Mage multi-classes
rdarken
Member Posts: 660
I am getting close to winding down my first full playthrough of BG:EE. Tomorrow I'm jumping on a plane, so I want to have a backup character planned in case I finish the game in flight and want to start over. I'm considering playing a mage, which I never do, but not a pure mage.
Obviously, Fighter/Mage is an option. But what about a Cleric/Mage or a Mage/Thief? Are either of those any good or really poor? Cleric/Mage is most intriguing to me at the moment, but it seems a tad wasteful (can't use heavy armor) and hard to roll (would need high int and wis and I would like str of 10+, decent con & dex).
Or should I just roll a Skald instead?
Obviously, Fighter/Mage is an option. But what about a Cleric/Mage or a Mage/Thief? Are either of those any good or really poor? Cleric/Mage is most intriguing to me at the moment, but it seems a tad wasteful (can't use heavy armor) and hard to roll (would need high int and wis and I would like str of 10+, decent con & dex).
Or should I just roll a Skald instead?
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Comments
Cleric/Mage is fun.
http://forum.baldursgate.com/discussion/13301/magethief-discussion
http://forum.baldursgate.com/discussion/12958/bard-kit-or-fighterthief
Personally I think that Mage/Thief is more fun to play.
Fighter/Mage is quite easy one.
Cleric/Mage if you want to get all the spells and some combos..
If you want to make it even easier, load an endgame character from an old save with items, export him, temporarily import him to your multiplayer game and divide the items in your new party.
Well, it sounds like Cleric/Mage will be quite difficult to play. But now I'm even more torn. I think I want to play Skald, but Fighter/Thief sounds cool, so does Fighter/Mage, so does Fighter/Cleric lol
Though, my first character in BG 2 way back in the day was a Swashbuckler... So maybe a lot of these are just redundant.
Cleric/Mage - The ultimate spellslinging tide turner. Party can & should carry you through standard encounters
Thief/Mage - Thief role covered while also providing spell back up. Melee back stab otherwise hang back
Fighter/Mage - Good ranged support option with missiles & spells; initially weak in melee untill you get some spell/magic item defense.
In all three cases I'd look to have 2x melee tanks. Then the usual, thief (if you aren't one), healer (possibly even if you are one), fill remaining slots with a mix of archers, mages or more melee (with reach weapons).
Non standard combinations can be fun but if you find the game a challenge the tried & true meatshields, thief, healer & DPS is a good approach.
Sure you can cast all spells and that makes it look like you get so much chance to combine them, but in reality you can only cast 1 spell at a time so I don't see how it is better then having lets say a player mage + an npc cleric. That way you can still combine spells and you'll be casting them faster.
As a Fighter-Mage you're unable to cast while wearing armor other than elven chainmail {and removing armor during combat to cast/re-donning it, etc., would be lame, even though the engine allows it). But the Robe of the Archmagi, other AC reducing items, and the spells Armor and Shield gets AC down into negative territory.
Fighter-Mage gives you several basic combat approaches:
1) Use mostly buffing spells (Armor, Shield, Blur, Reflected Image, Mirror Image, Ghost Armor, Spirit Armor, etc.) and concentrate on melee.
2) Go ranged: cast spells and use the bow. Target enemies first with spells like Blindness, Ray of Enfeeblement (on heavily armored enemies), Hold, Slow, and then use the bow to finish them off.
3) Spellcast on the fly, both at the onset of battle during the midst of it, and melee.
The last one is the most risky and challenging. But of course that also means it is satisfying to master. In the midst of melee you're best off firing spells with a relatively brief casting time (casting time of 1 or 2 is fine, even 3). Surprisingly, your spellcasting will rarely get interrupted.
I always have at least one other mage in the party who Hastes, casts area-of-effect spells such as Sleep, Horror, and Glitterdust, and then also targets individually with Blindness, Ray of Enfeeblement, Hold, and Charm/Domination spells.
You can also have your mages use those crazy overpowered wands in the game (the wand of paralyzation is damn near game-breaking imho).
Chaotic commands is the only truly unique effect a cleric gets, and that's only cause the developers were too lazy to add Mind Blank for mages, which does the same thing, except better, but is a higher spell level.
Sequencer abuse, while nice, is hardly a good enough reason to put up with clerics. They give you a better melee presence, but just going F/M would've been MUCH more effective. And contingency abuse is of limited use...while a raise dead contingency works just fine, it still gives you gameover 3 seconds after you revive.
They simply don't add enough to be worth it. And this is coming from someone who doesn't abuse rest and still solos as single class mages just fine.
I chose constitution as my dump stat (7), as I play chaotic evil and I get access to plenty of LMD and VT for high temp hitpoints.
Agh.
In my case I took many buffing/cleansing type spells on my cleric side and lots of offense on the mage side. The cleric mage as charname also worked out for my ideal party balance. I like having 2 divine and 2 arcane casters in my party. With my main as a cleric/mage that made it simple to have Jaheira and Imoen (after dual class) as my 2nd divine and arcane casters. That made it easy to have npc's of various types in my group without compromising my caster setup and still have npc's in bg1 who'd I take with me in bg2.
One setup I've enjoyed on the original BG series is to have a Cleric/Mage, Jaheira, Khalid, Imoen, Minsc and Dynaheir to finish the game with the cannon party. I usually let Imoen get her dual class for "free" when starting BG2 but have on occasion done it in BG1 when I felt like grinding out the extra xp.
This leads me into BG2 Where my party is my Cleric/Mage, Jaheira, Minsc, Imoen (with Yoshima subbing in while she's away), Keldorn, and a spot to sub npc's in and out for various quest lines and dialogue until I hit ToB when I grab