06-18-2005, 09:46 AM | #1 |
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Join Date: June 17, 2005
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I have a problem that my mage always dies. He has AC8 bracers the wolf paw talisman, which put up his HP by 8, and a cloak which puts his AC to 1 but he still manages to get killed. He uses a sling so he's not even in the combat and has my two archers guarding him.
Anyone have any advice? |
06-18-2005, 10:27 AM | #2 |
Ironworks Moderator
Join Date: June 10, 2001
Location: Pasir Ris, Singapore
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It would help if you inform us exactly what is killing the Mage.
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06-18-2005, 10:37 AM | #3 |
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Like Dundee said, more info on what is killing the mage.
And don't feel all invincible just because his AC is 1, he's still got the worst hitpoints of your entire group and is meant to not get into physical combat unless prepared with the proper spells (Mirror Images, Stoneskin, and Blur for good measure) (If this double posts, sorry, my computer is being an arse)
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06-18-2005, 01:56 PM | #4 |
Lord Ao
Join Date: May 15, 2005
Posts: 2,092
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Like they said, it would be better to tell us what was killing the mage, like if an imbued wight is killing your mage, mirror imageis the way to go. but if, enemy archers are killing your age, protection from missles would be best.
hopeullf I'ev helped, even a little |
06-18-2005, 06:25 PM | #5 |
Lord Ao
Join Date: May 27, 2004
Location: Canada
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The AI generally targets the closest or fewest-HP character, so keep your mage to the back. Try interposing one of your archers between your mage and any ranged troops on the other side.
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06-20-2005, 07:36 AM | #6 |
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hmmm... you can try having the mage join in the battle only after it's started..
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06-20-2005, 07:48 AM | #7 |
Drow Warrior
Join Date: October 23, 2004
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No one thought to say this so I will.
WELCOME TO IW FORUMS! IIRC doesnt the wolf talisman increase your HP by 10?
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06-20-2005, 10:58 AM | #8 |
Quth-Maren
Join Date: February 17, 2003
Location: Portsmouth
Age: 34
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It does indeed.
THe Spell That I Love Most: Stoneskin.
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06-22-2005, 11:56 AM | #9 |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 63
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NG,
[img]graemlins/happywave.gif[/img] . [img]graemlins/happywave.gif[/img] . [img]graemlins/happywave.gif[/img] WELCOME to the IWD forum! [img]graemlins/happywave.gif[/img] . [img]graemlins/happywave.gif[/img] . [img]graemlins/happywave.gif[/img] Yes, I have some advice. What is your CON? More importantly, what is your DEX? DEX is important for everyone, not just your front line; because it improves your armor class, even for Mages. The easiest thing I can think of to toughen your Mage is THROW HIM OUT and start his replacement out as a Fighter with maximum CON and DEX; and Dual Class (DC) him to Mage no earlier than just after attaining Fighter CLVL 6. If your roleplaying philosophy will allow, try this: Roll a HUMAN Fighter (only humans can DC) with STR=DEX=CON=INT=18. WIS and CHA can be at or near minimums. (You can do this, and get a character that doesn't look too lopsided, with a total roll of 80+; which is easy to roll in less than 5 minutes of re-rolls.) Play your character as a Fighter until you make LVL 6, getting 14 HP per level because of your warrior class and high CON. Then DC to Mage. Your new Mage will have 84 HP, excellent natural AC, and eventually the ability to draw a mean bow (if you stacked your PP in the right place). Yes, your new Mage will also be 32K XP behind where he would have been if she had just started out as a Single Class (SC) Mage; but 32K is next to nothing, even if you are only doing IWD and not HoW: Your Mage will zip through levels fast enough to make your head swim, and will be a earning her keep *AS A MAGE* within 20 fights. If you have HoW installed and plan on playing the expansion, DC your Fighter no earlier than F(9); or else build an MC M/T or M/C. If you specialize your Mage, make sure that you pick Illusionist (assuming HoW is installed), or another class that has both protective spells (like Blur, Mirror Image and Stoneskin) and Evocation spells (like Fireball). EDIT: WHOOPS! I just noticed this: ...and has my two archers guarding him... Hmmm... Maybe a discussion of party composition and tactics is in order. Who is in your party and what weapons are they using, and where in the IWD world are you? In general, when an enemy closes to melee range (which they have if they are beating on your Mage and she is in the rear, where she should be), then it is time for your front line to put the bows and other toys away and break out the heavy artillery, like long swords, maces and axes. Your warriors should have *AT LEAST* 2 PP stacked in their chosen weapon, with hopefully much more if they are a Fighter. -------------------- What's a party, without a song? Bards ROCK! Party On!! [ 06-22-2005, 12:15 PM: Message edited by: NobleNick ] |
06-23-2005, 09:52 AM | #10 |
Drow Priestess
Join Date: March 13, 2001
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Age: 54
Posts: 4,037
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Welcome, NG. [img]graemlins/happywave.gif[/img]
NobleNick always has good advice, even though I am not usually a proponent of dual-classing characters. Nevertheless, mages usually die due to low hit points--even a lowly skeleton can kill a mid-level mage in melee combat. Always keep mages as far from melee as possible, then reach out with area-effect spells to damage or hinder your foes. Armor or Ghost Armor help, as does Stoneskin. Never underestimate Mirror Image--even if you get hit all that happens is that you lost a fake image of yourself. If you don't follow NobleNick's advice about how to create a character that will dual-class into a mage, then keep Potions of Agility on hand--they raise your dexterity to 18 which will instantly lower your AC by 4 points. If you keep track of such things, then Potions of Absorption will help against foes using crushing attacks; that potion gives you a AC bonus of 10 versus crushing attacks. Other than that, as per other posts some info about party composition and tactics will make all the difference. [img]graemlins/petard.gif[/img]
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