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Old 09-24-2002, 09:40 PM   #1
Sir Goulum
John Locke
 

Join Date: February 7, 2002
Location: Edmonton, Canada
Age: 35
Posts: 8,985
Whats a good way to use them when you first get them, because of their low amount of HP and their small amount of spells. Every time I try and use one, he/she dies almost right at the beginning of a battle! Any ideas/suggestions??
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Old 09-24-2002, 09:54 PM   #2
Peytin of Rothmire
Manshoon
 

Join Date: September 20, 2002
Location: Pennsylvania
Age: 53
Posts: 151
I always make sure my mage has a bow or missile skill and use that in the
beginning. The mage really doesn't become much until the Vale or so. By then
you should start accessing level 3 spells like web that can be useful when your
fighters are under free action. They can also use Melf's acid arrow against
trolls, along with any fire spells.

I try to make my mages multi-class, usually mage/fighter or mage/thief. You'll
get a little more out of them. Other than that, I think you're right. The mage
doesn't become real strong until later in the game and even then they never
become as powerful as they do in Baldurs Gate II.

You may need to wait, before casting any spells, until the creature is
within range. You never want your mage to be the lead or closest character
to the enemy.
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Old 09-25-2002, 09:55 AM   #3
Vassago
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Join Date: August 21, 2002
Location: KY
Age: 50
Posts: 188
Keep them in the back and loaded w/ missle weapons. That is one reason why I don't use mages. I like the Druid because he gets summon spells, heal spells and he's pretty tough. Mine is currently equiped w/ the Spear of Ash or something like that. I bought it from Colan in Kudalhar. Believe me, in battles, he can hold his own.
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Old 09-25-2002, 10:55 AM   #4
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 41
Posts: 11,063
I use a pure Necromancer and a Bard for all my arcane needs. They are not really that weak in the beginning. I admit that they have very little spell slots at the start, but they can still rely on Slings until they gain higher levels. Chromatic Orb is invaluable at the start, aiding your party by disabling the enemy.

Once you start accessing stuff that increase your spell slots though( Ring of Wizardry anyone?), you will start finding it hard to run out of spells before the battle is over. I am assuming that you rest after each battle though, otherwise yes, you will still run out of spells after 3-4 battles.

My Necromancer uses a Dagger at high levels because there is a Dagger that increases your number of spell slots. Not that he enters melee, because I always keep him at the back.
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Old 09-25-2002, 02:33 PM   #5
NobleNick
Quintesson
 

Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 63
Posts: 1,045
Sir Goulum,
I would suggest starting as a fighter and dualing over to mage after leveling a while. This will give you some extra hp and (if you think ahead, spend skill points wisely, and dual over at the right point) give your mage lots of extra proficiency in a non-spell combat skill. IIRC, the "sweet spots" for dualing over are after your fighter makes level 5, 9 or 13. If you are mostly concerned with getting a few extra hp, just go to 5. If you are patient, and want an uber mage-warrior that can cast blur on herself and then wade in as a tank with a 4-point proficiency in a melee weapon, then waiting until your fighter levels 13 to dual over might be the course for you.

I started out just thinking that 5 levels would be good, but have gotten greedy: I am doing a fighter to cleric at 13, a cleric to fighter at 9, a fighter to mage at 13, and a fighter to mage that I haven't decided on (9 or 13).

You need to think ahead at character creation, to make sure that your character will have excellent attributes as a mage and still qualify to start life as a fighter. The nice thing about dualing like this is that your mage will level very quickly until (s)he is 1/2 of a level behind where (s)he would have been had you done straight single class; because you get so much more expo in, say, the Vale, than you do in Easthaven.

I hope this helps.
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Old 09-28-2002, 12:36 PM   #6
Malavon's Rage
Elminster
 

Join Date: July 15, 2002
Location: USA
Age: 36
Posts: 412
i would suggest you to be sure you get Contics ring of Wizardry. doubles all of your first and second level spells that you can cast. (nothing like 6 chromatic orbs at your side)you can get that in Wyrms tooth by the way
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Old 09-30-2002, 02:10 PM   #7
Keraptisdm
Elminster
 

Join Date: August 23, 2002
Location: Near Pittsburgh, Pennsylvania
Age: 61
Posts: 410
Hi Sir G. My Illusionist was pretty much just sucking up experience points from the rest of the party at the beginning, but then she started to bloom and come into her own. Near the end of the game, she was the one saving the party with monster summoning spells, well timed magic missles, etc.
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Old 10-04-2002, 12:24 PM   #8
B1ade
Elite Waterdeep Guard
 

Join Date: September 2, 2002
Location: London, England
Age: 42
Posts: 41
Definitely, dual-classing in terms of mages is the way to go (I also had a mage that seemed to keep dying every moment they were in combat). Alternatively, learn magic missile and armour spells as soon as possible, which is easy as I think they are both level one. Magic missile means they can be useful while staying back and the armour spell keeps them alive long enough for them to heal after combat.

Either way, it's a good idea to keep someone like that going - as said by Keraptisdm, they really come in useful later on.
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Old 11-13-2002, 04:14 PM   #9
Roboghost
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Join Date: May 15, 2002
Location: California
Posts: 216
I believe the book basically states someplace that a retinue of fighter types should accompany the mage. This is the hint that they are not SUPPOSED to fight...except as a last stand. I set the script to have the mage poke 'um with a weapon in case I'm busy doing something else in the heat of battle, but otherwise--they run like hell.
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Old 11-13-2002, 07:25 PM   #10
SirWillow
Elite Waterdeep Guard
 

Join Date: June 25, 2001
Location: Ventura, CA USA
Posts: 38
As most of them have said, there is no way that your mage should be up in the thick of the battle. With no armor (meaning high AC and easy to hit) and low hit points, they're bait- especially at low levels.

My mages always start off slinging bullets, with an occaisional spell thrown in, until they are high enough levels to cast consistently. And it's always from the back of the party behind a nice line of defenders.

About the only time you'll ever find one of my mages actually swinging a weapon is in the case of my dualed fighter mages with a ton of hitpoints and good fighting skills from before they became a mage. And I'll usually load them with as much AC reducing things designed for a mage as I can- after making sure my first two low-AC tanks can't use the items. But even in those cases it's spells first, arrows second (he's a master archer), then hand to hand last.

All my other mages- the monsters get close, they back off and stay away. Then once they've got some distance they start blasting again.
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