Cleric/Mage vs Sorcerer POLL Which Class would beat the other in 1v1 combat
Mortael
Member Posts: 33
Discuss.
- Cleric/Mage vs Sorcerer POLL Which Class would beat the other in 1v1 combat19 votes
- Cleric/Mage (Includes Illusionist)68.42%
- Sorcerer31.58%
Post edited by Mortael on
0
Comments
Advantages
Sorcerer:
- can use RoV
- can use SOTM
_ really powerfull class
Cleric/Magee
- can use RoV
- can use SOTM
_ really powerfull class
disadvantages:
Sorcerer:
- none
Cleric/Magee
- none
And these are the things that count if they meet at xp cap level whith all the top items to equip and use.
If they meet level 1 whith only mundane equipment the things change quite a bit.
In the hipotesis at level cap whith equipment, starting unbuffed, I see the thing like the samurai duels, when the opponents stand ready and whitout moving and usually the first that move loose.
They go immediately invisibile whith the staff.
They cast PFMW and go invisible.
Next round they cast planetar, almost immediate whith robe and amulet, the planetars can see though invisibility, but probably, due to game's AI start to fight beetween themselves and, if not, don't have the speed to reach a person hasted whith the boots. draw for now.
And here the samurai thing, both IA and CC also whith robe and amulet are not casted immediately, the first that try makes himself visible and is disrupted and toasted by dragon breath. if fails the sabe and get stunned game over otherways can survive, regenerate invisible and again draw.
But this is only a hipotesis of a fight that can be fought in many other ways. and maybe who wins is the lucky one cause the other fails a save against glitterdust or another aoe incapacitating spell. If the caster is also luky in gating the planetar near the enemy and not near the other planetar, planetars mainly serve to reveal the oppositor's position, don't have any chance to harm him.
I would vote for a draw, but is not possible so I abstain me.
Being more serious
Advantages
Sorcerer:
- levels faster
- more versatility in combat
Cleric/Magee
- can both magic
- can both magic in sequencers and contingiences
- more versatility preparing the battle, rest required to memorize the choosen spells, if has to go to the battle whith the generic spells memorized every day or don't know which kind of enemy he will face less versatilitu ay all.
_ mlee capability
- turn undead
Sorcerers are much stronger offensively, as they get a larger number of spell slots at higher levels than other classes. When your Cleric/Mage is casting Fireball, your Sorcerer is casting Sunfire.
I have taken a Sorcerer through SoA recently and am halfway through ToB. Currently the Sorcerer is having a bigger impact than my Conjurer due to a bunch of high-level spells. But throughout SoA, I often found the Sorcerer lacking, because it couldn't provide the diversity of spells that we needed, back when we only had one arcane spellcaster.
Also I imagine equipment would play a big role.
Time Stop can be countered with the Staff of the Magi and the Cloak of Non-Detection... or Sanctuary or Improved Invisibility and SI: Divination. You can stop time, but you can't target what you can't find. Horrid Wilting can be countered by the Cloak of Mirroring or Protection from Magical Energy.
Damage spell? Cloak of Mirroring stops it.
Disabling spell? Potion of Magic Shielding/Spell Immunity/Remove Fear/Death Ward/Free Action/Chaotic Commands stops it.
Summoning spell? Just run away from it. No summoned monsters have ranged weapons.
Imprisonment? Physical attacks? Protection from Magic scroll? Invisibility stops it all.
A stalemate is more likely.
I don't actually know if there is a way for a mage to completely defend themselves from a cleric. If there is, a cleric/mage would be able to match. Not that it would matter if both made themselves immune to all the big spells; A sorcerer would have no hope in physical combat, which is what it would come too if neither could outspell the other.
I don't think the sorcerer, with more high level spell castings, would gain an advantage from that. Most everything can be defended against with lower level protections. Horrid wilting is easily negated by a number of lower level protections that have long durations, to use an example.
It's a pointless mental exercise without knowing who is controlling who and what they favour, or what style they are going for. I'm pretty sure that no matter what anyone says, someone could come along and mention a way to counter it, at which point the other person or even someone else would come along and mention a way to counter the countermove. Without any details at all, this question is far, far too nebulous to form a convincing response.
In the end, unless there is something concrete to go on, like a set spell list showing what these fighters are actually going in to this battle with, it comes down to who can defend themselves from the wider breath of threats or work around the most potential defences or deal damage in the most amount of ways. It comes down to who has the most 'potential'. Cleric/mage, I believe, has the sorcerer beat on that one.
Whatever... my money's on it degenerating into a slap fight. Cleric wins with more hitpoints and better thaco. Sorcerer leaves with rosey bottom.
Or they wipe each other out at the same time with Dragon Breath HLAs or the apparently popular triple horrid wilting, assuming they go for damage right out of the gate without buffs.
If one of them starts the fight with ADHW x 3 and the other with Prot from the Elements + two others buff, the latter will easily win for example.
Voting C/M because there's more they can do to tank what the sorcerer can do than vice versa, and because Chain Contingency Implosion x3 is hilariously fatal.
Or who dies of boredom first.
