C/M(I) vs. WM: Which is the most fun in a party and why?
Kneller
Member Posts: 438
Pretty much just that. Have you played both? With which did you have the most fun and what made it so fun?
- C/M(I) vs. WM: Which is the most fun in a party and why?17 votes
- Wild Mage17.65%
- Cleric/Mage or Cleric/Illusionist82.35%
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Comments
Also +1 to fun combinations for the C/M. Doom + greater malison in a sequencer, and so much else to try.
But i think for a bit of flare and shenanigans a wild mage would be better..
If I were to chose between the two, I'd go for C/M. But I'd much rather do C -> M and dual at level 9 or 11.
Of course, a lot of people like wild mages precisely because they win more or less automatically without them and are looking to shake things up a bit. If that's what you are looking for, then wild mage may be just what the doctor ordered. But that is a separate argument from whether wild mages are strong/strongest overall.
Well, it's not so much about strength as it is fun factor. Between the two, I would think the question is if sacrificing some higher level mage spells for a full complement of cleric spells is more fun, and does the fun of wild surges (if you consider them fun) and more higher level mage spells make up for the extra options you get as a cleric/mage. But there could be other variables I haven't considered, so I wanted to open up discussion on it.
Because of the pecularities of the infinity engine, it's much better to have a strong weapon-based class (thief or fighter) combined with one of the spell-based classes (mage, cleric or druid). Because you can use attacks and spell-casting in the same round, within some limitations. But you can't stack spell casting into the same rounds, with the exception of using some higher level abilities/gear. And a number of cleric spells have especially long casting times.
Even the addition of weapon types isn't all that useful, as you are limited to one point in two-weapon style, and the mage weapons have plenty of adequate options -- quarterstaff and dagger. The only real gain in terms of gear is the use of a shield. But even that might lose out to some great quarterstaff options like Magi.
The only way I see this class as useful is if what you build a party where you stack an unusually high number of fighters or some other odd combination, and this efficiency of cleric-mage lets do that without worrying about being deficient in healing or in mage-piercing. Nonetheless, the character is always going to have a somewhat underwhelming role in combat, imo.
There's also the interesting meta-magic contingency/spell-trigger combos to consider though...