.
In my games, alignment decides which NPC's I take along.
If you're good, well, you do the math.
NPC's like Dalis and Jan are neutral, so they would fit well in either an evil or a good party. Anomen can be made to your own wishes once you take the test. In the end, even Viconia can be influenced, just as the ToB guy.
In my games, alignment decides which NPC's I take along.
"Sometimes Dreams are wiser than waking"
- mrlowalowa
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For a Mage, the best stats would be Intelligence 18 (19 for a Gnome, I think), Dexterity 18 (19 for an Elf), and Constitution 16 (for maximum hit points). If you intend to use the Wish spell, find a way to raise your Wisdom to 18 inside the game (potions, etc.). The minimum Strength and Charisma I recommend are 9-10. You can use the Ring of Human Influence to raise your Charisma to 18, but I consider that to be a waste when there are other rings a Mage can wear, so I would start out with Charisma of at least 14. The main consideration for Strength is carrying capacity, and anything less than Strength 10 can impose annoying limitations.
If you play a Sorcerer, you don't need to worry about Intelligence. Anything over 9 will let you use wands and scrolls and allow you to cast the maximum number of spells.
If you play a Sorcerer, you don't need to worry about Intelligence. Anything over 9 will let you use wands and scrolls and allow you to cast the maximum number of spells.
- mrlowalowa
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