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Mage Vs. Fighter w/bow or Archer

What is better overall? A bow character or a mage?
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  • HeindrichHeindrich Member, Moderator Posts: 2,959
    Firstly, wrong part of the forum. Although you can easily move it, or I can do it for you, which leads to the second point. Which game are you talking about? BG1, BG2 or IWD?
  • ghettohoodieghettohoodie Member Posts: 50
    Move it for me please, and Baldur's Gate II: SoA.
  • WowoWowo Member Posts: 2,064
    Ranged combat struggles in bg2 so I'd lean towards a Mage of some description (single class, kit, sorcerer, multi or dual - lots of choices!)
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,725
    edited April 2015
    It's not easy to compare such different classes/playing concepts, as a mage and an archer. Both of characters can be fun, both of them have their own strengths. But they require completely different strategies/gameplay.

    Anyway, BG2 has a strong emphasis on magic. With each level-up a mage will become better and better. An archer, though, stays strong through SoA but slowly loses her major advantage when the later stages of the game come. But nonetheless you can still kill things as an archer, even on the later stages.

    As for a "bow character", an archer is of course more effective with a ranged weapon than a fighter with a bow, but a fighter still remains more diverse because he can become more effective in a close combat - so you can always choose between your bow and a melee weapon.
    Post edited by JuliusBorisov on
  • WowoWowo Member Posts: 2,064
    A multi fighter/Mage is a good archer and wizard for that matter. Gnome fighter/illusionist would be the strongest choice but not everyone is into lawn ornaments.
  • MalacPokMalacPok Member Posts: 96
    Unfortunately there aren't many good bows/crossbows in BG2 (both SoA and ToB) and in most situations a fighter-type serves best standing in the front-line and tanking foes. That being said, the best option for a ranged-style class is a sorcerer, who uses Melf's Minute Meteors and Energy Blades later on. These are great spells with high APR (+elemental damage). Clerics and druids also gain a lot of level 7 spell slots to be able to memorize a handful of blades.
  • ArunsunArunsun Member Posts: 1,592
    edited April 2015
    @MalacPok: Firetooth is one of the best weapon in the game (because it bypasses both PfMW and stoneskin when equipped with standard bolts) and it is available as soon as chapter 2.

    @ghettohoodie : Comparing mage and Fighter is not that easy, both have strengths and disadvantages and neither of these are shared by both. Between Archer and Fighter:
    Archer is better in a full team for it can stay at long range and make optimal use of his skills while fighter is better in a solo/ 2-3 members team because it can go melee and do great job if needed.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    MalacPok said:

    Unfortunately there aren't many good bows/crossbows in BG2 (both SoA and ToB

    Not sure how you define "good"... BG2 has some VERY good bows/xbows in my opinion. Firetooth, Tuigan Bow, Army Scythe are all quite powerful, and available very early in the game. In fact, most of early and mid-game, and even the end of SoA to an extent, can be dominated by an Archer. It is only in ToB that their power diminishes, and other fighter-types become dominant. A trade-off I am more than willing to make.

    As for mages, that is another thing entirely. BG2, especially with mods like SCS, is very spell-heavy. You probably want a lot of magic power to deal with the enemy mages, but most of that power is dispels and protection removal, as well as some buffs. Outside of AoE scenarios, mages don't have a ton of damage/time, and usually fall behind fighters in overall damage output (particularly during the early and mid-game). F/M hybrids are usually the answer.

    You can make a F/M hybrid that uses bows, but unfortunately the fighter kits don't really support ranged weapons (Berserker can't use them well, Kensai can't use them at all). Still, even an unkitted fighter->mage dual, or a F/M multi even, should not do too poorly. Personally I prefer leaving my F/M hybrids as melee, and using an Archer for the ranged job - but that is by no means set in stone.
  • HeindrichHeindrich Member, Moderator Posts: 2,959
    I think @Lord_Tansheron is spot on. I personally love magic in the BG games, but the more I play the game (admittedly without SCS), the more I think the "missile weapon weakness" people talk about is over-stated.

    Even though I have never used bow/crossbow focused characters, that is to say all my ranged weapons have been wielded by non-specialist archers like Imoen (short bow), Yoshimo (short bow) and Keldorn (crossbow), they tend to pull their weight pretty well in battle. Melee-focused characters do pack a meaner punch, but there are often tactical situations where charging in is a bad idea.

    Mages tend to perform more of an enabler and disabler role. They turn the tide of battle by rigging it in your favour in some way, by stripping enemy defense and/or disabling them with crowd control effects. However, unless you are okay with resting very often, you don't generally use mages to nuke enemies that you can chop in melee and shoot up with ranged weapons.
  • JarrakulJarrakul Member Posts: 2,029
    There's a distinction I think needs to be made between main damage dealers and what I tend to call "volleyers". Main damage dealers exist to, well, do the damage. Volleyers generally have other useful abilities, but when they're not using them, they stay back and throw ranged attacks, contribution to damage and disrupting enemy spellcasting, but not typically getting a lot of kills. Volleyers are typically thieves, clerics, and mages, who aren't currently using their various special abilities. Fighters tend to be main damage dealers, and in BG1 this works very well at range.

