hard time playing a mage.
sivistojko
Member Posts: 30
Hello everyone. I recently finished playing cleric/mage as a PC in BG: EE on the easiest difficulty and it was terrible!
Problems:
1. It takes ages to cast a spell; 2. long downtime between spells; 3. All enemies in important battles are magic resistant.
So I played my PC mainly as a buffer which was very inefficient. I started playing a caster with the idea of providing efficient crowd control but instead I was just useless. Vampiric touch spell did 18 damage per cast while a fighters in my group did over 20 in a single hit (max dmg roll on easiest difficulty).
Please teach me how to play casters correctly!
Problems:
1. It takes ages to cast a spell; 2. long downtime between spells; 3. All enemies in important battles are magic resistant.
So I played my PC mainly as a buffer which was very inefficient. I started playing a caster with the idea of providing efficient crowd control but instead I was just useless. Vampiric touch spell did 18 damage per cast while a fighters in my group did over 20 in a single hit (max dmg roll on easiest difficulty).
Please teach me how to play casters correctly!
0
Comments
Scouting can really help to. Have a stealthed rogue/ranger, or an invisible character scout ahead of your party. When you come across a group of baddies, keep your party just out of sight and open the fight with fireball from your mage.
Also, I don't consider Vampiric Touch to be a good spell to use unless you're a melee character.
Forget about damage, throw rocks or darts for something to do until you're needed, and then, when you get to the one encounter your fighters and clerics can't handle, you'll get the enormous satisfaction of saving the day by casting your one spell that wipes out all the enemies and ends the battle.
The fighters who used to make fun of you will begin to respect you.
Even your fighters will likely only be able to attack at most twice (in BG1 at least), in the space you can cast two spells.
Primarily the role of your Mage early on is to use Stun-like effects to ensure hits from your party. Sleep, Web and Stinking Cloud are all good examples of this. Once you've thrown one of these out you can start chucking Magic Missiles, Chromatic Orb, Larloch's Minor Drain (Which of these to use depends on your level at the time). Basic attacks with weapons like darts, slings or throwing knives can also work if you attack the 'stunned' targets.
Once you get L3 spells you get access to a few really neat spells. Namely Fireball, Skull Trap, Minute Meteors, Haste and Slow. The first three turn your mage into a beast while available, and the latter two gives a huge advantage to your frontline fighters. If you really want to do lots of damage, try and judge the AoE of Fireball when you cast it. If you can do this, you can get great damage onto most of the enemies while your fighters stand next to them but out of harm's way.
Also, never use melee-range spells as a mage unless you are a Fighter/Mage with heaps of defensive buffs on you.
Mages don't suck. If they did my 5+1/2 mage party would have failed long ago. =P
I cast these spells more than any others.
Doom, chant, greater malison, & sequencer loaded with 2 blind spells will knock out almost any single monster in the game as long as you don't stand adjacent.
It's hidden in a very small alcove in the Friendly Arm Inn area, along the southern edge of the map near the centre.
If you use disabling spells as described above then the rest of your party can deal with the rest. Sleep, Glitterdust, Slow and Emotion are your go-to AoE disabling spells for mages at level 1-4. At level 4 you also get greater Malison which penalises enemy saves and makes the entire thing work. Other spells like blindness, charm/dire charm, spook, horror etc have solid uses too but make sure you know what they do and if you need to lower saves before using them.
Mix in cleric disabling spells like Command (which is awesome. Basillus and Greywolf are two of the harder single enemies in early BG:EE and both are affected and thus neutralised), Hold person, silence 15' radius for casters and so on. Doom deserves an honourable mention for penalising saves as a level 1 spell. If you have a druid then use summon insects (or better, insect plague) on any caster then sit back and watch as they impotently try and cast spells.
You are also the party buffbot, even moreso as cleric/mage. remove fear (level 1 cleric) and protection from evil 10' radius (level 4 cleric) are good, longlasting staples, and haste is a must for any serious combat. Things like improved invisibility have very good situational use (mages cannot cast at improved invibile targets, so sit there doing nothing).
But yeah, you're not going to be singlehandedly killing stuff in BG:EE. You make it possible for melee to function effectively, and stop the party getting shredded by hordes of enemies. It's like all the crowd control needed in some MMOs is condensed down into 1-2 party members, and just as necessary.
As for having few spells, there are a few ways to ameliorate this:
1) Playing as a sorcerer or specialist mage gets you more casts per day with some restricitons.
2) Using the ring of wizardry doubles your first level spells, making you viable early on. The ring of holiness does something similar for clerics.
3) Clerics need wisdom. If your character has cleric levels then they should have maxed wisdom to take advantage of bonus spells.
If in doubt read the spell description. A lot of spells scale with level. Magic missile is rubbish at level 1 when it does 1d4+1 damage. At level 12 or 15 (I forget) it does 5x(1d4+1) damage and is great. Similarly sleep is great against early enemies but as they get more HD and better saving throws it becomes rubbish.