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The Insane Dual-Class

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Faraaz, Mar 16, 2006.

  1. thetruth Gems: 11/31
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    NOOO ! :eek:

    Poor Immy.RELOAD :D
    If you wait some time she returns in her human form and leaves ;)


    For the Fallen Solar use the shield of Reflection.Also I don't know why but these Solars move at 4x speed (like with boots of speed AND hasted) :mad:
    And there are MORE of them later :eek:

    And a question :

    Who is more powerful in your opinion Faraaz : a Sorcerer or a Wild Mage (pure class).I can't decide who is better...
     
  2. Faraaz Gems: 26/31
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    Wild Mage is a LOT more powerful...

    Mostly because you have Nahal's Reckless Dweomer...they make your scrolls obsolete! Just scribe everything and let it rip! I've played multiple (read 30+) times solo and with a party, with a PC who was a sorcerer.

    This is the first time I've extensively used a Wild Mage in this sort of runthrough, and I must say...I'm completely blown away! :D You get the benefits of a specialist kit which puts you on par with a sorcerer as far as spellcasting power goes, and you get certain amount of flexibility as far as your spell casting goes...a tradeoff if you will between a normal mage and a sorcerer.

    Also...mostly because I have nothing better to do, some more reasons a Wild Mage is cool...

    Ilyena casts Finger of Death
    Wild Surge - NO Save!

    Ilyena casts Abi Dalzim's Horrid Wilting
    Wild Surge - Roll 4 more times!
    Wild Surge - NO Save!
    Wild Surge - I feel refreshed!
    Wild Surge - Double Hitpoints!
    Wild Surge - Squirrels Squirrels everywhere!! :D

    Ilyena casts Haste
    Wild Surge - Hastened (Very funny when it happened to me! :D )

    I could go on and on, but you get the point...this can NEVER happen with a Sorcerer!

    That "feel refreshed" surge saved my butt when I was fighting Improved Irenicus.

    And I forgot to add...Nahal's Reckless Dweomer does not count towards your one spell per round limit. Theoretically...that's a free permanent Improved Alacrity...

    Who do YOU think is more powerful? :D

    Edit: Forgot to add...hmm, didn't know that about Imoen...I killed her mostly because she attacked me and I assumed I'm supposed to kill her...I don't really care much either way. I'm Lawful Neutral... :p

    About the Planetar...yes, I could take care of the Missiles, but how do you stop it in one place? Its got like 90% MR I think...I keep hitting it with Lower MR multiple times, and I still get Fallen Planetar - Magic Resistance messages all the time... :(

    By the time I cast ADHW, it runs away! You know, I once cast Time Stop and three ADHW...when it finished, the damned thing actually RAN OUT of the blast zone before the ADHW's could trigger!! :eek: That's just crazy...
     
  3. Silverstar Gems: 31/31
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    Then summon nasty fodders to kill the cursed Planetar fast. And use Energy Baldes maybe, they will hit, no matter how fast she is. Why don't you summon your own Planetar to counter her?
     
  4. Faraaz Gems: 26/31
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    Because I want to save it all for the Five! And I DID summon a Planetar...it got level drained before I could blink by Bodhi. :(

    Besides, I could just use cheesy tactics and refresh my spells...have you read Xyx's spell pages? :p But I don't want to...you lot are infecting my pure munchkinised mind! :D
     
  5. Silverstar Gems: 31/31
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    Umm, what is Xyx's spell pages? :confused:
     
  6. thetruth Gems: 11/31
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    Hehe.I think that I can trust him :D

    So probably Wild Mage is the most powerful class in the game...
    Although I will never forget what my Berserker-Mage could do during his timestops ... :bigeyes:
    :hahaerr:
     
  7. Faraaz Gems: 26/31
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    What? You haven't read them? WOW...that's like the Bible of advanced Baldurs Gate II spell casting...it'll really get you psyched...well, if you're a mage nerd like me I suppose! :D Hang on whilst I go google the link up.

    Hmm...funny, I can't seem to find the pages. All I come up with are Forgotten Wars forum posts.

    Well...I've got the pages on my drive at home, so I'll see if they can be put up somewhere...alternatively, if someone knows the link for them, they could post it here I guess.

    Basically, its a number of webpages, where Xyx (I assume) discusses all the priest and mage spells in the game, along with interesting tidbits regarding each spell you might not always know. Its usually minor details such as different save bonuses for similar spells you might not have known about earlier etc.

