So after many months I decided to use a totemic druid. But, aside from the beasts, he isn't very good yet. I'm just banking on him paying off once he gets to level 9 and 10.
You're playing with BG:EE and if so, are the spirit beasts nerfed?
"He isn't very good yet" you must mean that you don't take into account the spirit beasts? Those things can kill everything in the game alone. I quit my solo Totemic druid in trilogy because i didn't have to do anything at all after i put down my spirits.
And a druid has some great stuff. Great summons (Woodland being) conjure animals (Those two bears will shred stuff), Insect plague (Lv5) to make them run around in fear and interrupt spell casting.
I would say that in BG1 or BG:EE the druid is much better than a cleric. The moment you hit BG2 the cleric will outshine the druid.
You don't get any of the clerics great spells in BG:EE thanks to them not getting level 5 spells. While a druid got some of the best spells at level 5 spells.
Yeah, Avenger all the way. In BG1 it's just so painful for a druid having pretty useless level 2 and 3 spells. Avenger fixes that nicely. It also gives you options for levels 1, 4 and 5 though those receive more competition but with 21 wisdom and a certain ring you'll have room for some Chromatic Orbs and Improved Invisibility no worries.
A big downside of Avenger was lack of AC but now they can wear Ankheg plate putting there AC up there with the best.
Another issue with Avenger was lack of strength but there are numerous ways around that if you want to mix it up in melee (Strength of One, DUHM, belt, bracers). Obviously your strength score doesn't matter though if you shapechange into sword spider form.
Another issue was low con excluding the claw of kazgaroth but even that can be worked in once you pick up DUHM.
I'm pretty sure Avenger's can't use Ankheg. I believe it was in this last update ( 2014 ).
I can't say all level 2 Druid spells suck. Slow Poison is great to have around, as there's so many things in this game and, in BG2 that likes to poison you. Also having a spare ( or two ) Protection from Fire/Ice is good. Top off that tank with 50% Fire/Ice resistance with that spiffy ring on, along with the helm should put him in healing territory from fire damage. Let him go to town while the Mages/Sorcerers nuke him.
For 2nd level, I like the charm mammal/person and barkskin. Although the duration leaves something to be desired. For avenger, it's too bad that the sword spider is not immune to its own web spell.
For 2nd level, I like the charm mammal/person and barkskin. Although the duration leaves something to be desired. For avenger, it's too bad that the sword spider is not immune to its own web spell.
@SionIV Yes they nerfed rebalanced the beasts for low levels. They can't smite everything in the game anymore (until char level 10).
When I say he isn't very good yet I mean he has yet to reach the really good spells. Right now he has the sucky level 2 spells as his highest level. I know druids will kick butt once they get up there. I am also reluctant to use my beasts on easy combats as I only have one right now. Even with 18 strength and Drizzt scimitar he has trouble hitting things. At least things have much more trouble hitting him with that ankheg armor:) (he has AC -5). I actually was able to kill an ankheg at level 2 (I think I got lucky).
Might as well use your Summons. Since you have level 2 Spells you're what, level 3-4? I believe level 3 is when they level up from level 1. Besides, if it dies for some reason, rest, then re-summon.
Crowd Control. Of course, the only CC worth much in BG1 for a Druid is Insect Swarm or whatever it's called for the 5th level spells. You also have Chaos for the Avenger, but since you're running a Totemic, don't have access to that.
If you want to count Cloak of Fear, go for it. That's for those that like to step in melee range, and unless it's Jaheira or, my Wizard Slayer 6/Druid 10, it's useless.
Insect Swarm ( Plague, whatever ) the 5th level version is outstanding for BG1. Throw in a Greater Mallison and all you have to do is pick them off. A level 10 Druid will have two castings of 5th level spells, and three if you have 21 Wisdom.
Also have a good Dispel Magic. Druids have a great support game.
I never count plague as CC; I just let the horror facet of it be a happy bonus sometimes. I'd rather have horror, a level 2 spell for purely CC. Scratch that, if rather have several other wizard spells that do better crowd control like emotion. I don't know. I'm a cynic with druid crowd control in bgee outside of the lovely ladies. Support, healing, summoning, awesomeness, sure. Mage disabling? Great! CC? I'd rather have someone better at it.
