Fighter/Mage tips
dstoltzfus
Member Posts: 280
Two asterisks:
*The party make-up is for those characters that I've never finished the game with, so it's not ideal (minus Neera...I hate her, but I felt like finishing her quest first; the 6th spot is open for Coran in Cloakwood for his quest: Coran *and* Kivan will be fun)
*This is my first fighter/mage ever.
Ok...I'm having trouble deciding on how to use my fighter/mage. Unfortunately, the way my group has been planned (charname, Kivan, Rasaad, Neera, Xan...I am going to finish sans Neera with Alora and Yeslick eventually), charname is the tank (Kivan can tank very well, yes, but his ranged is waay too useful and his scouting necessary). I'm currently attempting the bandit camp on a RP SCS minimal reload (an embarrassing 11 reloads: 3 vampiric wolf (the first 2 I forgot about their weapon immunity and the 3rd was just lack of damage and hold), 2 Bassilus (early level and saying the wrong thing = bad); Flind; kobald; Neville, 3 bandit camp (I know...more and better web).
So, how do people usually use a charname fighter/mage? I want to throw up armor/shield, mirror image, and use melee spells (like shocking grasp), but being a regular fighter with armor is by far just as effective, if not more. I suppose at this point I could range and cast until the good arcane defensive spells come into play (ignoring my current tanking predicament)...
So, how do *you* play your fighter/mage?
*The party make-up is for those characters that I've never finished the game with, so it's not ideal (minus Neera...I hate her, but I felt like finishing her quest first; the 6th spot is open for Coran in Cloakwood for his quest: Coran *and* Kivan will be fun)
*This is my first fighter/mage ever.
Ok...I'm having trouble deciding on how to use my fighter/mage. Unfortunately, the way my group has been planned (charname, Kivan, Rasaad, Neera, Xan...I am going to finish sans Neera with Alora and Yeslick eventually), charname is the tank (Kivan can tank very well, yes, but his ranged is waay too useful and his scouting necessary). I'm currently attempting the bandit camp on a RP SCS minimal reload (an embarrassing 11 reloads: 3 vampiric wolf (the first 2 I forgot about their weapon immunity and the 3rd was just lack of damage and hold), 2 Bassilus (early level and saying the wrong thing = bad); Flind; kobald; Neville, 3 bandit camp (I know...more and better web).
So, how do people usually use a charname fighter/mage? I want to throw up armor/shield, mirror image, and use melee spells (like shocking grasp), but being a regular fighter with armor is by far just as effective, if not more. I suppose at this point I could range and cast until the good arcane defensive spells come into play (ignoring my current tanking predicament)...
So, how do *you* play your fighter/mage?
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At low levels:
- Sleep or Horror + longbow (let people in armor tank)
- When you're out of spells, put on armor
Mid levels:
- Cast Mage Armor when you will be in an area for a while
- Keep Shield prepared, use it if you're ambushed
- Use Mirror Image when you want to tank
- Buff the party with Haste
High-ish levels:
- Get yourself a Robe of the Archmagi or Elven Chain
- Debuff enemies with Glitterdust and Slow
- Tank using Mirror Image, Haste and Stoneskin
At mid levels, your best bet is having a good bracers of defense and spam mirror image when you go melee. Have a sleep, charm and magic missile spell. Sleep lets you disable groups of enemies. Charm is hugely useful for taking control of a tough enemy, and winning your charmed party members back. Magic missile is instant-no save-sure hit spell that can disrupt spell casting of enemy mages and priests. If you are forced to go melee, cast mirror image and wade in.
Staves are better two handed weapons, in my opinion. With two hander style, you can swing Aule's staff+3 at speed factor zero, which means you can hit everyone before they can hit you, plus the weapon has good range, and okay damage. Perfect for swing-hit-retreat tactics. You can tank a slow, hard hitting enemy like this pretty easily. Taugoz Khosan, for example. With Aule's staff+3 you have the reach and speed advantage over him. You can hit him quickly, and run away before he can even lift his heavy hammer. After a few seconds, your new round will begin so you can attack again, then run away again, until he drops dead. Do not underestimate the usefulness of staves. :-)
http://forum.baldursgate.com/discussion/4768/half-elven-fighter-mage
especially, HugoRune's answer
http://forum.baldursgate.com/discussion/6043/fightermage-best-weapon-profs-styles
especially, sandmanCCL's answers at the 1st and the 2nd pages and Oxford_Guy's post at the start of the 4th page
http://forum.baldursgate.com/discussion/6705/multi-fighter-mage-melee-vs-ranged-weapons
http://www.gamefaqs.com/boards/258273-baldurs-gate-ii-shadows-of-amn/53131812
in the part that is for BG1
http://www.gamefaqs.com/boards/75251-/55923841
I hope it helps!
My F/M's just wear robes (eventually of the Archmagi) in order to spellcast freely. Use Find Familiar, Armor, and Shield (before the toughest battles). If its a multi-class, IIRC you don't get Stoneskin at the end because of the slower leveling, but I can't quite recall.
I typically dual-wield long swords. Scimitars is another good choice.
I rely on spells that disable enemies rather than deliver damage:
Sleep, Horror, and Glitterdust are all fantastic disabling AoE spells.
Otherwise target enemy spellcasters or tanks with:
Charm (and have the target attack other enemies)
Blindness
Hold Person (can affect up to four of the enemy)
Ray of Enfeeblement (tanks in heavy armor wielding melee weapons become encumbered/immobilized)
Slow
Dire Charm
Confusion
Contagion (Slows in addition to reducing Str and Dex by 2)
You can also go with ranged and avoid melee. When I do that I put profs in Darts and Longbows.
Also Glitterdust/Web/any source of Free Action. Since you have pips in 2HS, Spider's Bane will be fun for you.