The reason FMT is used so much more often than FMC is that most triple-classes are used in solo runs. FMT gives access to thief abilities, which provide... access. In short, FMC's can't open locks, and they can't backstab, which is brutally useful in some encounters.
The reason FMT is used so much more often than FMC is that most triple-classes are used in solo runs. FMT gives access to thief abilities, which provide... access. In short, FMC's can't open locks, and they can't backstab, which is brutally useful in some encounters.
FMC's can easily open locks. Using Draw Upon Holy Might gives you a very high strength (if you are using ogre gauntlets you should have around a 20 strength) and the equivalent of a modest lockpicking (I think around a 55). Better is the fact that you are a mage and can use knock to open any lock that a thief can.
The most important thing thieves add to any party is the ability to find and disarm traps.
I really struggle to see the point in F/M/C. They are slightly better in melee because of attacks per round, and that's it. Considering how amazing your spellcasting would be otherwise, I just don't find the appeal.
That said, if you enjoy it, I really hope you don't care what I think. If you're having fun and you think your guy is awesome, then it sounds like you're doing it right.
But FMT is extrememly powerful. FC is not bad, not sure about MT though.
Don't forget Cleric/Ranger! I just played through BG:EE with one. It's mediocre at first, but the class receives cleric AND druid spells. It has decent thaco as well. Mine dual wielded war hammers, plus a sling for ranged fights (confirming that the class can't use bows). I can't wait to get Crom Faeyr!
Pretty fun and unique multiclass overall. I assume it's very powerful in ToB.
I would agree that Cleric/Mage is better off without Fighter until ToB, where the fighter HLA's really give a FCM a boost. As someone said, level 9 spells is arguably icing on the cake.
I always play no reload with a fighter/mage/cleric. I like the challenge and the vesatility of the F/M/C. The fighter allows for a little extra hit points. And casting multi spells helps me to have a wider choice of Npc's and not ever feel 'weak' at much.
Maybe you used some sort of mod. But I can assure you, a cleric/ranger cannot use anything other than blunt weapons and slings in 2E.
Wrong. I used him in the original Baldur's Gate all throughout ToB. Is there anyone here who actually played this game 12 or 13 years ago?
I didn't play with a cleric/ranger, but I have some clear memories of my games with my Fighter/Mage/Thief in the few years after BG1 was released that don't mesh with what I can now do in the game. For instance, my clear memory was that he made it to level 21. I know that it isn't possible to do that without getting rid of the level cap, but back then I didn't even know there was a level cap or that mods existed, yet he never stopped gaining XP during the six years I played with him as a PC. I don't know how that's possible now, although I have suspicions that maybe my friend who I used to play multiplayer with may have installed mods on my computer without telling me while he was 'fixing' something.
Maybe you used some sort of mod. But I can assure you, a cleric/ranger cannot use anything other than blunt weapons and slings in 2E.
Wrong. I used him in the original Baldur's Gate all throughout ToB. Is there anyone here who actually played this game 12 or 13 years ago?
Yes I did AND the first character I took through the entire trilogy was in fact a ranger/cleric - a half-elf ranger cleric can NEVER use bows - becuase a cleric cannot use bows no matter what other class he may have at the same time and a half-elf is the only race that can be a ranger/cleric multiclass.
It's possible you dual classed a ranger to cleric and BEFORE you took the cleric dual your ranger could use bows - but once you get the cleric class your only choice for ranged weapons are slings. However the only race that can dual class is a human so you actually NEVER played an elf ranger/cleric of any kind in any unmodded version of BG1 (or 2 or TOB).
Those memory chips in our brains get flakey as you get older - more so if you tended to abuse your body/brain with mass amounts of drugs and/or alcohol for any significant period of time as many of us did... (just sayin'...) ;-)
OK....yeah, they can't. Just to humor ya, I reinstalled from my original release CDs (the six disc version), lowest version you can get, and low and behold, can't use bows after dualing to cleric and regaining abilities. If they could at all, it was added in a later patch, then removed again after it was discovered, though I've seen no mention of such a change in any patch log. More then likely, you or someone else modded the game and you're just misremembering.
What is a F/M/C really getting that a M/C can't get with Tenser's Transformation + Holy Power + Righteous Magic? Just the 1 extra APR + specialization?
What is a F/M/C really getting that a M/C can't get with Tenser's Transformation + Holy Power + Righteous Magic? Just the 1 extra APR + specialization?
Yes, +1.5 APR, +1 THAC0, +2 Damage.