    Also...there are the Endless Spell pages. On these, he tells you how to utilise a Project Image, Spell Trap and Power Word spells to regenerate the spells you've cast. Its very micromanagement intensive, but theoretically...you cast Project Image, and recharge your spells via spell trap using that Project Image, hence getting unlimited spells.

    Rinse and Repeat! Its a loop, so you could theoretically do it for ever. Only applies once you have access to atleast 2 lvl 9 spells though.

    However...it could save your butt during Ascension. I'm still fuzzy about this at the moment, but I'll go read them again, and post the relevant bits.
     
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    ^I am waiting!

    Why yes Wild mage seems so promising, thrilling, full of suprises, and FUN! I may really try it someday! I take a mental note! :p
     
  9. thetruth Gems: 11/31
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    1) Bodhi can be turned now ;)

    2) Use your spells and then cast Wish.You don't need to trouble yourself.This battle is too insane ...

    3)Cleric's buffs + Tenser's Transformation + Improved Haste(dualwielding) + Timestop = 2 dead Fallen Solars ;)


    EDIT : Oops NO Tenser's T. - I mean Holy Power :D

    [ April 01, 2006, 16:38: Message edited by: thetruth ]
     
  10. Faraaz Gems: 26/31
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    Yay...found the link...

    http://members.chello.nl/~j.vanthull/BG2SR/Home.html

    http://members.chello.nl/~j.vanthull/BG2SR/EndlessSpells.htm

    I'll post the relevant bits here:
    (Note: These are all word for word from Xyx's Spell Reference, no copyright infringement intended, etc etc)

    --------------------------------------------------------------------------------
    Spell Trap (budget version)

    --------------------------------------------------------------------------------

    The basic idea is that you cast Spell Trap and let your clones recharge your spells by casting Power Words at you. Since one clone can cast a lot of free spells, you can fully recharge your spellbook.

    This cheap version uses a bare minimum of spells and is effective outside combat only.

    Minimum requirements:

    Spell Trap, memorized.
    Project Image, memorized.
    Power Word, Kill, memorized or on a scroll in a quickslot.
    Power Word, Stun, memorized or on a scroll in a quickslot.
    How it works:

    Memorize the spells and place the scrolls in the quickslots.
    Cast Spell Trap.
    Cast Project Image.
    Command the Image to cast both Power Words at you. This recharges your spells. The cycle is complete. Now reap the rewards.
    You now have a free Image. Have fun.

    Tips and tricks:

    Have the Image summon more minions. Planetars, Mordenkainen's Swords and more clones make good pets. Build up a free army. Send them on a rampage guided by Wizard Eye or Farsight (cast by the clones, of course).
    Have the Image cast enhancements on your party. Improved Haste, the Limited Wish Minor Globes of Invulnerability and the Limited Wish Negative Plane Protections are always nice if they're free. Cleric/Mages could add Chaotic Commands, Free Action and healing spells to that.
    Watch out for enemy True Sight; it'll kill your Image.
    Use Simulacrum instead of Project Image to get a clone that can act alongside you. You'll need Bigby's Clenched Fist or Maze instead of Power Word, Stun to recharge it. A Simulacrum has less spells than an Image. Organize your spellbook accordingly.

    --------------------------------------------------------------------------------

    Spell Trap (power version)

    --------------------------------------------------------------------------------

    As with the cheap version, the idea is that you cast Spell Trap and let your clones recharge your spells by casting spells at you. This version employs a Chain Contingency and Time Stops and requires no preparation right before combat. This one is a little more complicated.

    The Auto-Pause: Spell Cast game option is important to avoid wasting time. The instructions below assume you cast from memory and use the Auto-Pause. The Auto-Pause does not trigger if you use scrolls, so if you do you'll need to pause the game yourself (spacebar is easiest).

    Minimum requirements:

    Chain Contingency, memorized.
    Spell Trap, memorized.
    Two Project Images, memorized.
    Two Time Stops, memorized or on scrolls in a quickslot.
    Power Word, Kill, memorized or on a scroll in a quickslot.
    Power Word, Stun, memorized or on a scroll in a quickslot.
    How it works:

