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F/I vs F/M

Discussion in 'BG2: Throne of Bhaal (Classic)' started by haze, Dec 18, 2010.

  1. haze Gems: 1/31
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    More often than not I play some kind of F/D (usually K/D). With iron skin, fire elementals, insect plague, and nature's beauty I have my usual game plan.

    I want to try different strategies. So, I was looking at F/M multi since they always seem popular on forums. Seems elven F/M is most common, but I was thinking F/I, to have an excuse to play a gnome. What are the advantages/disadvantages of a F/I vs a F/M? And gameplay tips?
     
  2. Montresor

    Montresor Mostly Harmless Staff Member ★ SPS Account Holder

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    Off the top of my head, advantages for the F/I:

    - You can scribe one more spell per level for being specialized.
    - As a Gnome you can start with an INT score of 19.

    Disadvantages:

    - You can't cast Necromancy spells.
    - You won't be able to romance Jaheira, Anomen, or Viconia (OK, Elves can't romance Viccy either). You can still romance Aerie.
     
  3. Silverstar Gems: 31/31
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    You can memorise one extra spell for each level, which is a very huge boost.

    You will not be able to learn the vile necromancy spells, but really, the school offers very little for a fighter/mage anyway. A fighter mage must use defensive and buff spells to full effect, and necromancy lacks these (except Spirit Armour, see below.)

    You will lose all touch spells (Chill, Ghoul, Vampire) but you should already be swinging a weapon with good skill.
    Horror is nice for group control but there are wands for it and you can use it as Bhaalspawn ability.
    Skull Trap:awkvard spell to use for the inexperienced anyway.
    Spirit Armor, hmm this may be the biggest loss, but can be compensated by another caster for it can be casted on others.
    Contagion:who casts this spell ever is beyond me.
    Animate Dead:Clerics do it way better.
    Death Spell:extremely handy spell, but often overlooked anyway. Death Fog does the same for summoned monsters.
    Finger of Death:save or else type spells suck big time, this being very slightly better than others does not change the fact.
    Abi Dalzim's Horrid Wilting:Good spell, but with your low mage levels you won't be able to use this spell that much anyway. Let Edwin spam it.

    Also, gnomes get a saving throw bonus based on their CON score. They get +1 save vs spells and wands for every 3+½ CON they have IIRC. This is a very useful bonus to have.

    Gameplay tips:You can choose pretty much any weapon combo you like, and your best role will be the tank, or blocker. With right spell combos you can be the hardest to kill party member, holding the front ranks while fragile blitzer type fighters attack from rears and support-casters devastate the foes from your backs. With stoneskin, blur, mirror image, armor spells, protection from magic weapons, improved invisibility, spell turning, spell immunity:abjuration (a MUST or enemies will easily dispel you with a blink) you will be able to hold on enemies forever, and when you need the extra kick, Improved Haste yourself to whack enemies to itsy bitsy parts with your favourite weapon. You can use fighter only potions such as Giant STR potions and heroism ones, and they make a huge difference. For equipment, go for the best AC bracers and the best robe you can find. You can put Staff of Magi to surprisingly good use in combat, unlike a single classed mage. F/M GWW attacking with Staff of Magi is something to see, you will be dispelling every enemy with every hit. So get specialised in staves at some point, also two handed fighting to support it is nice too.
     
  4. haze Gems: 1/31
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    So, playing through BGTutu then the rest of the series, I rolled up this character:

    F/I
    14
    17
    17
    19
    10
    10

    With ** in QS and ** in 2-handed. Then I will max out QS and then halbred. A gnome F/I with Ravager sounds cool.

    I am not at all familiar with buffing with mage spells. Or the higher end mage spells for that matter, so this will be a good way to learn. I never liked resting just to restore spells, but I might have to get over that.
     
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    You have already 'max'ed Quarterstaves proficiency, for multi classed fighters can only put up to ** (specialisation) in any weapon, further training is only available to pure class fighters. That is, unless you have a tweak mod that allows multi-classed grandmastery. (and true grandmastery is a must to make it worthwhile too)
     
  6. haze Gems: 1/31
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    That is right. Been awhile since I played. I got everything to install via a CrossOver on my MacBook Pro so I am going to give it a run. I have beat BG1 2-3 times, SoA twoce, but never played in TOB even though I have had it for 10 years. I always get burnt out before going through TOB.

    With F/I is it common to use magic missle and other offensive spells or is it more about buffing for melee?
     
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    That is your choice to make, but since your mage levels will be lower when compared to a single class mage, you will not be able to cast too many spells, and they will not be very powerful, thus if you plan to use your spells offensively, they just won't be quite effective. On the other hand, since you will have fighter levels, abilities and weapons, you can use them very effectively for your offensive force, and use your spells to utilize and maximise your assets and protect yourself. That would be much more useful.

    If you fill up your slots with offensive magic, you can score some spell damage, but they won't be very powerful damage wise, and then you can do what? Wade into melee without armor, protection spells or pure skill of a fighter (high HP count) to rely on is just suicide.

    But if you use your spells to buff up yourself, you can be even a more reliable fighter than a pure fighter, because for example, you can stand right infront of an Adamantite Golem, who won't be able to touch you at all because you are protected from magical weapons, and even if it can touch you it still has to 'peel' your mirror images and stoneskins, thus you can absorb so many more hits than a pure fighter can, and fight better than a pure mage by hitting the opposition back nearly just as well as a pure fighter at the same time. It is best of the two worlds, really.

    Ofcourse, some spell levels just are not suited for buffs, or sometimes you won't have the required spells. Filling your lvl 1 slots with magic missiles is not a bad idea, BUT memorising a Chain Lightning spell instead of a Protection from Magic Weapons spell is bad move for a F/M. Combat protections and buffs are the bread and butter of F/M because they can use their fighting skills and weapons to deal with their opponents. Pure mages have to rely on their spells to do their enemies harm, because their only other option is 'trying' to poke their enemies with wooden sticks or butter knives and hope they 'go for the eyes.' :shake:
     
  8. Pyroreaver Gems: 2/31
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    Poor skull trap!

    Skull Trap:awkvard spell to use for the inexperienced anyway.

    I always feel sorry when people bash skull trap, he is so misunderstood! for me 3 steps to make your skull very useful

    1) get the minor globe of invulnerabilty fix
    2) cast the globe
    3) blast away with skully when enemies get close!!!!
     
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