wizards have more fun?

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koz-ivan
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wizards have more fun?

Postby koz-ivan » Mon Aug 19, 2002 10:44 am

anyone care to fill me in on some wizard tactics?

after finishing the game w/ a horribly overpowered monk, i'm looking for something w/ a bit more challenge and hands on interactivity.

but i haven't a clue where to start...

i'm thinking that the combination of few spells & hit points vs the charging hordes of enemies might make life a bit too interesting.

any items / spells i should look for?
any feats that are "must haves" ?
"all around you is tinder for the gods"

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Xandax
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Postby Xandax » Mon Aug 19, 2002 12:21 pm

Sleep is a spell that is gold worth on the lower levels (haven't tried a magic user at higher).
Makes it a lot easier when the hoardes of enemies come tumbeling towards you :)

Also summoning spells as they in the game has a loooong timespan.

Magic Missile is always nice.

And general area effect spells are nice seeing as there usually is a group of enemies. (Fireball, Cone of Cold, etc)


And btw - keep a wand of some damage spell with unlimited charges, comes in handy when blasting up them chests :D (although a little slow sometimes)
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archerknight
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Postby archerknight » Mon Aug 19, 2002 8:20 pm

Just started playing a wizard for the first time myself. Never really tried one even in bg 1 & 2. It's been interesting.

I find you have to rely more on henchmen/familiar/summoned.

Spell effects are cool though.

Can't wait to get to a higher level.

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Yuusuke
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Postby Yuusuke » Tue Aug 20, 2002 11:49 am

Wizards are great fun. Especially when, alot of times, playing NWN can feel like I'm playing Diablo 1. Wizards are so much easier to play than 2nd edition because resting is so unintrusive. Just open the door, and drop a Fireball, Ice Storm, Meteor Swarm, or what have you, on the center of the room. That's about all the strat you need. :p I really miss Melf's Minute Meteor though. :(
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Mathurin
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Postby Mathurin » Fri Aug 23, 2002 2:54 pm

The panther familiar is rather useful as a wizard, if your soloing. Most of the time after a spell or 2 every creature in the room will target you and if the are attacking you it allows the panther to flank and then sneak attack, stock up on healing potions though. This also works well with the Sleep Spell since the cat will Coup De Grace anything asleep. Anyone can actually do this but a rogue is more effective since the extra sneak attack damage makes the DC to survive considerably higher, and of course most things are subject to death by massive damage so the rogue's sneak attack the panther has makes that more likely to happen. Any items that add Damage Reduction are very useful too.
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koz-ivan
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Postby koz-ivan » Sat Aug 24, 2002 8:10 pm

just finished chapt 1 with the wizard. (elf)

wow.

i've been sticking w/ grimgaw as a henchmen, except for the poor idea of bringing LL along for the chapt 1 finale.

and been using the pixie familliar - very sparringly usually only after the fights are over and i need someone to disarm traps. (anyway of telling it not to charge every badguy it sees?)

the dire wolf summons (lv 3 spell) is incredible i stopped using it only b/c i was getting bored and wanted to cast attack spells. also like the skeleton warrior.

picked up weapon focus (rapier) thinking i'd get to see some cool swords - since then the only weapons i've found are staffs, but pretty good ones, i wonder if the treasure randomizer does not check for focus w/ wizards?

burning hands has been a very pleasant suprise, much more effective than i remeber it being in other d&d comp games.

weapons set for stun. gladiator club and later namarra saved my bacon a few times. but that will teach me to send my wizard into combat...

too bad robes don't look like robes...
"all around you is tinder for the gods"

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Hippy Lettuce
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Postby Hippy Lettuce » Sat Aug 24, 2002 8:40 pm

The wizard can be a difficult character to play during the first chapter, due to the vstiety of creaturers and characters you face during the game, at such a low level. You should rely on your henchmen alot due in certain areas...

For example, there is a section that has alot of undead creatures, use the cleric to help turn the undead...

Another area is very combat intensive, and I would recommend the fighter in this case. the monk is also good, but keep plenty of heal kits to keep him alive...

The bard is also a great henchman to use due to the ongoing spell effects she uses to buff up your character...

Of course, the thief is damn good untill you get a open lock spell in your spell book...

Then the best thing about the wizard PC is the use of summoned creatures and the ability to have a familiar...

The magic user PC can have up to 4 NPC's included in their party, summonded creatures, familiar, and a henchman to help out in combat and allow your PC to stay alive...

Finally, use the stone of recall to have a chance to heal up and rest in a sanctuary if the going gets rough,,,

Later in the game, the magicusers have a wider selection of combat spells available to go toe to toe to with many of the creatures and characters you will encounter...

Magic users are always a challenge to play, due to the fact that you have to plan on what type spells you prepare before tackling various areas...

Goos luck and good blasting of your foes...
losing brain cells every toke...

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Delacroix
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Postby Delacroix » Thu Sep 12, 2002 10:33 am

Darkness(2nd lvl) + Ultravision(2nd lvl)- It's ridicoulous, you can win every combat with this. Later a quikened darkness make it better. Is far more useful than improved invisibility, enemies dont dispel it. Is the best combo I see in low levels for hard combats.
[Sorry about my English]

Ps: I'm "Ivan Cavallazzi".

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