    In BG2, however, while volleyers still work as well as ever, it quickly becomes very difficult to be a main damage dealer at range. This is basically because there are a lot of bonuses melee characters can get, in terms of Strength and number of attacks (and weapon damage, for bows), that ranged characters can't. The melee damage dealers become much stronger as the game goes on, and the ranged damage dealers... don't, especially. This is the source of the general "ranged in bad in BG2" mentality. It's not that ranged has no place in the party. Volleyers are quite useful. But ranged loses its ability to equal melee in terms of raw damage output.

    Now, all of this is assuming we're talking about classes with no specific ranged combat bonuses. If we're talking about Archers, the math changes dramatically. Archers get some very substantial bonuses in BG2, and especially into TOB. Combine this with smart weapon selection (I recommend shortbow, but sling or crossbow also works well) and the Archer can easily be a main damage dealer at range.
  • ArunsunArunsun Member Posts: 1,592
    To be fair, an archer will hardly use any ranged weapons out of these:
    Army Scythe
    Firetooth
    Tuigan Bow
    Shortbow of Gesen

    There are no longbows that match any of these, and archer cannot achieve GM in slings

    With these, archer will deal a really fair amount of damage but will still not match a melee warrior. Archers are mostly here to bring constant damage and get the mages down
    However I do disagree with those who say archer falls off in ToB. Their called shot combined with improved haste or GWW drains a freaking lot of strength and THAC0, effectively rendering useless most fighters. Not to mention the penalty to saving throws versus spell, which is more than welcome along with a mage. Mages would easily land symbol: stun with such a penalty.
    Finally, Firetooth+ normal bolt is good against most mages as it does damage through both Stoneskin and PfMW. This is important as well.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    One of the absolute best weapons for Archers are darts. I keep mentioning this because I find it very important, but you can make the +5 darts from Cloak of Stars permanent by placing them in an Ammo Belt, and those get some of the absolute highest possible damage for Archers, throughout the game.

    I have lots of experience with Archers and honestly I would say Fighter/Mages are stronger overall. Mages in BG2 are notorious for having amazing buffs, so what it boils down to is whether you want a strong character or simply an effective ranged attacker.

    Archers aren't so much fun solo unless you know where to find the right summoning spells. But they work quite well with parties, particularly since Called Shot allows them to lower enemy saves vs. spell.
  • ArunsunArunsun Member Posts: 1,592
    @semiticgod : you need to sleep each time you create 5 darts. It s soooooo boring to farm them :smiley:
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Arunsun: You sleep a lot of times over the course of the game, and it only takes a few seconds. You can just have your Archer activate the cloak while your other party members are casting their buffs. And you don't have to use them in every fight. So farming isn't necessary.

    I usually cheat them in, though, to be honest. I use a lot of convenience cheats.
  • ArunsunArunsun Member Posts: 1,592
    @semiticgod would forget using the cloak at least 4 times over 5 if I actively used it :smiley:
    I prefer sticking to firetooth
    Crimson dart +3 works just as fine with a little lower damage and require much less micromanagement. Its downside is that it is only +3 and as such there are some enemies unnaffected by crimson dart :neutral:
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    For me it's a big deal not because of the extra damage and THAC0, but because it can bypass Improved Mantle, even SCS2 Improved Mantle. It's actually kind of game-breaking, even if you don't make them permanent, since you can still use up to 12 in one battle, and that's enough to take down an enemy mage's Stoneskin and begin interrupting spells.
  • ArunsunArunsun Member Posts: 1,592
    I just meant using crimson dart when +5 darts are not needed, and switching to +5 darts only when needed. That's what someone who doesn't want to either farm or cheat the darts would do.
    Thac0 is neglectable for you get a stupidly low Thac0 with archer (being at -15 or -17 does not really matter). 2 Damages are not such a big deal either.
  • JarrakulJarrakul Member Posts: 2,029
    Darts are an interesting idea for archers, since they get so very many attacks. Honestly, I tend to avoid them because they're a bit of a pain to manage, but for only a two-point opportunity cost, they probably are worth adding to the arsenal.
  • ArunsunArunsun Member Posts: 1,592
    @semiticgod : by the way, do magical darts get STR or dex bonus in EE? I read somewhere that unenchanted darts get STR bonus but enchanted darts don't. If normal darts really get STR bonus, they might be the most damaging ranged weapon in addition to bypassing PfMW. They would get stop easily though
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Arunsun: No idear. I don't have EE. In vanilla, nonmagical darts get STR bonuses, but I assume they fixed that. No magical darts get STR bonuses. I suppose it's more balanced this way, since darts already give such ridiculous APR that the extra damage would be excessive.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Arunsun said:

    However I do disagree with those who say archer falls off in ToB.

