The illusionist wizard - good or bad lategame?
MWO
Member Posts: 214
Hello everybody!
I've some thoughts regarding the illusion spells Project Image and Simulacrum in BGII: EE. The simple question is this:
- Does the illusion spells such as project image and/or simulacrum work during the very lategame bosses such as Demogorgon et al? I also take in regard the fact that you are protecting yourself with Spell Immunity: Divination.
Does anyone know? :-)
I've some thoughts regarding the illusion spells Project Image and Simulacrum in BGII: EE. The simple question is this:
- Does the illusion spells such as project image and/or simulacrum work during the very lategame bosses such as Demogorgon et al? I also take in regard the fact that you are protecting yourself with Spell Immunity: Divination.
Does anyone know? :-)
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Comments
If you are playing as a gnome illusionist, then you are possibly playing the best mage in the game.
Everyone agrees with me...
Illusionist mage can be very powerful in late game. Aa any pure class mage will.
Is one of the spells that change the game, like IH and TStop and IA are at their levels.
Simulacrum is a FM oriented spell, double his APR for up to 20APR, but being level drained is less useful for a pure mage. Less, not unusefull, since it don't freeze the mage so is a good backup mage on top of your usual arcane power. When the mage reach very high levels the Sim can cast IA and is as good as PI in most situations but less risky because AFAIK is immune to TS but not to DM.
AFAIK, and I am using the not EE game, SI Divination to counter TSight and Abjuration to counter DM have to be casted by the clone, since are on self protections. Keeping the PI out of the enemy sight for TS and out of the spell area for DM works as well as SI.
I used PI against the Demon Prince many times with no problems, to buff the party, cast some debuffing and damaging spells and make good use of my 2 new scrolls, as the party was tanking him and slaughtering his infinite spawn helpers for millions of bonus XP, he never managed to destroy a single PI.
During those battles my FM was making good use of his simulacrum, or better multiple simulacra as I was using an infinite rest loop.
So I have several hours of testing, with Demogorgon PI and Sim. are both usable and VERY effective.
But the point of an illusionist wizard is not PI and Sim, as every mage that is not Necromancer can have them.
The point is better saves, if gnome, +1 spell/level and loosing Necromancy spells.
Very useful ones, ADHW as told, but also the "summon killers", the Skull Trap, much better then fireball when you are over lev10. But you can live without them, you have good alternatives, even if maybe you have to change your usual tactics. Instead of ADHW you can use Incendiary Cloud that don't allow a save for half damage, but is not party frendly so you have to protect your tanks. With an Illusionist the fire resisting enemies are the problem since most of the replacement spells are based on fire damage, and fire resistance is much more common than magic damage resistance.
Wail of the Banshee imo is the lesser problem, as is a save or else spell and every enemy that is wort using a 9lev spell against has very good saving throws, even with GM has good chance to save. there are better uses for your valuable lev9 slots.
Edited because originally I had used TS both for Sight and Stop and it was confusing.
I was confusing with Firestorm (clerical spell) that don't allow the save.
I really prefer to roleplay, and hence I shan't play as a gnome, even if that race is slightly better. Also, I think there are many ways to get to the game even if you don't have access to ADHW (which of course my secondary back-up mage will have!). The power word: blind makes wonder I've heared.
A mage for me is not about blasting tons of damage, but about battle control, mindcontrol, hypnotizing, buffing etc.