As for dreaded 2nd level spells, yeah there are some great situational support spells but there aren't any staples to give druids something to cast at those levels to feel useful in all situations. I feel like that is the big problem people new to nature magic run into. Web fixes that, if you play in a style around web. That's why I feel like avengers, arguably the least focused of the druids, are easiest to find a place for in parties.
The thing to keep in mind about druid melee is that they're on the priest thac0 table, which....they get big increases in bursts but since they come every 3 levels, it can feel a bit slow early on. At level 10, they're only 1 base thac0 less then a capped fighter (and only 6 less then a thac0 capped fighter in BG2)), though lacking the potential for an extra attack and possible specialization bonuses, unless dual-wielding, which...is less then ideal, but can work for you if you try (especially in the sequel since there's some pretty sweet clubs (Gnasher owns anything that can be hit by +2, which is the majority of enemies, aside from a few exceptionally tough ones) and off-hand belm can help your base attack problem, especially under Improved Haste).
If playing a non-multiclassed Druid, I think the Avenger is the most fun and best kit. The extra spells they get are very useful, and their special shapechanging forms give them a chance in melee.
Comments
"He isn't very good yet" you must mean that you don't take into account the spirit beasts? Those things can kill everything in the game alone. I quit my solo Totemic druid in trilogy because i didn't have to do anything at all after i put down my spirits.
And a druid has some great stuff. Great summons (Woodland being) conjure animals (Those two bears will shred stuff), Insect plague (Lv5) to make them run around in fear and interrupt spell casting.
I would say that in BG1 or BG:EE the druid is much better than a cleric. The moment you hit BG2 the cleric will outshine the druid.
You don't get any of the clerics great spells in BG:EE thanks to them not getting level 5 spells. While a druid got some of the best spells at level 5 spells.
A big downside of Avenger was lack of AC but now they can wear Ankheg plate putting there AC up there with the best.
Another issue with Avenger was lack of strength but there are numerous ways around that if you want to mix it up in melee (Strength of One, DUHM, belt, bracers). Obviously your strength score doesn't matter though if you shapechange into sword spider form.
Another issue was low con excluding the claw of kazgaroth but even that can be worked in once you pick up DUHM.
Kind of making me want to play an Avenger now ...
I'm pretty sure Avenger's can't use Ankheg. I believe it was in this last update ( 2014 ).
I can't say all level 2 Druid spells suck. Slow Poison is great to have around, as there's so many things in this game and, in BG2 that likes to poison you. Also having a spare ( or two ) Protection from Fire/Ice is good. Top off that tank with 50% Fire/Ice resistance with that spiffy ring on, along with the helm should put him in healing territory from fire damage. Let him go to town while the Mages/Sorcerers nuke him.
There's always utility to be found!
Since they CAN wear the best armor... yeah.
Edit: Just checked, they can't wear Ankheg which is what I thought.
When I say he isn't very good yet I mean he has yet to reach the really good spells. Right now he has the sucky level 2 spells as his highest level. I know druids will kick butt once they get up there. I am also reluctant to use my beasts on easy combats as I only have one right now. Even with 18 strength and Drizzt scimitar he has trouble hitting things. At least things have much more trouble hitting him with that ankheg armor:) (he has AC -5). I actually was able to kill an ankheg at level 2 (I think I got lucky).
Might as well use your Summons. Since you have level 2 Spells you're what, level 3-4? I believe level 3 is when they level up from level 1. Besides, if it dies for some reason, rest, then re-summon.
If you want to count Cloak of Fear, go for it. That's for those that like to step in melee range, and unless it's Jaheira or, my Wizard Slayer 6/Druid 10, it's useless.
Spirit Bear
Stats: 16 HP, Str 16, AC 6, THAC0 17
Attack: 1d4, Speed Factor 2, twice/round
Saves: 15death 16wand 16poly 16breath 17spell
Resists: Cold 25%
Immunities: Fear, Berserk, Polymorph
Special: Movement Speed +8; attack Panics for 8s if target fails
save vs death at +4.
