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Solo Hardcore Tier List, 1.0.2011 revision

IN2IN2 Member Posts: 2
With the advent of the aggressive Elminster script (ELMIN.BCS) in BG:EE v. 1.0.2011, the relative ratings of different classes have changed quite drastically. While it is definitely possible to reap considerable xp awards outside of Elminster clones' killing, the time/focus investment required for the task is incomparable. Thus, one of the most valuable criteria for a hardcore solo character becomes his ability to kill Elminster(s). Basically, the only characters consistently capable of the feat are thieves. That said, Mages/Sorcerers/Bards have an ability to reliably kill Shandalar, but: (a) they can do that relative late (M5/S6/B7); (b) there is only one instance of Shandalar in the game. With these considerations in mind, I have decided to change/enhance my original tier list.

Races now have a small table of their own, and are evaluated according to their own criteria:

http://s7.postimage.org/bkrm8mie3/racesbgee.jpg

• ATT = attribute scores. Only the physical attributes get evaluated as having a significant impact on gameplay mechanics-wise. The general principle for +X/-Y races is Str > Dex > Con, therefore Elves get 0.5 pt, while Dwarves and Halflings can boast only 0.25.
• IMM = immunities. 90% resistance elves enjoy is consistent enough to be considered a rough equivalent of immunity, and allows for some potentially interesting Stinking Cloud tactics. However, half-elven 30% is just an unreliable little bonus.
• M/D = multi/dual-classing. While not as crucial as in BG2, it does give you some interesting options as well as a lot of flexibility (especially true regarding dual-classing). Half-elves get their 0.5 pt for being able to multiclass into anything, but Cleric/Thief.
• PRO = proficiency bonus. Applies to elves only, since +1 to-hit with all bows and all swords (scimitars and two-handed swords included) is a strong early game boost.

[I’m ruling out saving throw bonuses as a significant factor, even though I foresee a lot of critique coming this way. The reason is simple enough: saving throws belong to the realm of potential (you can fail it, and the chance is not low at all in BG:EE due to low level cap – e. g., a Dwarf Fighter with maximum save bonus at cap level still has a 30% chance to fail his roll vs. spell), as opposed to immunities, that represent consistency. Hardcore runs are all about consistency.]

Now included is a table for pure classes (with the exception of mages/sorcerers, which are covered in the kit table):

http://s7.postimage.org/jc8c76mjf/classesbgee.jpg

[Nothing particularly insightful about this one, except the fact I actually rate pure Ranger higher than Stalker.]

And, of course, here is a revised kit table:

http://s7.postimage.org/ici1bh7dn/kitsbgee.jpg

As you have probably noticed, I have revised my criteria list both by removing several secondary points and by merging some redundant entries into one. The list consists now of:

• ELM = ability to deal with Elminsters (and, by extension, with Shandalar, though that's less valuable, as already noted);
• DEF = defense (AC, hp, ability to wear a helmet);
• RNG = ranged capability;
• INV = stealth capability (Invisibility-like spells, stealth skills);
• HST = increased movement speed from any source;
• TRP = ability to deal with traps (by disarming, immunities or just tanking the damage reliably);
• IMM = Fear immunity, the most important immunity in BG:EE, is worth half a point; Hold immunity is worth 0.25 pt; other immunities aren't calculated, excluding special cases (e. g., Storm Shield, which gives so many immunities at once, at level 1 for, and for a long time, or Rage).

There is also a new entry for each character type:

• X = consistency value. Consistency serves as a general multiplier, and includes such crucial aspects as meta-game/timing (i. e., where and when can a certain item be obtained), ease-of-use (e. g., a Priest of Talos can kill Firebead with one properly aimed Lightning Bolt, while an Archer will have to run in and out of tavern ad nauseam to achieve the same goal; a Barbarian casts Rage at speed of 1, and rushes into the battle confidently, while a Ranger/Cleric buffs himself for a minute to achieve a slightly worse result), and early game safety (early game, since being one- or two-shot is a serious concern only early on).

