Most difficult Mage Solo
Edwin_Odesseiron
Member Posts: 226
Usually on any opinion board/forum, Divination cops it as being the "popular choice" of worst specialisation, even though this really isn't true. It misses out on Conjuration, but this really isn't so big a deal when you think about it. In the lower levels this hurts the most, but it is so easily compensated by the use of wands that it isn't even worth mentioning. The best "summon" spells aren't even from the Conjuration school. Mordekainen's Sword (Evocation), Animate Dead (Necromancy) and Summon (Fallen) Planetar (any) a Diviner can comfortably cast. It may miss out on some strong damage output spells such as Flame Arrow and Melf's Acid Arrow, but this is easily compensated by Melf's Minute Meteors, Magic Missile, Fireball, Skull Trap, etc. Their only shortcoming might be in the lack of Symbol: Spells, but, again, there's many other spells that can compensate for this. Diviners are actually quite a good school.
Transmuter is easily the worst specialist mage. By FAR. It is truly so terrible that nothing comes close to comparing how hideously weak it is as a school. In BG vanilla, it is the only other school aside from Invocation that has TWO opposing schools (Abjuration, Necromancy). In BG2, it lacks most of the best battle protection spells (Stoneskin aside, which is only good for pure melee) AND most of the spells to remove protections from the enemy. So not only can a Transmuter not protect himself properly, he can't even breach the defenses of his opponents. A truly terrible, awful school.
Thus, a solo with this class would be impossible.. Right? Right?!
Probably. But I am relatively bored and willing to give it a try, with the following rules:
- Easiest difficulty, only switching to core rules for leveling up in order to get random HP, instead of maximum HP rolls every time. No reloading - stick with what roll you get first time. (Remember to START the game on CORE rules, so you BEGIN with a random HP roll, as opposed to a maximum HP roll.)
- Stat roll must be 75 points. (Optional: Do not fiddle with stats. Re-roll up to 50 times, no more, and stick with one of the random 75 stat rolls of your choice.)
- Must use "pick for me" option for spells on character creation. Again, no cheating by re-doing until you get the desired spells. You stick with what you get first time.
- ONLY reload upon death.
- At least one Alteration spell must be memorized per level.
- Optional (for more experienced players): Do not use cheesy, overpowered items such as Robe of Vecna, Staff of Magi, Ring of Gaxx etc. The most powerful mage opponents in the game often only have a quarterstaff as their possession. You want your magic to do the talking, not your items.
Are there any documented Transmuter solos anywhere on the internet? Has anyone else attempted this (or willing to attempt it?)
Share ideas, tips, experiences below.
Transmuter is easily the worst specialist mage. By FAR. It is truly so terrible that nothing comes close to comparing how hideously weak it is as a school. In BG vanilla, it is the only other school aside from Invocation that has TWO opposing schools (Abjuration, Necromancy). In BG2, it lacks most of the best battle protection spells (Stoneskin aside, which is only good for pure melee) AND most of the spells to remove protections from the enemy. So not only can a Transmuter not protect himself properly, he can't even breach the defenses of his opponents. A truly terrible, awful school.
Thus, a solo with this class would be impossible.. Right? Right?!
Probably. But I am relatively bored and willing to give it a try, with the following rules:
- Easiest difficulty, only switching to core rules for leveling up in order to get random HP, instead of maximum HP rolls every time. No reloading - stick with what roll you get first time. (Remember to START the game on CORE rules, so you BEGIN with a random HP roll, as opposed to a maximum HP roll.)
- Stat roll must be 75 points. (Optional: Do not fiddle with stats. Re-roll up to 50 times, no more, and stick with one of the random 75 stat rolls of your choice.)
- Must use "pick for me" option for spells on character creation. Again, no cheating by re-doing until you get the desired spells. You stick with what you get first time.
- ONLY reload upon death.
- At least one Alteration spell must be memorized per level.
- Optional (for more experienced players): Do not use cheesy, overpowered items such as Robe of Vecna, Staff of Magi, Ring of Gaxx etc. The most powerful mage opponents in the game often only have a quarterstaff as their possession. You want your magic to do the talking, not your items.
