Most Powerful Caster?
secretfire
Member Posts: 63
Not a new player, I just wanted to garner opinions. I like playing a caster. I like having ALL THE POWER OF THE UNIVERSE at my command, and being the most powerful member of the party - even if I have no hitpoints and can't hit anything. If I have hitpoints and do great in combat, wonderful - but its not a requirement. I used to play Druidic Sorcerer's exclusively, but it could be months before I can play those again.
So tell me this. Whats the most powerful caster? Wild Mage/Cleric (via Shadowkeeper?) Pure Mage? Druidic Avenger?
Tell me how I can make the foes of quake before me, and the rest of my party irrelevent!
So tell me this. Whats the most powerful caster? Wild Mage/Cleric (via Shadowkeeper?) Pure Mage? Druidic Avenger?
Tell me how I can make the foes of quake before me, and the rest of my party irrelevent!
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Comments
Plus you can't effectively play one in 3rd edition, so take advantage of them in 2nd!
But in BGEE, the calculation is different. As mentioned, Neera is fairly powerful on her own after a few levels, and its low-enough level that you don't really hit the magical potential of Mages. So I was thinking that perhaps the calculations would change. Would an Avenger's special druidic forms (with its limited mage spells and quick levelup) - make it a viable contender for magical power? Would a multiclass (shadowkeeper) Wild Mage/Cleric's versatility make up for its almost non-existant spell progression?
I guess the consensus is that sorcerer is still the king of the roost, though.
By level 20 you would basically be a 15wiz/15cleric.
Mage in 2nd and 3rd edition PnP are supposed to learn 2 total new spells of any spell levels they can cast every time they gain a level, with learning scrolls allowing them to pick up new spells without level up, but having a chance at failure. None of the infinity engine games implement that. Giving Sorcerers a massive advantage for acquiring spells since they can get them regardless of drop rates or where the game designers placed them (IWD2 has almost no spell scrolls at all, and the few it does are junk spells, meaning a mage is basically a waste of a class in that game).
I would never ever play a wild mage in IWD2/HoF if that'd be even possible....I guess should I ever play BGEE again I will grab Edwin or Dynaheir instead. The randomization of effects, which "sometimes" occur can have a nifty impact. Some might prefer it that way and I'll stick to Neera thru my current game but I sometimes get the feeling that it's not only a 5% backfire chance [leaving Dweomer aside..]
Emotion: Hope + Haste = GG.
Btw you are aware you can buy spell scrolls right? Plus all the level 9 spells have to be found so i'm not sure why you say the scrolls are "junk spells"
Funny...I don't see any disadvantages on the wild mage list...wild surges are a class feature, not a bonus or penalty.
The unique shapechanges are OP for BG1 if you want to melee, and you can still get a 16 con. There is no downside.
By the time I hit TOB I could defeat almost any encounter with my Sorcerer ALONE. (Three best spells in the game: Project Image, Time Stop, Improved Alacrity)
@Time4tiddy
Do you know where one can find the Avenger specific spells in a list?
Wild Mages: If you are willing to reload a lot because of bad surges and stuff they are the best if you have all the spells you want to use in your spell book because they can turn their level 1 slots in any level spell that they know.
Sorcerers: They are the best if you know which spells you want to use. They have the most casts per level and still can cast spells you rarely use but need in special situations from scrolls.
Mages: Only good if you don't know the spells well enough and maybe for convenience as a second caster, I would recomend Mage/cleric in that case.
Chromatic orb (1st), web (2nd), lightning bolt (3rd), chaos (4th), improved invisibility (5th), chain lightning (6th)
@Zanian
Versatility that results from an uncorrected engine exploit (their spell casting pools are supposed to be separate, as they are in PnP). I prefer my casters to be legit, thanks.
From a lore perspective, it doesn't seem that strange that a cleric, who was trained in the arts of nature, would be able to use the magical powers of said nature as he/she progresses in the divine arts. Seems legit imho.
Besides, there are a million PnP violations in the BG series. No sense bumping our heads over every single one of them.
The reason the R/C is an exploit is because they're supposed to have separate spell books. (Even if you made a Ranger/Druid, which is a perfectly legal PnP multiclass for half-elves, they'd still have separate spell books despite casting the same spells, since the Ranger casts his spells at a much lower level then the druid half would (and gets fewer spells per level, no wisdom bonus, and a max of spell lvl 3).
A cleric trained in nature, would be a mythos cleric, and would lose about half their cleric sphere's in exchange for looser equipment restrictions and access to spells clerics wouldn't normally get.
But without abusing power word: reload, the sorcerer is by far the best spellcaster. Kensai mages or berserker mages are powerful, but for other reasons than spellcasting(being amazing at beating shit to a bloody pulp) and bards level up quickly and as such get higher dice totals when they roll for damage, but get absolutely crap spell slots and maximum spell levels.
I honestly don't consider druids or clerics to be anywhere near the arcane spellcasters in pure "power". There's a reason they were massively buffed in 3ed as they kinda suck in 2ed. Or at least compared to 2ed arcane casters they do although I guess the avenger gets an honourable mention for bg1 due to how fast they level up. The one exception I'd say is a cleric/illusionist multiclass(or cleric/mage, but I prefer the gnome version). Especially at higher levels, they get the benefit of adding cleric spells to spell triggers and contingencies, which gives them some unique advantages.
But yea, I'd say the sorcerer is the most powerful, the wild mage has the highest potential but only if you abuse the fact that we are playing a computer game and can reload at will. Cause if you truly want to abuse nahal's reckless dweomer(the only reason wild mages are even comparable to a sorcerer) you're going to be reloading, a lot.
If you're interested in the more unusual mixes, then have you considered Triple Classes?
Fighter/Wild Mage/Thief is an interesting combination, since your sole disadvantage - Spell Access, vanishes with Nahal's and natural Wildmage variance, meaning you can be the original Does Everything character, and can cast your buffs and boosts in safety before wading into battle, meaning your Wild Stoneskins and Cloud Kills can fail without disastrous consequence with the right precautions.
Fighter/Wild Mage/Cleric is another unique possibility. Normally the FMC is ignored because you're losing high level mage casting for just melee capacity, but a Wild Mage can actually pull off max level cleric spells, Nahal'd max level Mage spells and all the best buffs in the game. You can't pick locks or disarm traps, but you can Knock and Find Traps and Sanctuary and still hit harder than a Raging Rashemi with a head wound, and your HP is an average D8, not bad for a caster.