Spirit Lion
Stats: 12 HP, Str 16, AC 5, THAC0 16
Attack: 1d4+1, Speed Factor 1, twice/round
Saves: 15death 16wand 16poly 16breath 17spell
Resists: Electricity 25%
Immunities: Charm, Polymorph
Special: Movement Speed +11
Spirit Snake
Stats: 8 HP, Str 14, AC 3, THAC0 16
Attack: 1d4, Speed Factor 2, once/round
Saves: 14death 16wand 16poly 16breath 17spell
Resists: Poison 100%
Immunities: Stun, Polymorph
Special: Movement Speed +8; attack poisons for 2 damage/second for 3
seconds unless target saves vs death at +3.
Spirit Wolf
Stats: 8 HP, Str 14, AC 3, THAC0 16
Attack: 1d1 + 1d3 cold, Speed Factor 2, once/round
Saves: 14death 16wand 16poly 16breath 17spell
Resists: Poison 100%
Immunities: Stun, Polymorph
Special: Movement Speed +8
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 3
Spirit Bear
Stats: 32 HP, Str 17, AC 5, THAC0 16
Attack: 1d6, Speed Factor 2, twice/round
Saves: 15death 16wand 15poly 16breath 16spell
Resists: Cold 50%, Electricity 25%, Poison 25%
Immunities: Fear, Berserk, Polymorph, Sleep, Fatigue
Special: Movement Speed +8; attack Panics for 8s if target fails
save vs death at +4.
Spirit Lion
Stats: 23 HP, Str 17, AC 4, THAC0 14
Attack: 1d5+1, Speed Factor 1, twice/round
Saves: 14death 16wand 15poly 16breath 16spell
Resists: Electricity 50%, Cold 25%, Poison 25%
Immunities: Charm, Fear, Berserk, Polymorph
Special: Movement Speed +11
Spirit Snake
Stats: 15 HP, Str 15, AC 2, THAC0 14
Attack: 1d6, Speed Factor 2, once/round
Saves: 13death 15wand 14poly 15breath 16spell
Resists: Cold 25%, Electricity 25%, Poison 100%
Immunities: Stun, Polymorph, Petrification
Special: Movement Speed +8; attack poisons for 2 damage/second for 3
seconds unless target saves vs death at +3; permanent
Free Action.
Spirit Wolf
Stats: 19 HP, Str 14, AC 3, THAC0 15
Attack: 1d2 + 1d4 cold, Speed Factor 2, twice/round
Saves: 13death 15wand 14poly 15breath 16spell
Resists: Cold 100%, Electricity 50%, Poison 50%
Immunities: Polymorph, Sleep, Fatigue, Petrification
Special: Movement Speed +10; attack holds for 3 seconds unless
target saves vs death at +5.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 5
Spirit Bear
Stats: 48 HP, Str 18, AC 4, THAC0 14
Attack: 1d6, Speed Factor 2, thrice/round
Saves: 12death 14wand 13poly 14breath 15spell
Resists: Cold 75%, Electricity 50%, Poison 50%
Immunities: Stun, Fear, Berserk, Polymorph, Sleep, Fatigue
Special: Movement Speed +8; attack Panics for 12s if target fails
save vs death at +4.
Spirit Lion
Stats: 36 HP, Str 18, AC 3, THAC0 12
Attack: 1d5+2, Speed Factor 1, thrice/round
Saves: 12death 14wand 13poly 14breath 15spell
Resists: Electricity 75%, Cold 50%, Poison 50%
Immunities: Stun, Charm, Fear, Berserk, Polymorph
Special: Movement Speed +11; permanent Free Action and Death Ward.
Spirit Snake
Stats: 23 HP, Str 16, AC 1, THAC0 13
Attack: 1d6, Speed Factor 2, twice/round
Saves: 11death 13wand 12poly 13breath 14spell
Resists: Cold 50%, Electricity 50%, Poison 100%
Immunities: Feeblemind, Confusion, Stun, Polymorph, Petrification
Special: Movement Speed +8; attack poisons for 2 damage/second for 5
seconds unless target saves vs death at +1; permanent
Free Action.
