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F/M good idea and why Equalizer kicks butt

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jailbait
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F/M good idea and why Equalizer kicks butt

Post by jailbait »

Hello all,

I am new to this forum so I may be bringing up some things already stated in previous posts. If so I apologize up front.

Character [For solo or group] : Fighter lvl 13 then Dual to Mage

I’m a fighter at heart, but with the brains to know better :)

I haven’t tried it, but a Berserker kit is probably better than a straight fighter. I have tried Kensai and don’t like it much.

Going past master in a weapon short of a 2-H sword is stupid. The original Grand Master rules gave you another entire attack, but you also had to be minimum 12th level to get Grand Master. Trust me your Thaco0 will be low enough with just mastering in a weapon. First 6 points go into dual [3] and long sword [3]. As you progress put one or two points into other weapons you would like to have in your off hand. The reason I always put 3 points in long sword is because of the unbeatable combo with BlackRazor and the Equalizer sword. They make it impossible for your character to ever be mind controlled, and I think you can’t be held either, if you can there are ways around that too, like ring of free action and similar items. Either way with both swords in hand, nothing has ever made me loose control over my character. This is paramount especially at the end of the game.
I do not focus on tearing someone up with spells, I focus on tearing them down then finishing them off with fighter abilities.

Typical combat scenario with my 13/14 character: Cast improved invis right off or similar spell with improved invis as final effect. You can’t be targeted with spells this way. With a cloak of non-detection or the spell true seeing won’t allow you to be targeted to my knowledge either. Now cast breach on mageling, all others can be ignored for now. Breach removes all protections from melee weapons. Next cast improved haste on yourself. You now have 8 attacks a round and a thac0 that almost guarantees you will hit every time. At roughly 18 points minimum a hit and hitting only 7 times that’s 126 points of damage in one round.

I always have three breaches memorized, three spells that ultimately end in improved invisibility effect. I also have a wand of monster summoning, certain enemies can cast maze and imprisonment and since I didn’t realize the berserker’s immunities to these spells until recently… Well getting mazed or imprisoned is an instant kill for the game with your main character. Distance is key.

Spells:
Always have two webs memorized, three breaches, one stone skin, two greater malisons, 2 true sight, one improved haste, two spells that give improved invisibility [improve invis, shadow door, mislead, etc.], all 1st level slots with chromatic orb and/or spook (-6 to save) only, one or two haste spells for when you summon monsters, all other 3rd level slots with fireball or skull trap.
Quick item slots: Wand of summoning, Wand of fire or Wand of cloudkill, other slot what ever you want. I carry invisibility potions there, cheap and work great. Sell wands and buy back to fully recharge.

Items worn:
Robe of Vekna
Amulet of power
Ring of Gaxx
Ring of Wizardry [extra 5,6,7 spells]
Helm of brilliance [sunray and prismatic spray] or Vhailor’s Helm [simulacrum]
Girdle with 21 strength
Bracers AC3
Boots of Speed
Cloak of Mirroring or Cloak of Non-Detection
Equalizer [off hand]
Daystar [until] BlackRazor
Equip don’t use Arbane’s sword, immune to hold

Insights:
Chromatic orb is +6 to save but at 12lvl mage and up is death on failed save. Use Greater Malison before hand and is only +2 to save. Really want this guy dead cast Greater Malison twice on him. Spook is -6 to save with Greater Malison makes it -10 to save. A spooked mage casts no spells.

This is not a pure mage, a pure mage relies on summoned critters and such and uses magic to kill his foes.

The deadliest spells to your character are fear, charm like and hold person. Find ways to avoid this until you get the Equalizer. I have always used improved invisibility more than anything else, while wearing non-detection cloak.

…Time to start again with a Berserker/Mage… To bad ToB won’t let you dual a Berserker/Wild Mage
:)
Cowboy - Ride'N the World -
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Xyx
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Post by Xyx »

Fighter-Mages rock :cool:
Really want this guy dead cast Greater Malison twice on him.
No go; won't stack.

For cheese and a$$-kicking, try Project Image. If you think you fight good, why not two yous? Plus it has its own spells.

For more cheese and not being seen or targeted, try Mislead and keep the decoy out of your enemies' sight. Only invisibility spell that is not broken by attacking.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
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Promise
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Post by Promise »

Berserker/Mage rules!
I'm not so strictly lawful neutral
now.
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Raenvan
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Post by Raenvan »

I think the best characters are dual-classed ones, my favourites are Kensai/Mage, Ranger/Cleric and Swashbuckler/Mage.

Among the single-class kits I prefer the Undead Hunter because of his immunity to level drain and ability to use Carsomyr.

The best multi combo is a gnome Illusionist/Cleric with a ton of spells.
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