Someone please teach me how to use a high-level mage!
booinyoureyes
Member Posts: 6,164
Or send me to a guide. I am horrible with mages, though I often have multiple in my party. I usually just stoneskin/mirror image myself, magic missile, fireball, skull trap, horrid wilt and then comet everything I see like a doofus, use a couple sequencers, and hope for the best. It works but I feel like I'm missing out on a lot (barely even use time trap, lol)
People seem to live by things like polymorph self, tensers transformation, etc. I didn't even use improved acuity that much. I don't really know when/how to use all the non-direct-damage spells, so if someone can just make some suggestions for those I'd greatly appreciate it!
Thanks guys!
People seem to live by things like polymorph self, tensers transformation, etc. I didn't even use improved acuity that much. I don't really know when/how to use all the non-direct-damage spells, so if someone can just make some suggestions for those I'd greatly appreciate it!
Thanks guys!
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A maybe somewhat cheesier combination is haste -> time stop -> shapechange mindflayer -> intelligence drain the shit out of your time-frozen opponent. Very effective on opponents with high damage resistance.
I have trouble without Keldorn, so the dispelling seems to be something that would help me. Do you mean spells like Breach and Pierce Magic? Do they always work?
Personally I can't imagine BG2 without mages. But on the other side I've just finished a BG1EE playtrhough without mages at all. And I must say it was much easier going with archers and a bard, using wands and scrolls. Since we have the elven chain mail armor.
(I shall make a new thread about Garrick. I really changed my mind about him or is it because of the +5 crossbow I've picked from Aldeth's brother).
Actually if you have Coran in your party you don't need any mage in your party. Since there are arrows of dispelling )) Just hide in shadows and let it rain arrows, against Davaeorn for example. He gets killed with oneshot then without his protections
Your question:
Yes breach and pierce magic is a must against mage enemies. Also I use remove magic and spellthrust (in some situations). If you have an cleric - cast doom, then do with this enemy whatever you want with your mage. Hold, stone, confuse etc. Greater malison is good too for AOE.
Secret word is the most powerfull dispelling spell IMHO. I use this spell a lot.
I use tenser transform (I used in the past) when I was playing a Kensai\Mage charname. More sense IMO!
And one more thing. I never sell usefull scrolls even if I allready have them in my spell book. I always use them on my enemies and there will be a free slot in my spellbook...
For a chart with more detailed information you can look here.
I try to play my mages like a D&D wizard should be played - usually an encounter requires one-two spells from me. The rest I leave for the warriors (I mean, they have shiny and expensive weapons, they surely want to use them ). When I was in Watcher's Keep and I used Neera to unleash the combination of Time Stop, Improved Alacrity, Horrid Wilting, Horrid Wilting, Finger of Death, Dragon Breath and Summon Planetar, there was literally NOTHING left for the fighters to do.
Therefore I enjoy mostly small combinations: Greater Malison with Finger of Death (-6 to save) or GM with Emotion: Hopelesness (everyone within 30ft drops to the ground). Satysfying, yet not overkill. And you don't have to deal with the fact that after unleashing big combos you have to rest every 10 minutes. Or, worse, recast those tedious sequencers and triggers
- combination of farsight, web and diverse cloud spells
- get your casters fire res over 100%, cast Incendiary Cloud centered on yourself while being surrounded by lots of mobs and get healed by the fire while you watch your opponents burn
Once you get 3-4 level 9 spell slots, you pretty much changed the way the game works; It's no longer about "how long will it be until I run out of useful things to cast" and more about "Will these losers be dead by the end of this merciless assault or will I have to stretch a little and kill them harder?"
EDIT: Incidentally when Edwin reaches the level high enough to cast level 9 spells, he automatically gets 4 slots; 3 more than Imoen could get at that level, and more than Jan Jansen can get when he gets level 9 spells.