Spirit Wolf
Stats: 28 HP, Str 15, AC 2, THAC0 13
Attack: 1d2 + 1d4 cold, Speed Factor 2, twice/round
Saves: 11death 13wand 12poly 13breath 14spell
Resists: Cold 100%, Electricity 75%, Poison 75%
Immunities: Charm, Polymorph, Sleep, Fatigue, Petrification, Level
Drain
Special: Movement Speed +10; attack holds for 3 seconds unless
target saves vs death at +4.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 7
Spirit Bear
Stats: 72 HP, Str 18/37, AC 3, THAC0 12
Attack: 1d8, Speed Factor 2, thrice/round
Saves: 10death 12wand 11poly 12breath 13spell
Resists: Cold 100%, Electricity 75%, Poison 75%
Immunities: Feeblemind, Confusion, Stun, Fear, Berserk, Polymorph,
Sleep, Fatigue
Special: Movement Speed +8; attack Panics for 20s if target fails
save vs death at +3.
Spirit Lion
Stats: 54 HP, Str 18/68, AC 2, THAC0 10
Attack: 1d6+2, Speed Factor 1, thrice/round
Saves: 10death 12wand 11poly 12breath 13spell
Resists: Electricity 100%, Cold 75%, Poison 75%
Immunities: Feeblemind, Confusion, Stun, Charm, Fear, Berserk,
Polymorph
Special: Movement Speed +11; permanent Free Action and Death Ward.
Spirit Snake
Stats: 34 HP, Str 17, AC 0, THAC0 11
Attack: 1d8, Speed Factor 2, twice/round
Saves: 9death 11wand 10poly 11breath 12spell
Resists: Cold 75%, Electricity 75%, Poison 100%
Immunities: Feeblemind, Confusion, Stun, Polymorph, Sleep, Fatigue,
Petrification
Special: Movement Speed +8; attack poisons for 2 damage/second for 5
seconds unless target saves vs death at +1; permanent
Free Action.
Spirit Wolf
Stats: 42 HP, Str 16, AC 1, THAC0 11
Attack: 1d2 + 1d6 cold, Speed Factor 2, twice/round
Saves: 9death 11wand 10poly 11breath 12spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Polymorph, Sleep, Fatigue, Petrification, Level
Drain
Special: Movement Speed +10; attack holds for 5 seconds unless
target saves vs death at +3; permanent Death Ward.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Caster Level 10
Spirit Bear
Stats: 96 HP, Str 18/83, AC 2, THAC0 10
Attack: 1d10, Speed Factor 2, thrice/round
Saves: 8death 10wand 9poly 10breath 11spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +8; attack Panics for 30s if target fails
save vs death at +3; permanent Free Action and Death
Ward.
Spirit Lion
Stats: 72 HP, Str 19, AC 1, THAC0 8
Attack: 1d8+2, Speed Factor 1, thrice/round
Saves: 8death 10wand 9poly 10breath 11spell
Resists: Electricity 100%, Cold 100%, Poison 100%
Immunities: Feeblemind, Confusion, Stun, Charm, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +11; permanent Free Action and Death Ward.
Spirit Snake
Stats: 45 HP, Str 18, AC -1, THAC0 9
Attack: 1d8, Speed Factor 2, twice/round
Saves: 7death 9wand 8poly 9breath 10spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +8; attack poisons for 2 damage/second for 6
seconds unless target saves vs death; permanent
Free Action and Death Ward.
Spirit Wolf
Stats: 56 HP, Str 16, AC 0, THAC0 9
Attack: 1d4 + 1d6 cold, Speed Factor 2, thrice/round
Saves: 7death 9wand 8poly 9breath 10spell
Resists: Cold 100%, Electricity 100%, Poison 100%
Immunities: Charm, Feeblemind, Confusion, Stun, Fear, Berserk,
Polymorph, Sleep, Fatigue, Petrification, Level Drain,
Normal Weapons
Special: Movement Speed +10; attack holds for 7 seconds unless
target saves vs death at +1; attack does level drain
unless target saves vs death at +5; permanent Free
Action and Death Ward.
EDIT: citation: http://www.gamefaqs.com/pc/663933-baldurs-gate-enhanced-edition/faqs/65403
As for dreaded 2nd level spells, yeah there are some great situational support spells but there aren't any staples to give druids something to cast at those levels to feel useful in all situations. I feel like that is the big problem people new to nature magic run into. Web fixes that, if you play in a style around web. That's why I feel like avengers, arguably the least focused of the druids, are easiest to find a place for in parties.