Sorcerer or wild mage
wizzywazzo
Member Posts: 33
Now that i am done with finals (and my undergraduate degree for that matter!). I have the time to do another play thru of BG. I love playing mage classes, especially the sorcerer. For this run i am considering a wild mage and abusing the level one reckless deminer. Does anyone know if u can abuse this with spell trap and shooting magic missiles at yourself to recharge in the enhanced edition? I know when i tried this strategy in the old school bg2 it seemed very buggy.
Also, please comment on your personal preferences between wild mages and sorcerers. Or your personal mage strats you love to employ.
Also, please comment on your personal preferences between wild mages and sorcerers. Or your personal mage strats you love to employ.
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Comments
Personally I'm more intrigued by the Wild Mage (even though I'm a fervent no-reloader), unless, as I've posted elsewhere one plays a Sorcerer and randomizes the Sorcerer's spell picks in some way or other. If not, you'll likely end up playing the same character with the pretty much the same spells obtained in the same order, that many many people (espcially powergamers) play. Another option would be to simply play your Sorcerer without looking at forums and playthroughs, so that you don't end up copying others. A great part of the fun imo is discovering new things or old things by yourself. But that's just my opinion.
@Gotural deserves mentioning here. He created a Wild Sorcerer (adding the Wild Mage kit to his Sorcerer in a savegame editor). That way you don't have to choose between the two
As to nice spell combos, I'm a fan of Improved Invisibility combined with Spell Immunity: Divination so that mages can't cast any spells at you (except AoE spells). Very potent.
Edit: of course it added one spell per level, which made it very OP.
Wild Mages get built in IA through NRD. They get eventually get to cast more of a specific set of Spell Levels. 6 uses of NRD. vs the Sorcs usual load out of 6 spells per level.
Wild surges can be a problem though, since (IIRC) Chaos Shields don't stack with themselves. So you're stuck with a maximum of +80 (so 1/5 for a Wild Surge, reduced by whatever positive, ineffectual Wild Surges there are in the 81-100 range of the Surge table)
Anyway, back to spell slots. Of course there's the 6 spells per level that Wild Mages also get but have to be prememorized.
So if a Wild Mage were to use NRD to cast Level 7 spells only, they'd have 12 uses of Level 7 spells (with 6 being predetermined) while a Sorc only has 6.
If you tend to gravitate to 1 or 2 in your spell book, then Wild Mages with NRD are better. If you heavily use multiple levels Sorcs are better. Progression wise, Wild Mages already get those 6 uses of NRD at Level 13.
Personally, I used to prefer Wild Mages since you can rig it that they'll never get a Wild Surge with Triple Imp. Chaos Shield. And I find NRD more abusable than the Sorc's 6 spells per level of your choosing. I end up just memorizing whatever spells I'm way more likely to use and just use NRD which gives me access to the entire spell book. But now that Chaos Shields don't stack... haven't really gotten around to doing a playthrough with a Wild Mage in BG2:EE. The lack of BG2 on Android limits my play time as well.
Edit: Oh wait, I forgot, you don't get the 2x Level 1 spell ring in BG2.
Does it mean I need to be more careful with what I memorize for which point of the game I'm at? Sure, but I feel that's fine given that power gaming a Sorc means picking the right spells anyway. Wild Mages require the player to keep picking the right spells for the entire game, while the Sorc only on level up.
But the potential that 6 extra spells of any level cast at IA speed is the main selling point for the Wild Mage cheese wise.
Anyway the console code for spelltrap is as follows (case sensitive): Note: The cursor needs to be on top of the character to receive the spell when the code is entered into the console.
But yea what you said will work if you want Spell Trap in BGEE
As for the original question :
if no reload : sorcerer
if normal play : wild mage
For strategy :
- focus on buffs/debuffs, not direct damage. The damage output of a caster is low anyway compared to a fighter. in BGEE direct damage should be managed through wands
My preferred offensive tactics are :
early BGEE : sleep is very efficient
mid BGEE-early SOA : web will kill anything when combined with either :
- free action meleers
- ranger attackers
- spiderspawn, MMM
End game : time stop + whatever you want (improved alacrity + direct damage or shapechange : mindflayer)
For defense :
against physical
Early BGEE: mirror image. No real need though.
End of BGEE : stoneskin
against magic :
early BGEE : shield is great against magic missile users
Then SI divination + improved invisibility, then spelltrap (from the staff of the magi)
The best support spells IMO are :
- haste/improved haste
- breach
Then SI divination + improved invisibility, then spelltrap (from the staff of the magi)
Using improved invisibility and si divination is extremely powerful combination. But casting spell trap on top of it may be overkill, because enemies cannot cast direct targeting spells on invisible targets, therefore you cannot benefit from spell traps absorbing properties. I would think spell trap would be better used when not invisible in order to bait out spells, and maybe have a spell shield up so they cannot strip your defense. Thnx for you input @mumumomo , i found it to be very insightful
I guess there were some Magic Missiles thrown but mostly at whoever was in the front line.
For an enemy Mage to target my Mage/Sorc it would mean either my Shielded character is in front all the time, or I somehow know there's a Mage somewhere who will cast Magic Missile first so I can bring my Shielded character up in front. The first scenario is a really bad idea, while in the second I'll just cast Web (and maybe a second one) and just pelt them with ranged weapons and bash them with anyone that has Free Action.
shield is indeed very useful when soloing :
- tarnesh, nimbul or tranzig cannot harm you
- with the elven bane girdle and 18 dex, your AC against missile reach -5. Making you practically immune to archers (very nice in nashkel mines and bandit camp)
In group, it is rather useless
If you are still able to exploit these in the EEs, stick with wild mage, son.
*Update*: There, corrected! Although i did not use this word for insult!
Edit: this isn't meant to be threat, just some well-meant advice.
@wizzywazzo have you made your decision yet?