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[FINAL FIGHT SPOILER] And That's Why Enchanters Are OP [FINAL FIGHT SPOILER]

RaduzielRaduziel Member Posts: 4,714


Let's be fair:

Dynaheir casted 3 Lower Resistance

Glint casted Doom

Corwin used Called Shot

My Enchanter used Greater Malison

And after this Belhifet was:

1) Blinded due to Glitterdust (my Enchanter)

2) Slowed (Enchanter)

3) Silenced (nice job, Viconia!)

4) Enfeebled (Enchanter)

5) Held (Enchanter)

And he would probably fall to Feeblemind if it wasn't for an unfortunate Magic Resistance

By now he's probably seeing that it was not a good idea to mess up with a Child of Bhaal

Like the new Joker says "I'll not kill you. I'll just hurt you really, really bad".
Post edited by Raduziel on

Comments

  • OlvynChuruOlvynChuru Member Posts: 3,075
    edited September 2016
    Well, this says more about how good the enchantment spells are than how good enchanters are. Almost any specialist mage can cast enchantment spells.

    It's too bad that there are no enchantment mage spells beyond level 5.
  • RaduzielRaduziel Member Posts: 4,714
    edited September 2016
    @OlvynChuru

    I always ignored Enchantment spells. Until this run.

    Feeblemind is much more deadlier then Flesh to Stone or Finger of Death or Sunfire.

    The penalty in saving throws is something that is useful during all the game. Is a free and unlimited Doom. And stacks with Doom.

    I picked an Enchanter run as a challenge and it was the easiest run ever. Sleep, Hold Person, Hold Monster, Confusion, Chaos, Feeblemind, Dire Charm, Charm Person, Emotion, Domination. You choose.

    You need to rely on Conjuration for some direct damage, for sure, but man... I just loved when I've charmed one of those Red Wizards and let him attack his fellows. The most fun thing was to charm an spellcaster and let him damage his party members just to be killed by them. Two ducks in one shot.

    I crowd controlled all the battle in Dragonspear with Greater Malison and Chaos/Emotion. It was fun to watch.

    I would be lying if I tell that I never missed Magic Missile, Cloudkill or Fireball. They are great to sweep minions. But it wasn't THAT necessary (and that's what Dynaheir is there for). The only real pain is to lose Sequence spells. A sequenced Greater Malison/Confusion/Emotion would be a "I WIN" button for sure.
  • KuronaKurona Member Posts: 881
    4/09/2016, the day @Raduziel proved Belhifet is just an oversized ogre.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    Honestly, the changes to wizard specialization now make me more tempted to use Evokers and Necromancers, to see how much better blasting has gotten with free save penalties.
  • Has there been some change to specializations?
  • RaduzielRaduziel Member Posts: 4,714
    Yup.

    Now the -2 save penalty applies.
  • elminsterelminster Member, Developer Posts: 16,315
    edited September 2016
    Descriptions for specialist mages were simply updated to reflect the benefits they get. Specialist mages however have had these benefits since as far back as the original BG2.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    elminster said:

    Descriptions for specialist mages were simply updated to reflect the benefits they get. Specialist mages however have had these benefits since as far back as the original BG2.

    The things you don't learn when you mostly use sorcerers, diviners, and multi-classes.
  • A constant -2 penalty is huge. Why have I never heard anything about this when mage kits have been compared? :neutral:
  •  TheArtisan TheArtisan Member Posts: 3,277
    Because nobody knew about it. Now that it's known, I'd say Invokers, Necromancers and Enchanters are monsters and Conjurers are chumps.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    Conjurers have always been chumps. It's Diviners that look bad all of a sudden.
  •  TheArtisan TheArtisan Member Posts: 3,277
    Diviners actually aren't all that bad. Most Conjuration spells are mediocre in my opinion.

    It's Abjurers that have always sucked and will always irredeemably suck.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Transmuters suffer even more in the late game and with SCS, when PFMW and SI are the only things keeping a mage alive.

    Necromancers also suffer a lot from the loss of Project Image in late SoA, and Mirror Image in BG1.
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  • RaduzielRaduziel Member Posts: 4,714
    The only thing really painful is losing Sequencer and Contigency. :/

    I could swear those spells were Abjuration or Divination.
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  • HudzyHudzy Member Posts: 300
    Is it one of your mods @subtledoctor that makes them universal spells? I can't live without that tweak now.
  • [Deleted User][Deleted User] Posts: 0
    edited September 2016
    The user and all related content has been deleted.
    Post edited by [Deleted User] on
  • HaranHaran Member Posts: 66
    Bosses should automatically succeed on their saves in my opinion. Just as if they used the yellow potion of magic blocking. It's kinda lame when a boss fails a save by pure chance and suddenly the fight is no longer challenging.
  • RaduzielRaduziel Member Posts: 4,714
    Pure chance?

    I used tons of debuffing spells and a specialist wizard.

    That's the beauty of save or suck spells. And the fairness and balance of RPG.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428
    Haran said:

    Bosses should automatically succeed on their saves in my opinion. Just as if they used the yellow potion of magic blocking. It's kinda lame when a boss fails a save by pure chance and suddenly the fight is no longer challenging.

    Potion of Magic Blocking only lasts 5 rounds normally. Anyways, the point of an RPG is to give the player different options to win. Giving bosses arbitrary immunity to status effects is basically saying that those are somehow less valid than "fighting like a man". Nothing fair or reasonable about that.
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  • RaduzielRaduziel Member Posts: 4,714
    Can potion effects be dispelled?
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Raduziel said:

    Can potion effects be dispelled?

    Unless you have Item Revisions installed, all potions are dispellable, and should count as level 10 spells regarding the chance of a successful dispel.
  • Abi_DalzimAbi_Dalzim Member Posts: 1,428

    True but giving boss enemies access to the same equipment as the PC, like that potion, and scripting them to use it when necessary, would be perfectly reasonable.

    There are some issues with that as well. For example, I despise Hobgoblin Elites because they have an endless supply of undroppable Arrows of Biting. But there's so many of them in the first game that if you caught a bunch out with a Fireball, and they did drop those arrows, you'd be able to use them to crush the game.

    So now you have the choice of arbitrarily making all their fancy consumable items undroppable like that, and breaking immersion, or potentially giving the players a lot more powerful magic items and wrecking game balance.
  • True but giving boss enemies access to the same equipment as the PC, like that potion, and scripting them to use it when necessary, would be perfectly reasonable.

    There are some issues with that as well. For example, I despise Hobgoblin Elites because they have an endless supply of undroppable Arrows of Biting. But there's so many of them in the first game that if you caught a bunch out with a Fireball, and they did drop those arrows, you'd be able to use them to crush the game.

    So now you have the choice of arbitrarily making all their fancy consumable items undroppable like that, and breaking immersion, or potentially giving the players a lot more powerful magic items and wrecking game balance.
    Maybe give them one arrow of biting each. If you are quick and take them down before they have time to use them you are rewarded. If not brace for pain :persevere:
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