And fighter Constitution bonuses - as a Half-Elf, this is +2/level pre-tomes, +4 or 5 with all available tomes. At 3,000,000 Exp+, they also grab an extra HLA with a vastly better pool selection, and their maximum THAC0 is 3 better and advances slightly faster, and their saves are 2/5/4/4/6 rather than 2/3/5/7/4.
Plus the F/M/C can also cast those things too, it adds more to their damage output than it does the M/C thanks to the additional attacks and accuracy.
Come to think of it, M/C is a very good combo. It may be better than a FMC if you know your magic.
Contingency: Heal on Self when hp less than 50% (FMC cannot get lv6 spell on Contingency!!) Spell Trigger: Tenser, Improved Haste, Righteous Magic for recharge in big battle Chain Contingency: Implosion x3 (Not very good combo though except that Implosion ignores MR and holds the target w/o no save for 1 round; go for Horrid Wiltingx3)
3-class characters are very difficult to level up, that is true... And that 's the reason why they work much better in small teams (2-3) with only multi-classed characters. But I wouldn't try such characters in a team of 6 !
What I don't like in F/M/C is the problem of economy of actions. You may fight, or cast cleric spells, or cast mage spells... But only one full attack or spell per round. Actually, you always have to wonder if what you plan to do is the best way or if you are missing something. F/M/T is far less suffering from that, as least because you don't use rogue skills in combat ! Well, most of the time...
You may fight, or cast cleric spells, or cast mage spells... But only one full attack or spell per round.
You can get essentially a full attack and spell for the low level spells, though.
For example, firing a magic missile and then attacking will get you both spell and 9/10 of a round worth of attacking. Over 10 rounds with 2.5 apr (which you can have at level 1 while dual wielding a specialized weapon let alone being hasted, etc.), that is 10 magic missiles and 23 attacks. Many of the spells at F/M/C tank would use in combat are quite fast and leave you nearly the full round to attack (shield, invisibility, stoneskin, mirror image, DUHM, etc.).
Comments
I really struggle to see the point in F/M/C. They are slightly better in melee because of attacks per round, and that's it. Considering how amazing your spellcasting would be otherwise, I just don't find the appeal.
That said, if you enjoy it, I really hope you don't care what I think. If you're having fun and you think your guy is awesome, then it sounds like you're doing it right.
Pretty fun and unique multiclass overall. I assume it's very powerful in ToB.
It's possible you dual classed a ranger to cleric and BEFORE you took the cleric dual your ranger could use bows - but once you get the cleric class your only choice for ranged weapons are slings. However the only race that can dual class is a human so you actually NEVER played an elf ranger/cleric of any kind in any unmodded version of BG1 (or 2 or TOB).
Those memory chips in our brains get flakey as you get older - more so if you tended to abuse your body/brain with mass amounts of drugs and/or alcohol for any significant period of time as many of us did... (just sayin'...) ;-)
Besides, Baldur's Gate came out 14 years ago now. :P
And fighter Constitution bonuses - as a Half-Elf, this is +2/level pre-tomes, +4 or 5 with all available tomes. At 3,000,000 Exp+, they also grab an extra HLA with a vastly better pool selection, and their maximum THAC0 is 3 better and advances slightly faster, and their saves are 2/5/4/4/6 rather than 2/3/5/7/4.
Plus the F/M/C can also cast those things too, it adds more to their damage output than it does the M/C thanks to the additional attacks and accuracy.
Contingency: Heal on Self when hp less than 50% (FMC cannot get lv6 spell on Contingency!!)
Spell Trigger: Tenser, Improved Haste, Righteous Magic for recharge in big battle
Chain Contingency: Implosion x3 (Not very good combo though except that Implosion ignores MR and holds the target w/o no save for 1 round; go for Horrid Wiltingx3)
I really like Time Stop.
Edit:
+ with Mage / Cleric I can make a Gnome and get shorty saves + be an Illusionist / Cleric and get an extra spell every level.
What I don't like in F/M/C is the problem of economy of actions. You may fight, or cast cleric spells, or cast mage spells... But only one full attack or spell per round. Actually, you always have to wonder if what you plan to do is the best way or if you are missing something. F/M/T is far less suffering from that, as least because you don't use rogue skills in combat ! Well, most of the time...
For example, firing a magic missile and then attacking will get you both spell and 9/10 of a round worth of attacking. Over 10 rounds with 2.5 apr (which you can have at level 1 while dual wielding a specialized weapon let alone being hasted, etc.), that is 10 magic missiles and 23 attacks. Many of the spells at F/M/C tank would use in combat are quite fast and leave you nearly the full round to attack (shield, invisibility, stoneskin, mirror image, DUHM, etc.).