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-   -   Best Specialist Mage (http://www.ironworksforum.com/forum/showthread.php?t=11309)

Myrddin L'argenton 01-20-2003 08:09 AM

Who in your opinion is the best specialist mage out of all the classes.

Alson 01-20-2003 08:30 AM

Power wise: Conjurer. Divination is a mediocre school at best.

Fun wise: Necromancer or Invoker. Blasting things to oblivion is just too much fun. :D

Raistlin Majere 01-20-2003 08:37 AM

Quote:

Originally posted by Alson:
Power wise: Conjurer. Divination is a mediocre school at best.

Fun wise: Necromancer or Invoker. Blasting things to oblivion is just too much fun. :D

I know what you mean on the last thing. im thinking on starting a game with a transmuter. might be fun, might not. time will tell.

Alson 01-20-2003 08:40 AM

Solo?

Raistlin Majere 01-20-2003 08:43 AM

Quote:

Originally posted by Alson:
Solo?
him or me?

Alson 01-20-2003 08:46 AM

Heh... Allow me to rephrase.
Are you thinking of starting a solo Transmuter game?

Dundee Slaytern 01-20-2003 12:11 PM

A member by the name of Lucifer, if memory serves me well, has already soloed a Transmuter through SoA-ToB. His policy was simple enough, kill them all with ADHWs.

Alson 01-20-2003 12:34 PM

Yep - Lucifer, Lord of Demons.

I'm quite familiar with the aforementioned tactic - and i can but second its efficiency. :D

9_1_6 01-20-2003 01:12 PM

Conjurer. IMHO that is.

Timber Loftis 01-20-2003 01:21 PM

I've got a Kensai I'm going to dual into a mage. Can a dual class specialize? If so, does any one go particularly well with Kensai?

Bill26 01-20-2003 01:48 PM

A kit is only allowed for the first class of a dual.

Gandalf the White 01-20-2003 01:59 PM

I am a conjurer. When ya are a conjurer you cant cast identify (i play solo couz i am stong). But you have the glasses fo ID so... ^^

I have 100% magic resistance and all my saving thows are below 0
and i am immum 2 wepons of +1 and less
so...... i can take those weak cowled wizzard and there merchants

:D

Pyrenk 01-20-2003 02:06 PM

Welcome to Ironworks! [img]graemlins/thewave.gif[/img]

[ 01-20-2003, 02:06 PM: Message edited by: Pyrenk ]

Arquendil Lorigollo 01-20-2003 04:35 PM

Well, you may not consider the Wild Mage a specialist, but I think they're better than the rest. 1. You have no opposition school
2. You have a chance of using a level 1 spell slot to use
say...Time Stop
3. 5% of the time you get a wild surge, but that's rare
and can still be good for you.
Plus you get all the advantages a specialist mage would have, so the Wild mage is IMHO the best mage of them all.

Cheapy 01-20-2003 05:47 PM

DIVINER!!!

I tried an Enchanter, I got about...say five steps, trashed him.

I'd put my vote on a Necromancer.

esquire 01-20-2003 06:18 PM

Wild Mage!! Nothing can compare to being in the heat of a life and death battle when your wild mage surges making everyone's weapons glow and they hiccuping. Yes, they are the true power [img]smile.gif[/img]

shadowhound 01-20-2003 10:39 PM

Wild Mage or Necromancer [img]smile.gif[/img]

Angelousss 01-20-2003 10:44 PM

Hey where the heck are the glasses of identify?

Pyrenk 01-20-2003 10:55 PM

Upstairs, merchant in Gaelan's(sp) house.

Pyrenk 01-20-2003 10:56 PM

And yes, the best mage is the Wild Mage.

shadowhound 01-20-2003 11:20 PM

Ah yes, wild mages... nothing like being in a huge battle and about to cast Flesh to Stone when suddenly... WILD SURGE, next thing I knoww my character has been changed from a male to a female

Bill26 01-21-2003 09:00 AM

"Hey where the heck are the glasses of identify?"

Also an option from limited wish.

Raistlin Majere 01-21-2003 09:12 AM

Quote:

Originally posted by Alson:
Heh... Allow me to rephrase.
Are you thinking of starting a solo Transmuter game?

propably. might be hard, what with lacking abjuration.

Harkoliar 01-21-2003 10:15 AM

necromancer all the way for me [img]smile.gif[/img]

Butterfingers 01-21-2003 11:20 AM

Actually, I am rethinking my thoughts on the Enchanter. I thought it would be quite weak at first, I was really worried about my solo project.

I was WRONG!

An Enchanter has at his disposal, Necromancy, Illusion, Conjuration, Alteration, Abjuration, Divination, all of the good things you need. I am finding I don't really need things like Magic Missles or Chromatic Orbs to be honest. Fireballs are dwarfed by Skull Traps. After much thought, I am starting to think that Evocation might actually be the weakest school. The only thing I miss really are sequencers, but, I have found ways to deal with that so far.

With my Enchanter, I have my beloved Wizard Eye, Skeleton Warriors, lots of illusions, and all the monsters I can summon. To think I was worried about stupid little things like Magic Missles and Chromatic Orbs... Geeze, what was I thinking?

Dundee Slaytern 01-21-2003 11:33 AM

Quote:

Originally posted by Butterfingers:
Actually, I am rethinking my thoughts on the Enchanter. I thought it would be quite weak at first, I was really worried about my solo project.
I was WRONG!
An Enchanter has at his disposal, Necromancy, Illusion, Conjuration, Alteration, Abjuration, Divination, all of the good things you need. I am finding I don't really need things like Magic Missles or Chromatic Orbs to be honest. Fireballs are dwarfed by Skull Traps. After much thought, I am starting to think that Evocation might actually be the weakest school. The only thing I miss really are sequencers, but, I have found ways to deal with that so far.
With my Enchanter, I have my beloved Wizard Eye, Skeleton Warriors, lots of illusions, and all the monsters I can summon. To think I was worried about stupid little things like Magic Missles and Chromatic Orbs... Geeze, what was I thinking?

Told ya you had nothing to worry about. ;) Evocation contains some of the most potent spells in the game, but most of them are not considered essentials. You might miss Mordenkainen's Swords though, and Chain Contingency.

It is not the weakest school in the game though... for that, Divination takes the cake. [img]graemlins/hehe.gif[/img]

Some Evocation spells that I am pretty sure most people use most of the time,

Magic Missile, Chromatic Orb, Web, Melf's Minute Meteors, Chain Lightning, Limited Wish, Mordenkainen's Sword, etc... and all the Sequencers and Contingencies.

Butterfingers 01-21-2003 12:08 PM

I guess my love of Divination comes from my PnP days. Diviners were, well, quite essential. Knowing the alignment of somebody might blow open a whole new area of story line, identification of items was always important. Dispelling invisibility was always in demand, if you have ever fought displacer beasts you would know. The illusion has to be dispelled every time the beast blinks out, unless you have True Sight. Being able to see how the entire dungeon was laid out was all to valuable. In SoA, you know exactly where everything is and what is going to spawn there. Maybe some sort of dungeon randomizer would help.

Old habits are hard to break I reckon.

Gandalf the White 01-21-2003 01:51 PM

If you have a mage, and he can cast(or has a scrol) limited wish, you must ask 4 a one time wish and ask if he can get you 2 see thing as they are (something like that awnser)

i dont have Tpb (plz dont be mad :D ) but i would pich a wild mage couz he sounds cool 2 me!!!


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