The staff also pose some problems whith CC 3xADHW and similar, because usually them are triggered on enemy seen. Some workovers can be found, and whith the correct trigger condition CC can hit invisible characters. And this can be the key to some masterpiece of cheese (good cheese, the kind that doesn't leed to cheap tactic but solve an apparently impossible problem) that can solve the stalemate condition.
Aoe spells can hit invisible characters but whith an invisible oppositor is not easy to land them in the correct place, also usually they don't kill immediately and is possible to run away and regenerate whith a ring while invisible. Some aoe can be deadly, like web if the oppositor fails the save, but again we have a ring that negates it.
I think that the battle can be resolved only by an error of a player or maybe whith some genial kind of cheese otherway the stalemate is the only end I see possible.
Armour of Faith - Level 1 - 25% physical and magical damage.
Sanctuary - Level 1 - Cheap, less easily broken, invisibility.
Protection from Evil - Level 1 - Fiend immunity.
Flame Blade - Level 2 - Bypasses PfMW and Stoneskins.
Silence - Level 2 - -5 Save Penalty, and for a Sorcerer without Vocalise, arguably a Save or Die, and at very has a good chance of fizzling a spell and wasting their next round to clear the silence. Also works on invisible targets thanks to being an AOE.
Spiritual Hammer - Level 2 - Bypasses PfNW and Mantle.
Animate Dead - Level 3 - Just to bypass the Illusionist restriction, Skeleton Warriors are decently tanky, magic resistant, hit decently hard, and you can summon more of them than the sorcerer has Death spells.
Remove Disease - Level 3 - Cures Blindness.
Remove Paralysis - Level 3 - Contingency'd on being stunned or held to protect against Stun.
Dispel Magic - Level 3 - I assume this casts at the Cleric's level 25 caster level, though there's a few unconfirmed accounts on the forums of it adding Cleric and Mage levels together for the calculation, in which case the C/M can brute force away pretty much anything.
Protection from Fire - Level 3 - Immune to Dragon Breath damage.
Zone of Sweet Air - Level 3 - Clear away Death Fog to stop pesky sorcerers from killing off your skeletons.
Neutralise Poison - Level 4 - Also cures blindness. I keep harping on because Power Word Blind has no save, strikes through invisibility, and blind is brutal.
Death Ward - Level 4
Free Action - Level 4 - One just in case the Sorcerer tries using webs or the like.
Protection From Magical Energy - Level 5 - Combined 75% total resistance against Wiltings with Armour of Faith.
Magic Resistance - Level 5 - Straight 40% MR
Chaotic Commands - Level 5 - Everything up to Psionic Blast, including Maze.
True Seeing - Level 5 - Invisibility and PI immunity.
Physical Mirror - Level 6 - MMM reflection.
This is without focusing to a particular spell list, leaves all mage and higher level spell slots free, with enough slots to prepare each of these twice or more if they start hitting their durations.
Is there anything in particular that the Cleric/Mage isn't able to handle with this loadout that they couldn't cover with their Mage slots?
But why to nerf 3 of the most powerfull resouces of the sorcerer, resources that are implemented in the game as it is?
Then I can assume no phisical attacks, and this is as arbitrary as your assuming......
Also given the same xp for both the sorc will have highter level so will have a really powefull spell, remove magic, has a hight chance of completely debuffing the C/M while the same spell from the C/M have little chance to work.
But for myself, I would favor the Cleric/Mage. The Sorcerer has flexibility within their known spells, but if the Sorcerer didn't plan things correctly as they were leveling up, they won't have the right tools for most situations; unless you're building your Sorcerer to be a mage-killer (which seems like an odd way to live your life, as a Sorcerer), the Cleric/Mage has the advantage of being able to adapt. Take an average Sorcerer from your typical game (i.e. a character built around dungeon crawling and tearing apart monsters) and an average Cleric/Mage from the same game, and then give each of them a day to prepare, and the Cleric/Mage is going to have the advantage because they can change what spells to prepare. Don't give them the day to prepare, and the Sorcerer might have an edge, if they planned their spell selection correctly.
He was able to deal whith mages as well as undeads, improoved mind flyers and plain fighters, and after was as good in a party as soloing. May be in the party he would be a little better whith remove magic instead of dilpel magic, but these are detalis.
You can certainly screw up your sorc choosing the wrong spells or choosing different spells that basically have the same effect, building an effective sorc need a good knowledge of BG2 magic system and a little planning, but a sorc whith the (sorry, a) good selection of spells has unmathed flexibility and can deal whith every kind of foe. Whitout having to prepare himself before the battle or even know what he will have to fight. A specialized sorcerer (mage killer sorc, damage dealer and so on) is often only a badly built sorcerer who trade flexibility for something he can alredy do.
Unless of course the Cleric/Mage is more experienced. But the same could be said of the Sorcerer.
He will have also infinite level 8 & 9 level spellslots.
And in another thread I am actually promoting C/M as one of the most powerfull classes of the game, don't get me wrong, I love C/Mages, I deeply respect them and I think that are a great fun to play and that the majority of players, me included, play them at a fraction of their true potential.
But have you ever tried a sorcerer?