    Memorize the spells, place the scrolls in the quickslots and set the game to Auto-Pause at Spell Cast.
    Get into a fight!
    Cast Spell Trap. The game pauses.
    Cast Chain Contingency (while the game is still paused). Load it with two Project Images (leave the third slot empty). Set the Condition to See Enemy and the Target to Self.
    Unpause and wait for your Images to appear, then immediately pause the game again.
    Select one Image and command it to cast Time Stop, then hit the spacebar twice to quickly unpause and pause again.
    Select the other image and command it to cast Time Stop as well. Thanks to the quick unpause and pause, the two Images will cast slightly out of sync.
    Unpause and wait for the first Time Stop. The game pauses.
    Command the first Image to cast its first Power Word at you (doesn't matter which one).
    Unpause and wait for the Power Word. The game pauses.
    Command the first Image to cast its other Power Word at you.
    Unpause and wait for the other Power Word. The game pauses.
    Command the first Image to cast its next Time Stop.
    Unpause and wait. The first Image's Time Stop will expire a fraction before the second Image finishes casting its Time Stop. Time will briefly resume, then stop again. When it does, immediately pause the game.
    Command the second Image to cast its first Power Word at you (doesn't matter which one).
    Unpause and wait for the Power Word. The game pauses.
    Command the second Image to cast its other Power Word at you.
    Unpause and wait for the other Power Word. The game pauses. You have now recharged all the spells you just cast. The cycle is completed, but you have yet to reap the rewards.
    Command the second Image to cast its next Time Stop.
    Unpause and wait. The second Image's Time Stop will expire a fraction before the first Image finishes casting its second Time Stop. Time will briefly resume, then stop again. When it does, immediately pause the game.
    Go nuts. You have three rounds to let the first Image do whatever you like. Then, when its Time Stop runs out, the second Image will take over almost immediately, giving you another three rounds.
    You basically get the chance to unload your spellbook for free, twice, in only two rounds!

    Tips and tricks:

    Have the Images cast Improved Alacrity. Especially if you have the Robe of Vecna, this will greatly increase the number of spells the clones can cast during their Time Stops. Who needs Wish for a double length Time Stop and Improved Alacrity?
    Get more Time Stops, memorized or on scrolls. Just string them together, the Images taking turns. You can't use more than six total since your clones won't last that long.
    Cast the initial Time Stops from scrolls so they cannot be disrupted.
    Get Power Word scrolls instead of memorizing them. That way you can be lazy and just click three quickslots in a row. Ideal for the mage that likes to do this every battle. Even better, get two scrolls of Power Word, Kill so you need only one quickslot. Power Word, Kill will recharge Simulacrum or Project Image if you have no empty slots at higher levels.
    Swap an Image for a Simulacrum (two Simulacra won't work) if you fear True Sight, Dispel Magic or Remove Magic (which can kill Images) or if you want some melee action out of your clone. You' ll need Bigby's Clenched Fist or Maze instead of Power Word, Stun to recharge it. A Simulacrum has less spells than an Image. Organize your spellbook accordingly.
    If one of the clones gets killed, try to let the other clone take over. If it has twice the needed amount of Time Stops and Power Words it can keep the combo going on its own.
    Let your clones make more clones for even more free spells. Cast Simulacrum after the clones finish their Power Word chores, cast Project Image (with Simulacra) at the end since Images paralyze their creator.

    --------------------------------------------------------------------------------

    Wish

    --------------------------------------------------------------------------------

    Not much of a strategy... just a few tips to increase your chances of getting the Wish option that "makes it as if the entire party has just rested a full night and re-memorized all their spells". The advantage to this strategy is that it refreshes the whole party, not just the caster. The disadvantage is that it's a gamble and your luck will run out sooner or later. Try to make that "later" rather than "sooner". Wisdom 18 gives you about 20% chance of getting this desired option.

    Minimum requirements:

    Wish, memorized.
    How it works:

    Use up some of your party's spells and abilities.
    Cast Wish, talk to the Dao and hope it gives you the option to rest. This rememorizes the Wish itself, thus completing the cycle.
    Pretty simple so far. The difficulty is in getting the right option.

    Tips and tricks:

    Get as many clones as possible to try their luck at Wish as well. If your level is high enough, have your Projected Images cast Simulacrum before you do so yourself. Let your clones use scrolls to make more clones or cast more Wishes (if you somehow managed to get another Wish scroll).
    Use Potions of Insight to raise your Wisdom to 18 if it is lower. Let only your clones use the potions if you do not want to expend them permanently.
    Combine this strategy with the Nahal's Reckless Dweomer strategy below if you're a Wild Mage, but use the Dweomers to cast Wish rather than Limited Wish.

    --------------------------------------------------------------------------------

    Nahal's Reckless Dweomer

    --------------------------------------------------------------------------------

    A variant on the Wish strategy above. In this case, use Nahal's Reckless Dweomer to cast Limited Wish and "wish that spells you have cast would be restored, that you might cast them again!". The advantage over using Wish is that Limited Wish always gives you the same options. The drawbacks are that Wild Surges may mess things up and it only recharges level 1-4 spells (but a Wild Mage can always cast his high level spells through his Dweomers).

