Better class for trilogy play through - Inquisitor or Mage?
Siona
Member Posts: 79
Hello. Moderately skilled player here (and that's being generous). Very much a role player, and I have a distinct hatred of dual/multi class. Not that it's relevant to my question, but that's my taste.
I've beaten the trilogy with a monk and shapeshifter (my favorite class), and a Hal-elven archer with x-bow. I've beaten the first game with a handful of classes, and have beaten soa with a cleric of helm and a dragon disciple (who incidentally became my tank, oddly - I didn't end up playing home like a classic caster).
So I'm interested in doing a trilogy run with one of two classes I've never really done more than goof off with briefly, the inquisitor or the mage (probably wild).
What are the opinions on the best prospect for a trilogy run? I know both can be considered op to the point of almost broken, so I know they are powerful. But I'd like opinions on play styles, opinions on scale, anything useful to making a decision for a trilogy run. There will be reloads aplenty, and always a full party.
Thank you very much in advance to anyone who replies.
I've beaten the trilogy with a monk and shapeshifter (my favorite class), and a Hal-elven archer with x-bow. I've beaten the first game with a handful of classes, and have beaten soa with a cleric of helm and a dragon disciple (who incidentally became my tank, oddly - I didn't end up playing home like a classic caster).
So I'm interested in doing a trilogy run with one of two classes I've never really done more than goof off with briefly, the inquisitor or the mage (probably wild).
What are the opinions on the best prospect for a trilogy run? I know both can be considered op to the point of almost broken, so I know they are powerful. But I'd like opinions on play styles, opinions on scale, anything useful to making a decision for a trilogy run. There will be reloads aplenty, and always a full party.
Thank you very much in advance to anyone who replies.
3
Comments
Try it and wild surges will colour your game and make it very, very unusual. Really, just try it - the randomness effect can turn your ordinary playthrough into something new.
Also, as a sorcerer you don't need to memorize any particular spells each rest, the spells that you have chosen are always available, in any situation. They are always at hand.
It's not a "better choice", it's rather "another choice", "different style", I think.
You have beaten the game with a dragon disciple, @Siona , as you say in the OP. A DD is basically a sorcerer with one minus and one plus. So in order to try something new, I vote for a wild mage.
A sorcerer can get boring because it's *so* overpowered and linear. You get so many level nine spells that the game becomes a repetitive Time Stop-Alactrity-Wilting blur. Whenever I play one, I get bored very quickly because nothing is a challenge. Even at low-mid levels it can be pretty easy because of the sheer number of spells. Due to game mechanics, the sorcerer is almost too effective in the BG series.
Another disadvantage from a roleplaying perspective is that you can't let your character's skills match their evolution throughout the story. A good-aligned character might want to use Abjuration spells in the beginning when they're out of Candlekeep in keeping with their benevolent nature and Gorion's teachings, but eventually their increasing exposure to the "Bhaal essence" might cause them to seek out more Necromantic and aggressive spells. For a sorcerer, you're stuck with the same 'powergamey' spells throughout the triology — which means that you can't adapt your spells to reflect any growth or changes in your main character.
A wild mage is also overpowered (arguably moreso) by late game. However (big however), if you're doing a trilogy run, the wild mage will be painful and dangerous in the beginning. From levels 1-10ish, your magic will be more dangerous than a lot of enemies. You'll want to use it more sparingly: you won't be throwing around Sleep spells like confetti; you'll really have to weigh up the risks of casting that spell vs letting your companions get hurt. And this is great for roleplaying. It really gives a sense of gravity to your character's abilities, which is great for immersion. Once, my Wild Mage decided to risk a Dwoemer to help out Dorn, but accidentally fireballed the rest of the party and hurt them severely.
You'll also get a good arc for your character. It'll be extremely satisfying to see him/her gain a control over their spells as they grow in level, even if they become a bit of a monster in ToB. While you'll also be able to do the cheesy combos, you'll feel like you've earned it due to all the dangerous wild surges you've had to endure. And you'll still get enough wild surges to keep things interesting.
I would recommend a no-reload run with a Wild Mage, it's very rewarding
A Mage can play almost any role, from chief buffer, to tank, to Howitzer... Much more interesting.
Also, mages really feel like they're 'growing' as they level... which is nice for RP.