Are there any documented Transmuter solos anywhere on the internet? Has anyone else attempted this (or willing to attempt it?)
Share ideas, tips, experiences below.
Post edited by Edwin_Odesseiron on
1
Comments
I want to solo a Transmuter because it is the worst specialist school, and I've been playing the game long enough that I am in dire need of a massive challenge. This is it. Yes, they get their extra spell per level, as any other specialist Mage.
Listen to how gloomy the game's only enchanter npc is, he knows he screwed up.
It would be like a gimped kensai except better vs mages, but not being able to use most potions hurts. That's the one run where there might not be enough healing around...
I think it comes down to frustration, but after thinking about it I guess wizard slayer is about as bad as it gets.
A wild Mage on a no reload run would be impossible though I think.
In the end I don't think I can play a wizard slayer without dual classing it so I guess that's my pick.
No class is as tactical or requires as much knowledge of the game as the mage. You need to know a lot, know when and where and what to cast, and make on the spot decisions.
As for the Enchanter being weakest: Yes, I agree with this, but not for solo purposes. I've always said Invoker is the best specialist because its opposition is Enchantment, and you lose next to nothing with Enchantment spells.
In a party situation, with others taking hits, Transmuter is alright. In a solo run, you *need* buffs. It's not just about against other spellcasters, either. You're going to have melee mobs running at you. Enchanter may lose out on some sequencers, but he has all the Abjuration spells he need to protect himself while he casts spells. Transmuter really needs to play smart to survive, because he has NO protections at his disposal (aside from Stoneskin, but that fades quickly when surrounded.)
I've heard that single-classed druids are very hard to solo. Something about lacking damage in the later stages. I know some runs had to stop at (non-Ascension) Melissan because they just couldn't take her down without huge amounts of cheese. You might want to install Ascension (unless you're using EE...) if you go this route just to avoid that frustration.
As others mentioned, transmuter Alastria relied heavily on the Alteration school, finding Polymorph Self, Teleport Field, Tensor's Transformation, Shapechange capable of partially solving many of the problems raised by the lack of Abjuration spells. Allowing reloads, it was a challenging run that required creativity but it wasn't murderously difficult run. Solo no reloading a transmuter in an SCS-Ascension install would be a formidable challenge.
I'd love to stick around and chit-chat about transmuter tactics, but I'm currently on holiday in a developing world surfer town and writing on a maddening soft-keyboard on a dated mobile device: I'd rather surf now and type later. In the meantime, have fun transmuting everyone.
Best,
A.
So answer them on here, instead, once you are safely home. I would like to know what your stats were. And what items you used. Did you complete every quest, or just the "bare essentials" to get you to a high enough level to be able to progress?
And any other tips. Share your wisdom, we beseech thee!
*gazes wistfully out window of drab office past stacks of papers waiting in inbox and tries to imagine the sound of the surf*
1) Learn to love Polymorph Self.
Mustard Jelly for mages, Sword Spider for warriors, Flind for foes that require magical weapons. Buff with a good armor spell, Stoneskins, and illusions (II, Blur, MI). Apply Strength via Minor Sequencer after shifting, followed by DUHM. When sufficiently leveled, take IH and Tenser's via trigger post DUHM. If you'd like to wield a +3 weapon in Spider form put a Phantom Blade in your trigger or, in the alternative, take one through Contingency: See Enemy. Equip items that provide THAC0 bonuses. Collect Potions of Power and Potions of Defense amongst others and use them wisely. Seperate magical and physical attacks in time or space: you don't want to face warriors in Jelly form or mages in, say, Spider form. (There's more to say here, but that should be enough to get you started.)
2) Be creative.
Alastria took down Improved Illasera by establishing a multilayer Telefield, filling it with bunny rabbits via Limited Wish and then parking in Cloak of the Sewers Mustard Jelly form (for the missle weapon resistance)- leaving the offense to a PI and a Simmy, both generated via Chain: See Enemy. She took down Tougher Abazigal via illusionary Mind Flayers wielding Black Blades of Disaster. The point here is that out-of-the-box thinking helped. It also made the run more memorable.
