How good is a cleric/mage dual?
RedWizard
Member Posts: 242
I'd like to try something new this time and I'm not really a fan of multiclassing.
Clerics have a fast xp progression and very nice spells for BG1, and you'll be swimming in level 1-4 spell slots from 18-21 WIS + Ring of Sune, which you get quite early.
I guess you'd have to dual at level 7 if you still want to get your cleric abilities back in BG1 right? So, is dualing at 7 worth it or just a waste of time?
Also, will a cleric 7/mage X Charname still be decent in BG2? I can see dualing at higher levels as a better option, but I'd rather not have to wait until BG2 to dual...
Clerics have a fast xp progression and very nice spells for BG1, and you'll be swimming in level 1-4 spell slots from 18-21 WIS + Ring of Sune, which you get quite early.
I guess you'd have to dual at level 7 if you still want to get your cleric abilities back in BG1 right? So, is dualing at 7 worth it or just a waste of time?
Also, will a cleric 7/mage X Charname still be decent in BG2? I can see dualing at higher levels as a better option, but I'd rather not have to wait until BG2 to dual...
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Sure, you only get cleric 7 / Wizard 7 instead of Cleric 7 / Wizard 8, but the only thing you'll be missing is a level 3 spell and a level 4 spell, and for that, you do not have to suffer an inactive class and a sucky mage for ~30% of the game.
Edit.: Regarding your original question, yes, Cleric / Mages are great to play, there's a lot of possibilities with this combo in BG2.
In BG1, it's a bit limited, but still very nice
but in the end, i'd still multi and probably as a gnome C/I.
If you're looking at Animate Dead or Holy Smite, on the other hand, you may as well multiclass, since otherwise you won't be able to manage a good enough caster level to keep these relevant long term.
I know saving the dual for later to get more 5th-7th spells in cleric could be decent, but I find having to wait that damn long too boring.
Multi classing C/M is of course strong, because you get the high level spells of both.
A dualed 21 Wild Mage / 25 Cleric is better than a Multi 20 Mage / 25 Cleric. One more mage level and an extra spell slot per mage level for being specialized. And you can Nahal's Reckless cleric spells.
All you have to do is get 4125000 xp on your wild mage, and then get 3150000 on your cleric and you get your levels back. So once you reach 7.275 million xp you can start playing both your classes. Maybe even in time for the final battle in ToB.
You are a special human, so I've never had trouble justifying a human multi class.
- all healing spells (one for each of lvl.1/3/4)
- Command, Doom, Remove Fear, Sanctuary (lvl.1)
- Chant, DUHM, Silence (lvl.2)
- Strength of One (lvl.3)
- Death Ward, Defensive Harmony, Lesser Restoration, Neutralize Poison, Negative Plane Protection, PfE 10' Radius (lvl.4)
That is a nice support list for a mage to have, with: healing/self-party buffs/a few disablers and the awesome Sanctuary.
One issue though: the buffs will be easily removed by a dispel magic cast by a high level caster, since they would have been cast from lvl.7 Cleric.
Personally, I prefer the multiclass. But a Cleric->Mage dual-class provides your Mage with extra hitpoints and weapon options (better than Thief, not as good as Fighter) along with some utility that synergizes well with your high level Mage spells (a Mage with Greater Malison, Glitterdust, Doom, AND Chant has much better options for debuffing saves before that Charm/Hold/Instant Death spell than a single-classed Mage).
I don't think I'd ever dual away from Mage, though; crappy hit points, and low level Mage spells tend to either expire quickly, or are cripplingly reliant on caster level to be effective.
While a multi is very viable in long term, a dual is interesting as my character will end up as powerful as a mage can get in BG1, with quite a lot of bonuses: extra hp, weapon/shield usage, good save vs death/poison, and level 1-2 cleric spells. All with only a measly xp spent in cleric class. And lvl 1-2 cleric spells are the best:cure wounds, doom, command, remove fear, hold person, silence, slow poison. And unless I am mistaken my character will be able to cast 5th lvl mage spells too. (Still mage lvl3 with cleric inactive) I love this build, essentially I am a single classed mage with some good clerical tricks up his sleeve. A full mage being able to cast four cure light wounds/day (not counting Bhaal abilities) and wield a mean flail/shield (though my char would need a str boost) with a few extra hp and better save vs poison. I love that ^^
Furthermore, nobody cares about their first class being "gimped" in any dual-class combination. It's all about the second class and what those few levels in the first class add to it.
But apparently I meant several smart things to different people.
Though now I want to play a wild mage / cleric to wild surge cleric spells.
Once you dual out of one or the other you end up with a few low-levelled spells that sit there collecting dust while you're playing with excessive damage, guaranteed CC and throwing celebration parties for your enemies with demon lap-dancers.
The possible alternative is to dual at level 14 Cleric, but the frustration there is that you get the awesome-superb-amazing tier of Divine Spellcasting, only to have it snatched away while you go grind some more.
You want to dual at level 7 Cleric. These are the advantages I can see from dualing away at that point:
-You can wear armour. (yeahhhh... woo?)
-You can use helmets/shields
-You have more HP
-You have broader weapon selection.
-Gain Level 4 Cleric spells.
To be completely honest I'm not sold on the idea of it past BG:EE. In BG:EE you're pretty much max level in both of your classes, but in BG2:EE you are a Fighter/Mage with a bit less HP and slightly worse THAC0, with a few light shows to make up for it.
The real question is what do you want to gain from adding the cleric levels? Most I could see is that you get to be creative with your Spell Sequencers and Contingency every now and again. As awesome as that could be, it's probably only going to be a Slow Poison on Poisoned or Cure Serious Wounds on 50% HP.
Nevertheless, just because I don't feel it would be that effective doesn't mean you'll have the same problem. Just go for it. If it works it works. If not then not.
It sounds like he wants to be a mage with some low level cleric abilities.
EDIT: I agree with earlier poster, a Gnome Cleric/Illusionist can be great.
In parties I personally find them usually ending up being used more as a mage or more as a cleric and the other part mostly ignored.