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some questions about mage and spells


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#1
Kwuiter

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hi guys, i'd like to roll for a mage in my next run (SoA + ToB, no mod). but despite multiple playthroughs i've never been very reliant on spells so there're a few things that i'd like you to explain for me.

1.  I've never used any debuff spell beyond the level 3 Dispel Magic + level 4 Greater Malison. What's the real winning combination for a mage to debuff at the start of a fight?

2.  i want my pc to be able to deal consistent damage but also stay out of harm's way. Has anyone tried a bow-wielding fighter/mage multi (i don't fancy dualing)? or a thief/mage? What's the synergy like? 

3. overall is this http://www.gamefaqs....-amn/faqs/11334 a good spell guide?

thanks for your time :D

#2
Grimwald the Wise

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Those spells are OK at first, but you will need more powerful ones for fighting dragons and the like.

If you have a druid in your party insect swarm is invaluable.

If you are solo you will need spells such as "lower magical resistance (vital), breach, remove magic, spell thrust, detect illusion. Secret word is also helpful for the more powerful enemies.
Pierce magic also helpful. Warding whip is great.

If you are also an archer, using arrows of dispelling can be a good way of getting rid of buffs. I haven't tried an archer/mage combination in ToB, but it is fine in SoA.

Don't know about the spell guide. Sorry.

#3
Kwuiter

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thanks. all those are powerful spells. but correct me if i'm wrong - judging from my experience, usually the outcome of most fights are decided in the first one or two rounds, so it's unlikely we will need or ever get to cast that many debuff spells, no?

I'm actually planning for my archer to deal physical damage out of harm's way.

#4
morbidest2

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In SoA Breach (5th level) and Pierce (6th level) are the old standbys for debuffing powerful enemies. In ToB 7th and 8th level versions of these two become available, but the idea is the same.
It's not clear from your OP if your mage will be part of a party, or doing a solo run. In the party run, a mage who is doing anything else besides using magic during a SERIOUS battle is a drag on his party. In a solo run most F/M combos use magic for defensive buffing before the fight starts, while weapons handle the offense. You know from Aerie (C/M) what the advantages/disadvantages of a multi-magic user are: an awful lot of low level spells, but damn few of the highest level spells that you want in ToB and the lowest levels of Watcher's Keep. You know from dual Imoen a bit of the ads/dis's of a M/T. If your playing style is heavy on invisible back stabbing - run away - go invisible again- back stab again, etc., etc., you can make it work, but remember that the toughest enemies see thru Invisibility.

#5
ussnorway

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Kwuiter wrote...

thanks. all those are powerful spells. but correct me if i'm wrong - judging from my experience, usually the outcome of most fights are decided in the first one or two rounds, so it's unlikely we will need or ever get to cast that many debuff spells, no?

I'm actually planning for my archer to deal physical damage out of harm's way.


Take a look at the Bard class.

She gets spells up to level 6 {vanilla game} and can use most of the weapons you are likely to want to try including that bow. Bard has access to fast levelling as a pure class with pickpocketing, UAI (use any item), Spike traps & the higher level spells can be cast from scrolls.

When all else fails, sitting at the back invisibly playing her song helps friendly units or hampers enemy units {depending on which type of bard} whilst still safe from most types of attack. :wub: