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-   -   Mage kits, or sorcerer? (http://www.ironworksforum.com/forum/showthread.php?t=57431)

Darth Bob 10-06-2001 12:35 PM

Which mage kit, if any do you like the best? Keep in mind this will determin my next class for when I beat the game with my fighter, or should I go with a sorcerer?

Istaron 10-06-2001 01:10 PM

Personally, I never specialize in any magic-school. There are always spells from every school you want to use.



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We call him Bobby Corwen
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deathknight 10-06-2001 02:52 PM

Sorcerers are great fun. Its a rare occasion I need a spell that I cannot cast. A second mage (maybe a half a mage like aerie or something) is a good backup for those situations.

Dundee Slaytern 10-06-2001 02:54 PM

If... you are still new to magic using, and like to dabble with different spells now and then, a general mage will do.

If... you want to be able to cast more spells and do not mind losing a few types, choose a specialist mage. Choose Conjurer if you still want some defensive spells, choose Necromancer if you do not mind losing some illusion spells( no illusion spells = more space for firepower).

If... you are very comfortable with using magic, and you already know which spells you will always tend to use all the time, then Sorcerer is the way to go. One suggestion I have for people who want to play a Sorcerer, is to plan in advance, what spells you want and in which order to select. Sorcerers are capable of massive barrages of magical firepower if used properly.

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If not a Sorcerer casting total oblivion, then a Paladin meting out justice. Otherwise, I think I will just be a bard and torture my enemies with, "My Heart Will Go On".

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Baldur's Gate Item Mart

Darth Bob 10-06-2001 06:42 PM

thanks for the help, I'm not tottaly new to mages, there just not my best class. I know in BG1 it was necromancers all the way, not for the necro spells, but beacuse the spells you lost were the most uselss for BG1(illision)

Baron Nocturna 10-06-2001 07:02 PM

Conjurers are the best because all you lose are the lame divination spells. Sure True Sight is nice, but just pick up Keldorn and voila OR just have a good Cleric around. If you have ToB, try the wild mage. Funny stuff and you get to use ANY spell. Sorcerors are ok, but the limitations on spell variety get to be a major pain in the butt.

Baron Nocturna

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Anyone care to see my Rod of Lordly Might?

Fljotsdale 10-06-2001 07:10 PM

I prefer a general Mage, myself because you get all the spells.

Sorcerer is also very good, despite some limitations, because you have LOTS of each spell available for use. One thing - DON'T memorise 'find familiar'! It wastes spell space! If you want a familiar, wait until you find a scroll.

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Dubbed Queen of the Illuminati by Diogenes.

Dundee Slaytern 10-06-2001 07:19 PM

MuWahHAHAHAHA!!!!

Try casting 4 Abi-Dalzim's Horrid Wilting, a Spell Trigger, 6 Finger of Deaths, a Spell Sequencer, 6 Chain Lightnings, 6 Flame Arrows, etc... ... anytime, anywhere with a general mage.

The advantage of a Sorcerer is the ability to cast an obscene amount of attack spells without the need to memorise in advance.

With proper planning, you will never go, "I wish I had that spell" with a Sorcerer.

[This message has been edited by Dundee Slaytern (edited 10-06-2001).]

Dundee Slaytern 10-06-2001 07:23 PM

Here's a link to a webpage I made for people who want to make a party Sorcerer.

Click here.

StarVid 10-07-2001 06:07 PM

If you have ToB, a wild mage would be pretty fun. You have an extra spell per level, like a specialist, but you don't have an opposition school. The only downside is that once in a while (I think it's like a 5% chance) something random will happen with one of your spells, but it's pretty cool so I'd go with it.

I like the sorceror for one big reason. No need for memorization. With the right picks, you can have a really good mage. A while back I looked at all the FAQs on the web, and conglomerated them into what I would choose for spells, this is it. Anything marked with a * is for ToB (which allows higher levels):

L1-5
--

Magic Missle
Spook
Burning Hands (helps w/ trolls)
Chrom. Orb
Friends (though some people take protection from evil over this, but I'd prefer to have a cleric cast prot. from evil 10', it's more economical)

L2-5
--
Mirror Image
Acid Arrow
Detect Invis
Invis
Web

L3-4
--
Skull Trap (not Fireball. Too many enemies have fire resistance, and skull trap deals non-elemental magical damage)
Dispel Magic
Remove Magic
Flame Arrow
*Slow

L4-4
--
Greater Malison
Stoneskin
Secret Word (some people skip this and pick Meteors)
Minor Sequencer or Emotion
*Emotion or Minor Sequencer

L5-4
--
Breach
Lower Resist
Spell Immunity
Animate Dead (they say this is a better spell at higher levels (15) because you can summon some pretty serious dead)
*Feeblemind or Chaos

L6-3
--
True Sight
Summ. Nish.
Prot. Magic Energy
*Pierce Magic or Death Spell
*CL

L7-3
--
Spell Sequencer
Khel. Warding Whip
M's Sword
*Ruby Ray
*Finger of death

L8-2
--
Abi Wilting
Spell Trigger
*Pierce Shield
*Simulacrum

L9-0
--
*Time Stop
*Spellstrike
*Chain Contingiency
*anything you want

hope this helps


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