Multi/dual-class rating is generally calculated by summing up the ratings of all classes involved. However, double multi-classes take a penalty of 10% to the resulting value, while triple multi-classes take a 25% penalty. This is to reflect the fact that leveling up a multi-classed character is significantly longer, busier, and less safe process than leveling up a single or dual-class. In case of dual-classed characters, the reader is well-advised to apply the best of his judgment to calculate the rating, as great variety of possible combinations exists (e. g., Talos 2/Thief 9 would have practically the best of both classes, while Swashbuckler 2/Cleric 8 should be rated considerably lower).

Race/kit abbreviations:

H – Human
E – Elf
HE – Half-Elf
G – Gnome
Hl – Halfling
Dw – Dwarf
HO – Half-Orc

F – Fighter
R - Ranger
P - Paladin
Cl – Cleric
D - Druid
Tf – Thief
Bd – Bard

B – Berserker
W – Wizardslayer
K – Kensai
A – Archer
S – Stalker
B – Beastmaster
C – Cavalier
I – Inquisitor
UH – Undead Hunter
Bg – Blackguard
T – Priest of Talos
H – Priest of Helm
L – Priest of Lathander
TD – Totemic Druid
Sh – Shapeshifter
Av – Avenger
M/S – Mage/Sorcerer
As – Assassin
BH – Bounty Hunter
Sb – Swashbuckler
Bl – Blade
Sk – Skald
J – Jester
Mn – Monk
Br – Barbarian

Specific race/kit comments:

• Human – Gets his point for dual-class capability (though it’s not that great in a low-level module).
• Elf – 90% resistance to charm/sleep would have been a nice bonus, if some enemies in the game actually used this kind of spells. As it stands, it opens up some interesting possibilities for Elf Fighter/Mages (Stinking Cloud). 19 Dex and +1 THAC0 with all bows and all swords is a strong enough bonus early on.
• Half-Elf – The 30% resistance should not be taken into account. What should, however, is Half-Elf multi-classing ability.
• Gnome – I cannot imagine why anybody would pick this race for a hardcore run.
• Halfling – A very weak option due to low Str. High Dex and +1 to-hit with slings fail to compensate for that.
• Dwarf – Seems to be everyone’s favorite, but I don’t see any reason to pick Dwarf: yes, +1 Con is good, but his Dex is penalized. If you want to roll a fighter-type, Half-Orc will give you much more without the drawback.
• Half-Orc – Quite self-explanatory. 19 Str and Con are both great features, especially the former.