This is a very general guide for getting to know your spellcaster that will prove reliable across several playthroughs until you are willing to be more adventurous or experimental with your casters. By the way: suggested tactics are usually optimal, but don't be afraid to try out your own combinations of arcane spells. Even if they are not conventional, they may be at the very least occasionally useful. Such is the beauty of the BG2 spellcaster.
Targeting spells to self ignores enemies' Magic Resistance, so a Chan Contingency loaded with 3 ADHW is a real cheese, @Kurumi forgot half of the trick with Incendiary Cloud which is lot more useful for Fighter\Mages, most if you don't have much AC, but it will work fine with a Dragon Disciple.
Then Hold, Chaos and some others spells are pretty powerful, Melf's Acid Arrows *must* be in your spellbook and in your memorized spells, it is King when it comes to DOT (damage over time), and much more if you load 3 in a single Spell Trigger. Casting a Greater Malison can change the course of the battle if you have in mind Hold, Chaos and that type of things. Cloudkill works pretty fine vs. most of SoA enemy spellcaster, it deals nice DOT if you stack 3 Cloudkills and it interrupts spellcasting, plus, you can take the with ranged weapons and Skull Traps
If you have some more questions feel free to ask, I am here the whole day (almost!!) and I can answer lots of cheesy useful things for HL spellcasters.
Greater Malison hits after ADHW only, or after everything else? Or is that specific to Chain Contingency? If you use, say, Malison + Slow in a sequencer will it hit before or after the slow?
It's just a matter of how fast the "ball" of magic that represents Greater Malison travels, compared to the ADHW's cloud.
When the former hits the target then it splits into as many balls as are the enemies in the spell range. While ADHW immediately inflicts damage.
Slow, like Haste, triggers almost immediately once casted. So it will almost certainly affect the targets BEFORE Greater Malison.
You just have to check the chat to see what effect triggers first
True Sight is a very valuable spell (or use Keldorn, who has this ability), to dispel illusions that enemies often have. Debuffs are quite useful. Don't underestimate the incredible power of Greater Malison when used in combination with other spells, particularly if you have one mage cast it and follow it up with both mages casting some pretty damaging spells that might otherwise be saved against. Each unit reduction in the saving throw value is essentially an additional 5% chance of success for any spells with a save...Greater Malison makes all saving throws be at -4, which means all spells have an extra 20% chance of success within the duration of Greater Malison...and it lasts 2 rounds per level. Especially with multiple mages to take advantage of the reduced saving throw timeframe, this is quite powerful. It is also a level 4 spell, so it doesn't take up valuable higher-level slots. You may not use it much at the beginning of SoA, but once most of the 4th level spells are useless, you will probably not cast anything else 4th level other than Greater Malison.
Also, check out the Robes of Vecna, which I believe are sold in the Promenade at the main merchant (note there is a merchant in the back of the room). Those robes speed up casting time significantly.
It *could* be useful at other times, but the main thing to know with Polymorph Self is the Mustard Jelly immunities.
It must be some code related stuff linked to the animation of the spell.
ADHW is party friendly, so it can't be made to ignore magic resistance. See this post: http://web.archive.org/web/20090205172215/http://gamebanshee.com/forums/baldurs-gate-ii-shadows-of-amn-9/how-to-make-your-spells-ignore-magic-resistance-79690.html
I only tested it in vanilla BG2, so I don't know whether BG2:EE changed something about it. As far as I can tell this 'trick' relies on a hardcoded bug, the same bug that made Sunfire ignore magic resistance in vanilla BG2 when used by the party. I heard that BG2:EE fixed this bug, but I don't know how it was fixed, so it may or may not be that the 'trick' works in BG:EE. Since I don't have BG:EE i can't test it myself, but if somebody would test it, I would be interested in the results.
Best regards
http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm
On a second thought, to call it merely a 'goodie' is not good enough. Although it was written before BG:EE, it is the most comprehensive spell guide that I have seen so far. So, read it! You won't be disappointed.