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-   -   Magic Vs. Fighting (http://www.ironworksforum.com/forum/showthread.php?t=56337)

Tailmister 08-27-2001 12:29 PM

I used to be a fighter, and now I am a sorcerer who is learning. Can you give me any tips I need to make magic as worthwhile as fighting?

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Fighters Rule!!!

Istaron 08-27-2001 01:02 PM

Yes, start over as a wizard.

Always have a spelltrigger who you can active. Mine contains Mirror Image, Stoneskin and Protection from Magical Wepons.
You spellcaster is NOT a fighter. You shall engage in melee as little as possible with him. Cast spells.
Be carefull with sunfire and fireball since it will hurt your partymembers.
Have fun.


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Mages Rules!!!

Jake 08-27-2001 01:33 PM

My spell contengincy contains mislead, shadow door and stone skin, an anti- melee combination. I also use stuff like telsers transformation, blackblade of distruction and stuff.

zNOVAz 08-27-2001 02:44 PM

You can not go wrong with mages, Mine has a lot of fighting spells, one of the best to have is one of the Fire shields. A good area spell like fireball is also very goo dand then be sure to include the basics like magic missle and Acid Arrow.

Rikard 08-27-2001 03:09 PM

Quote:

Originally posted by Istaron:
Yes, start over as a wizard.

Always have a spelltrigger who you can active. Mine contains Mirror Image, Stoneskin and Protection from Magical Wepons.
You spellcaster is NOT a fighter. You shall engage in melee as little as possible with him. Cast spells.
Be carefull with sunfire and fireball since it will hurt your partymembers.
Have fun.


A bit Carelessly said by Istaron but i might be better to start as a Mage as a mage gets access to more spell and thus you can learn what spells are useful and which aren't
When you have good knowledge of the usefulness of spells
It might be wise to consider a Sorcerer as he is much more versitile in combat



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The Rocks show the way

IrishHound 08-27-2001 03:42 PM

Sorcerers rule! Here's my tip for you, Tailmister, don't overlook the 'skull trap' spell as opposed to fireball and lighting because alot of monsters have resistances to elemental damage and the 'skull trap' is pure magic. When u get high enough, around 11 or 12th level, combine it with 'protection from magical energy' and you have an awesome combo. *Note* the bg2 book in incorect in the spell info, it confers 100% magic resistance, not the 50% stated. Cast it on yourself or a fighter and unleash some devastation.

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" When I read about the evils of drinking, I quit reading "

deathknight 08-27-2001 04:55 PM

Project Image and Simulacrum are both wicked spells. There is so many uses and abuses here that it almost takes the fun out of being a mage its so powerful. I like to play mages as support for my melee (breach stoneskined opponents etc) so spells like breach and pierce magic etc are high on my list. true sight is a must have. improved haste can turn a dual wielder into a lawn mower. If you are going to be slinging alot of spells you really need to understand all of the effects of each spell. Since your main offense is going to revolve around your magic knowing which monsters are magic resistance and lowering their resistance when appropriate will also be important.

250 08-27-2001 05:08 PM

yeah sorceress rulez!!

max thunderstorm and lighting mastery
max frozen orb and cold mastery
put one point in static field, which will help you level

get lots of +1 cold skill charms, and add-skill items. you will be a non-stopable PK.

oops, is this BGII thread?


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