    It's only in terms of relative power. Their damage potential peaks early, but doesn't improve much after that. The kit bonuses taper off, there is no +4 or higher ammo, and all the good bows/xbows are basically from early SoA.

    Melee on the other hand, duals in particular, start slow, but become increasingly powerful towards the end of the game. Some of the most devastating weapons are from mid-ToB onward (FoA+5, Foebane+5).

    So, Archers don't actually get worse on their own, it's just that other classes tend to become better. Their relative power diminishes, but as an absolute they obviously do continue to grow. The missile enchantment problem isn't actually that big a deal.

    I'm sticking to Archers either way. Their early/mid game power is WELL worth any loss in relative power in ToB. Archers are VERY good.
  • ArunsunArunsun Member Posts: 1,592
    @semiticgod : I just tested that out, darts, no matter whether magical or normal one, get neither STR nor dex bonuses in EE damage-wise. Of course they get Thac0 dex bonus.

    @Lord_Tansheron : Their damage falls off but their utility raises. Underestimating their called shot utility is a real mistake. This thing has no save or anything to prevent it.
    In ToB, archer are supports for their team, their goal is to disrupt mages, to render useless fighters with called shot. Their damages are just a bonus.
  • joluvjoluv Member Posts: 2,137
    @semiticgod Saving Darts +5 in the ammo belt didn't work for me in EE. It did work with Fire Seeds, though.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @joluv: There's another method. Selling the darts and buying them back should make them permanent. Does that work?
  • joluvjoluv Member Posts: 2,137
    No, they were still gone after 24 hours. I just checked again, and the Ammo Belt behavior was more complicated than just disappearing. I put six in. After 24 hours, there were only four, which I moved to my backpack, and then there were two. I tried it again, and after 24 hours one disappeared each time I looked in the Ammo Belt. I think I remember some similar Fire Seed weirdness, but I couldn't quickly replicate it.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Thanks!

    So no permanency for the darts. But we might still be able to create a little more at a time, if we're willing to spend the time. You should be able to create some extra ones on a simulacrum and loot the darts after killing the simulacrum, but that won't give us much, and it'd be rather time-consuming.

    Looks like the Cloak of Stars is no longer as overpowered as it once was. It was overlooked so long, and then got nerfed.
  • MalacPokMalacPok Member Posts: 96
    Arunsun said:

    @MalacPok: Firetooth is one of the best weapon in the game (because it bypasses both PfMW and stoneskin when equipped with standard bolts) and it is available as soon as chapter 2.

    The Firetooth is indeed very nice, but there are much better melee weapons. You are always better off with another tank soaking up enemy attacks. For doing stuff from "far away" there are mages and other support types, and those can only do their job if the fighters hold the front-line. It's also better if the enemy's attention is divided and does not focus on just one or two fighters. Considering how narrow the battlefield usually is (everything is just a few steps away) archers seem a bit pointless in the most scenarios. In other games I often prefer the archer-type, but in BG2 there are simply better options.
  • joluvjoluv Member Posts: 2,137
    @Arunsun: That's a good point about PfMW and Stoneskin. The same applies to two lesser weapons: the Heavy Crossbow of Searing, which is available even earlier (and cheaper!), and the Short Bow of Gesen.
  • ArunsunArunsun Member Posts: 1,592
    @MalacPok : as I said in one of my previous posts, an archer is not supposed to be a main damage dealer in ToB, I see it as an offensive support (due to called shot and this) rather than a damage dealer lategame.
    @joluv : can't remember what Heavy Crossbow of Searing does, guess it s 1 fire damage much like blade of searing, but it indeed should apply as well. But considering you can get Firetooth very early in SoA (it is chapter 2, and it is not so expensive, Trademeet quests are very easy and gives you more than enough to get firetooth), I guess it does not really matter. Gesen however... I always used Gesen because of its +4 innate arrow (it is the only bow that has unlimited +4 ammo), I never thought it could do this as well. Thank you :)
  • JarrakulJarrakul Member Posts: 2,029
    The Shortbow of Gesen is really fantastic, in my opinion even outperforming Firetooth. Here's why.

    Used without ammo, it fires unlimited +4-equivalent ammo that deals 2 piercing + 1d8 lightning damage. That's a decent chunk of damage for a ranged weapon, and note that that's *piercing*, not *missile*. So the Shortbow of Gesen can hurt things that are immune to missile damage. That's pretty fantastic. While there are still spells that can protect from the bow, there are no innate immunities that can stop it. This is in contrast to every other ranged weapon in the game.

    Used with ammo, it uses the ammo's plus-equivalence and adds its damage to the arrow's (although it uses the arrow's damage type for the physical part). So the Shortbow of Gesen is now doing 1d6+2 missile + 1d8 lightning damage, in addition to any magical bonuses on the arrow (although these tend to be few and far between). That's a legitimately good chunk of damage, just slightly shy of Firetooth's total (and remember, the Shortbow of Gesen gets more attacks). That also means it can pull off the whole "non-magical arrow with elemental damage" trick.

    Basically, the Shortbow of Gesen is fantastic.
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