    Minimum requirements:

    Nahal's Reckless Dweomer, memorized.
    Wisdom 16 or higher (or a Potion of Insight).
    How it works:

    Use up some of your party's level 1-4 spells. Conserve your own spells as much as possible to make sure the Limited Wish will restore at least one Dweomer.
    Cast Nahal's Reckless Dweomer, choose Limited Wish, talk to the Dao and let it restore your spells. This will rememorize the Dweomer, thus completing the cycle.
    Pretty simple so far. The difficulty is in not getting a bad Wild Surge.

    Tips and tricks:

    Cast (Improved) Chaos Shield to decrease the odds of the Wild Surges messing things up. Cast it through a Dweomer so you'll be able to recharge it cheaply.
    Get as many Dweomers as possible. One Limited Wish can restore up to four of them.
    Get as many clones as possible to try their luck at Nahal's Reckless Dweomer as well. Simulacrums will be able to cast Limited Wish through it no matter what your level since they still know the spell even if they don't have slots of that level. Get your clones to make more clones before trying as long as they still have four or more Dweomers (any less and next generation clones won't get them anymore).
    Let someone with higher Wisdom talk to the Dao or use Potions of Insight to raise your Wisdom if you do not meet the minimum requirement. Only let your clones use the potions if you don't want to expend them permanently.
    Combine this strategy with the Wish strategy above.
    --------------------------------------------------------------------------------

    /endquote...Crazy hey?
     
  11. thetruth Gems: 11/31
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    Do you understand now why mages ruin this game ?

    :mad: :( Valygar was right ...
     
  12. Faraaz Gems: 26/31
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    Well...its still upto you whether you do this or not. For instance...I never have...except for the first time I read about this!! :D :D Ascension was a joke then...I had 4 Project Images going...after they exhausted their spellbooks, I cast Chain Contingency for 4 Project Images again...and again...on the third loop...everyone died! :D

    Of course...one COULD say single class mages are more powerful than single class clerics... :p But that's about it! ;)
     
  13. thetruth Gems: 11/31
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    I know,I was kidding ;) ( :hmm: )

    Oh and take a look at what I told you about Bodhi,some posts ago...
     
  14. Faraaz Gems: 26/31
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    Turn Bodhi? OF COURSE!! Yes...two of them are out of the way I guess. I'll probly just cast Imp. Alacrity and rip 7-8 Implosions on Irenicus.

    As for the Planetar...its fate is to be IMPRISONED!! I really dont care if its cheesy...I mean, LOOK at Ascension!! And as I always say, counter cheese with cheese...
     
  15. Silverstar Gems: 31/31
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    Hmm, it is well known high level mages are terribly powerfull. Thus they are well respected and feared through the realms.

    Go and imprison the wrteched fallen angel. She deserves no less...unless she is already immune to it.

    BTW, I think planetars, devas and solar are 'she', right? :confused:

    Thanks for the cool links, I guess it is very...enlightening! :evil:
     
  16. henkie

    henkie Hammertime Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Actually, if you have them cast spells, they have the male sound set.

    And I think I'll need to solo a Wild Mage too. I've had one before, but that was in a party, so he was mostly in back, throwing daggers at people. With classes that require a lot of micro management (clerics, mages), I only get the most out of it if I solo them. Normally, I just rely on fighters to bash the hell out of enemies.
     
  17. starwalker Gems: 16/31
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    I think the Bodhi from Ascension is the Origional Bodhi or a buffed up version of her and not the Tactics Bodhi. this might explain why she is turnable.
     
  18. Felinoid

    Felinoid Who did the what now?

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    Base THAC0 should be 6. Perhaps the result of some peculiar wild surges?
     
  19. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    That sounds like the Slayer's THACO....
     
  20. Faraaz Gems: 26/31
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    Well...I was definitely not Slayer change'd at the time.

    I'd buffed myself up to my gills though! :)

    Mostly, I think the relevant bit here would be DUHM for 25 STR...but that doesn't affect BASE THAC0 does it? I thought it gave you a bonus to your THAC0...hmm, strange.

    Also...once I crossed around lvl 25-26, casting Holy Power INCREASED my THAC0, instead of decreasing it!! I cast Holy Power this one time before casting Harm, so as to improve my THAC0...imagine my surprise when I missed and on checking found it to be 24!!! :eek: What gives?
     
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