3) Have fun: transmute and conquer. Don't mope around bemoaning your lack of SI, ProMW, debuffs, and LR; Don't be a gimpy, conventional mage. Embrace the Alteration school and let it ride. Experiment, be joyful and prevail with style.
Anyhoo: the waves are calling and I've had my fill of futzing and with my mobile. Good hunting!
Best,
A.
(If you do decide to join me, please bring a laptop capable of running Baldur's Gate. After reading this thread, I totally want to try a transmuter SCS-Ascension solo no reload.)
Best,
A.
Best of luck with your run Edwin. I'll take my leave of you here.
Best,
A.
Best,
E.
I don't lack humor or want for joy. I have travelled much of the world, touring five continents, and in that time I've recognized no high or low amongst my fellow men and women: we are all barefoot equals living on the same earth to my eyes.
In those same travels, I've seen many who sadly limit themselves by buying into notions of social hierarchy and many who brand themselves unwise by condescending. I choose instead to be free and to help others be free- always ready with a jest, but never at the expense of another. Fortunately, there is more laughter to be found in love than in furrowed brow.
Once again, best of luck with your run Edwin. I'll toast your transmuter on the beach this eve. Keep playing friends.
Cheers,
A.
Heh. Never mind. Enjoy your holiday, and thank you kindly for your advice. I'm sure my Transmuter's travels throughout the realm will be blessed with good fortune from your toast. I'll post my experiences on these forums sometime, perhaps.
Being the diligent human being you undoubtedly are, you'll certainly find them.
Until then.
I wish you well, and look forward to reading about your run.
Best,
A.
My favorite way to get a challenge is to fight other players, but that's just me. I can guarantee that I will be a much more difficult challenge than any solo transmuter battle.
You also know that you can summon your own monsters using CluaConsole right? In essence, you can modify any map by putting the monsters of your choosing in there. If you would like to see what I mean, I already have quite a few maps made that can be classified as extremely difficult to even your very best character, or most likely, group of characters. And trust me, you will need all the vecna robes, magi staves, and gaxx rings that you can get your hands on. Making your own map is also interesting and fun, especially trying to form battles which fit neatly into that middle ground between not hard enough and impossible.
Just some thoughts, friend. Having to re load multiple times due to dying against an encounter that you've beat countless times before, is no way to produce interest.
Who are you to dictate what is and isn't fun for others? Adding monster via CLUA is not interesting. It is boring. It isn't even playing the game. Of course you can cheat things in and make life ultra hard by spamming 5 Demogorgons per map. I don't think that's what anyone realistically means by a "challenge."
As I've said, the mage is the most tactical class. It requires actual knowledge of the game (as opposed to just hack 'n slash that is your idea) and forethought, good planning, and yes, a bit of luck here and there. So to me, this IS fun. I've been having a blast with my new Transmuter because it requires me to actually think and carefully plan.
Your proposal would bore me to death. A party of people just endlessly fighting spammed monsters. Yuck. I might as well go play Diablo.
So thanks but no thanks. And in the future, if you want to give me an opinion, berating my excellent ideas whilst raising up your own inane ones is not the way to do it.
But I'm aggravated because we have this wonderful multiplayer gameplay that hardly gets utilized. 95% of the games made are really just single player games locked with a password. Players like you who don't participate and just want to beat the game again and again using some slightly different approach or class than the time before. Not realizing that there is more content and options to challenge yourself than playing the game for the hundredth time with a transmuter mage just to make simple encounters difficult.
By the way, if you truly think you're some Baldur's Gate wiz revolutionizing wizard play and breaking into unknown territory, do understand that this is a 13 year old game. If you really want a challenge and learn how to play the game well, you will participate in pvp.
On topic of BG: I've been reading accounts of your old runs and I'm wondering - how do you keep track of everything? I notice that you seem to know exactly when your aura is available and which enemy buffs are up and how long they'll last, and also have ninja-like timing with your counters. I guess I'm a relatively new player but it's pretty crazy!