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#572835 29/10/15 07:25 PM
Joined: Oct 2015
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Crine Offline OP
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I am thinking of making my PCs a water/earth and fire/air wizard so that with the option to delay a character's combat turn I could potentially cast some elemental combos in 1 round.

It is my understanding if I were to take the wizard companion he would be water/air which would mean I should make a PC as fire/earth to not overlap but I think most of the combo effects would then have to be triggered by the same wizard in 2 rounds.

If I were to make both PCs wizards would they be too squishy/fragile to make it to the point where I can recruit my other companions? (thinking of doing knight, rogue but no pickpocket or lockpick and then 2 wizards)

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stranger
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Completely. We are now playing 2 pure wizards. We are 5lvl now and we do not have any dificulties in combat so far (tactical mode). Summoned spiders/zombies ect. are far more useful now so they don't die from 2 hits like they did in original game. We use companions (thief and archer), but I think it's completley possible to tank with pets now. It's hard to play 'cause mistakes can and will lead to death, but if executed right 2 mages have exellent control over the batllefield so far, even with few spells aviable.

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Yeh 2 casters is fine. The casters are by far the best classes in the game. When you're lighting the whole battlefield on fire it makes using the melee characters a pain imo, with summons instead of melee you're free to sacrifice them without a care.

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Originally Posted by Bird of Prey
Completely. We are now playing 2 pure wizards. We are 5lvl now and we do not have any dificulties in combat so far (tactical mode). Summoned spiders/zombies ect. are far more useful now so they don't die from 2 hits like they did in original game. We use companions (thief and archer), but I think it's completley possible to tank with pets now. It's hard to play 'cause mistakes can and will lead to death, but if executed right 2 mages have exellent control over the batllefield so far, even with few spells aviable.


As you are playing with two mages, what is your (or anyone who reads this ^.^) oppion about the spell schools? From a both a pure "fun" and power point of view?

I can't for the life of me decide if to go Pyro & Geo or Aero & Hydro. I am about to start a co-op game with a friend this weekend (tactician difficulty) where just starting like in single player over again isn't really an option.

Please help wink

Last edited by Tressa; 30/10/15 06:08 PM.

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