RK47 said:
Dex 9 = 3 spells per round
Sure, but at an extra cost of 2 fatigue per round due to spending 12 action points while only having 9 action points.
I think Harm works all right as a damage spell in the early levels, and in order to get a better damage/fatigue ratio, it's probably a good idea to put the rest of the points in various other 1st and 2nd tier spells just to bump magickal aptitude by 5 per spell. Still got to watch the fatigue drain though, and have potions ready. Buy a Dark Helm from a wise woman to get extra 20 magickal aptitude early on, and maybe use some kind of mage background to get a similar boost. Then you could have 100 magickal aptitude by level 7 or so, and do 40 damage with each Harm.
Kogorn said:
Should I start out by putting a point in attack? Or should I just learn to let followers do most of the fighting at the beginning?
My half-ogre mage only got three levels in Melee because he's an Educator and needed to teach his followers to become Melee Apprentices for the extra weapon speed boost. Sure, he's killing most opponents by casting Stun and then whacking them with Torian Kel's
Axe of Lost Time, so he's getting some good use out of his Melee skill, but he could just as easily cast Harm instead and drink more potions. So I wouldn't say that a mage needs to put anything into attack. And if you play in turn based mode, it's real easy to not click too often and fall unconscious due to zero fatigue.
Not so in real time mode though, so then you might have to rely on followers to mop up any survivors after you've unloaded on them. I (ab)used real time mode in the dragon dungeon due to them dragons being a lot slower in real time mode than they are in turn based mode. They don't have a run animation, only one for walking, which means that while they may have plenty of action points in turn based mode, they move slowly in real time, making them easy pickings for a Harm clickfest... that can easily put a mage on the ground.