The Conjurer Wizard - Summons of any worth lategame?
MWO
Member Posts: 214
Hello :-)
I am again analyzing the spells of the wizardly profession. How fares the conjurer?
The opposition school of divination means he can access to most spells and hence most people consider the conjurer to be the most powerful specialist wizard. However, if'd be more intressted in the summoning powers of the wizard.
Per example:
How "good/bad" are the Genie/Efreeti (7th level)?
How "good/bad" are the Spider summoning (4th level)?
How "good/bad" are the various devil-summons (7th-9th level)?
Thanks for your answer! :-)
I am again analyzing the spells of the wizardly profession. How fares the conjurer?
The opposition school of divination means he can access to most spells and hence most people consider the conjurer to be the most powerful specialist wizard. However, if'd be more intressted in the summoning powers of the wizard.
Per example:
How "good/bad" are the Genie/Efreeti (7th level)?
How "good/bad" are the Spider summoning (4th level)?
How "good/bad" are the various devil-summons (7th-9th level)?
Thanks for your answer! :-)
0
Comments
There are good things you can do with summons.
There are also things other than summons that may be doing it better.
It's not a good/bad issue, really, as it depends a lot on factors that vary wildly between people.
Personally, the only summons I ever use are Planetars. That's not to say the others aren't worth using, I just find them cumbersome and ineffective for most things. But that is my personal style.
As for Conjurer, I like that specialization more than most others. The spells forbidden to them are easily replaced by other party members, meaning you get a lot of spell slots for free.
Planetar certainly does pwn, especially since a single Death spell won't get rid of them unlike most other summons. The elemental summons can situationally be good, but druids do it MUCH better and then there's that 15% chance for wizards to lose control of them.
Genie/Efreeti can be situationally awesome or rather useless. You'll probably have to micromanage their abilities to get maximum use out of them.
The most situationally useful are the 'magic eater' summons: nishru and haekeshar.. if they didn't consume item charges their usefulness would go up exponentially vs enemy casters.
Spiders scale with caster lvl, meaning depending on your party/wizard's level and your foes, they can be incredibly powerful or ... useless.
Sense a theme here?
Don't forget Mordy swords! They're pretty darn useful consistently through much of the game.
As for gating in fiends... I seldom use them due to RP reasons (extremely evil act; if it were up to me I'd add a -2 to -4 loss of rep every time such a spell is cast)... depends on whether your game is vanilla or modded. I'll tell you this, if you have aTweaks fiends installed, they are extremely lethal enough that all the usual pains of dealing with them might become more worthwhile.
Conjurers in BG2 aren't quite the monsters they are in 3.5e, but they still are probably the most useful specialists in the game overall; losing Identify and True Sight (and less useful detection spells) can be easily mitigated in several ways. However, apparently a little known feature of the game engine (specialists seem to incur save penalties when casting spells from their specialized school) might tip the balance a bit more towards other schools if you're going for crowd control, save or suck/die spells, or damage.
I've personally never cared for Efreetis or Genies - even when I have items that do it (like the Efreeti Bottle) I almost never summon them. Devils are also more trouble than they are worth. Planetars, which you get as a high level ability, are the best summons in the game by a wide margin, even better than Elemental Princes.
For non-mage summons, I like Aerial Servant and Fire Elemental. Devas are also great but worse than Planetars.
Edit: Dumb spelling mistake corrected
But on a more serious note. If you plan on playing scs or anything like that plan on having a back up mage of some sort, because losing out on dispel invisibility and True sight is going to make a lot of the battles harder. Plus identify. IDENTIFY!
Anywho, since you can pick it up so early in BG1 (its available in Feldpost) it being more effective when cast by a conjurer is pretty sweet.
One use of those pathetic summons is to absorb a spell or two from an enemy mage. A chaos spell thrown at your ogrillions but not at your party is a win for sure! In combat they can also try to stall melee, but any opponent worths its salt will butcher them in 1-2 rounds, tops.
Efreet and Djinni can be useful as they have some spells that can give you more blast power. They are not shabby in melee with efreet's fire shield, either. Hakeashar and Nishruu could have been more useful if they did not fall to death spell.
As specialist mage, conjurers force enemies save vs their conjuration spells at a penalty, and they roll with bonus to their own saves when a conjuration spell hits 'em. Unfourtunately, only conjuration spells that allow saves are...umm. Glitterdust and flame arrow. Were symbols conjuration? In this regard a necromancer's finger of death/horrid wilting or wail of the banshee is far, far deadlier than glitterdust.
Demon summoning is only useful when you are low level wild mage and your innocent sleep or charm spell turns into a gate that will summon a fiend that will obliterate all enemies as you make your escape.
Best summoning spells are animate dead, mordenkainens sword, and summon planetar. None are conjuration which is a shame. Druid fire elemental is a beast too, mage elemental summoning is a dud, impossible to cast in combat, frustrating to cast even outside of the combat:druids are better elemental summoners, clerics are better undead summoners (animte dead as a cheap lvl 3 spell!), while conjurers can summon genies...and glittering dusts! :yay:
Is it possible to cast Death Ward in a summon to prevent it from being killed by Death Spell?
Minor Sequencer: Web, Web
Followed by
Spell Sequencer: Spider Spawn, Spider Spawn, Spider Spawn
(You could also replace one of the SS spells with Greater Malison if you wanted to be *really* mean.)
Polymorph Self: Spider adds extra giggles...
What was that song by Alice Cooper?
Spells like Spider Spawn and Gate are mostly subjective to where you are in the game atm. Spider Spawn is pretty good, but falls off drastically once you hit level 12 and that's right when you get the Sword Spiders. Gate and similar summons are good for big fights where a power spike is needed, and mostly for fun. Gate is never a bad spell, but it's not a go-to summon.
The reason you choose Conjurer is so you don't lose out on the major spells. You'll lose Divination spells like True Sight, but you keep ADHW, Greater Malison etc. Conjurer is the preferred specialization for Mages from a power gaming perspective. I wouldn't look at it as a Conjurer must be your summon guy. He's just another Mage that has to take at least one Conjuration spell per level.
Actually he doesn't even need to do that in BG, unlike pnp. It's part of the reason why conjurer has been such a clear power gaming choice - essentially you get free slots every level for the price of giving up a handful of spells that are easily mitigated.
The recent notes about specialists forcing save penalties on spells from their school they cast might balance things out a bit.