• Berserker – Immunities, high hp, low AC, what’s not to like? The minus is he is built for melee fighting -- extremely weak ranged capability.
• Wizardslayer – Inability to use magic items hurts, making late game an insurmountable challenge. Otherwise, he’s not horrible.
• Kensai – Avoid like a plague. Low AC, no ranged capability whatsoever (throwing axes are bad by themselves, and also horribly itemized). A single-classed Kensai is the single most challenging character for hardcore runs.
• Archer – If/when Ankheg Armor will get patched, Archer, especially Elf Archer, will become a decent pick.
• Stalker – No reason to use this kit in BG:EE. Bad armor, no spells, only x2 backstab multiplier. I believe you can soldier through the game, but it surely won’t be a fast and elegant run-through.
• Beastmaster – Actually, the best Ranger kit for hardcore solo runs, especially if you pick a CG Elf. Fairy Dragon is amazing, and a competently built Beastmaster can be a decent ranged attacker. Throw in some summoning capability for a good measure, and we have a solid candidate here.
• Cavalier – Ugh. No ranged capability. Besides, demonic and draconic creatures are very rare in BG:EE. He does have an important Fear immunity, though, but that’s all that can be said in his favor.
• Inquisitor – Not bad, but not very good, either. Speed 1 Dispel Magic helps a lot sometimes, but BG:EE is not really about dispelling powerful magic defenses. Hold immunity.
• Undead Hunter – No serious undead to hunt here. Has his strengths, but quite a mediocre option overall. Hold immunity.
• Blackguard – This guy is definitely one of the best candidates. Great AC, high hp, Fear immunity, warrior THAC0, ability to use Rancor for a transferable +1 to-hit, and, of course, the wonderful Poison Weapon ability. On a negative side, has to rely on Sandthief’s Ring, Potions of Invisibility, Boots of Speed, and Greenstone Amulet to emulate all the important effects he lacks.
• Priest of Talos – The Storm Shield/Lightning Bolt combo is great: http://youtu.be/Gg77oyCdSGE
Storm Shield also makes him immune to all dangerous critical path traps and any non-enchanted ranged attacks. Throw in his cleric abilities, and you have one of the best solo characters, especially if you dual-class.
• Priest of Helm – Gets a very strong weapon buff off the bat, but it’s melee, so meh. True Sight is always a welcome addition to the arsenal. Overall, a solid option.
• Priest of Lathander – The worst of three cleric kits. Boon of Lathander has an extremely short duration and doesn’t confer anything especially great. And Hold Undead... Really, what’s the point? I rate him the same as I rate a regular Cleric.
• Totemic Druid – Sic transit gloria. He was a beast (a spirit beast, hehe) in BGTutu, but in BG:EE he’s quite a weak character. When spirit animals finally reach their 5th phase, the one we are used to from BGTutu days (including immunity to normal weapons), every single enemy you face has some kind of enchanted weapon. Druid spells are not that hot, either (notable exclusions: Call Woodland Beings, Iron Skins, Pixie Dust).
• Shapeshifter – A melee-oriented character, and actually a solid one. The Werewolf form can make a Shapeshifter 5/Fighter 8 one of the most powerful fighter-type characters in the game thanks to this trick: http://youtu.be/R2eRc22MP7o
With Icingdeath and +++++ Scimitar, his damage output becomes spectacular.
• Avenger – Avengers are great for hardcore solo runs. Not until level 7, though. At level 7 he gains two abilities that make him so good at soloing: Improved Invisibility and Shapeshift: Fire Salamander. The Salamander is a permanently hasted creature (quite a solid melee fighter) that has an ability to breathe three 2d6 fireballs that always hit and ignore any resistances. That’s right, potentially, he can do up to 36 freebie damage to any enemy (100% magical resistance included!) in this form while staying out of harm’s way due to innate Haste. Don’t forget to put + Spears and + Two-Handed Style, it will affect a Salamander (technically, he uses Spear +1).
• Mage/Sorcerer – His advantages are obvious. His shortcomings (horrible AC, low hp, long preparation times, high stochastic dependency) tend to be ignored in normal games, where you can safely reload a certain episode over and over again. Unfortunately, in a hardcore run, they are likely to become his downfall. I believe it is possible to make a full hardcore solo run with mage/sorcerer, it’s just going to be a very risky and inconvenient business. A point in his favor is his ability to kill Shandalar safely and reliably as early as level 5 Mage/level 6 Sorcerer: http://youtu.be/zwnKMXvcnuA
• Assassin – Some good general thief abilities, and, of course, Poison Weapon. On the other hand, THAC0 is bad, AC is even worse, and hp pool tends to get depleted in one or two hits (and hit you they will!). Has an ability to farm Elminster, like any other thief: http://youtu.be/vgVzIoFuoy0
• Bounty Hunter – As great as he was in BG2, he’s not worth it in BG:EE. True, he has some great damage-dealing possibilities through his traps, but a solo run with a BH is bound to be slow, tedious, and - truth be told – quite risky. I’d pass.
• Swashbuckler – Basically, a better melee-oriented fighter than other thieves, but without a backstab. No good at all.
• Blade – An universally great option. Both Spins are very efficient (basically, those are a freebie Haste and a great AC boost), good spell-casting abilities, can pick-pocket, and if he goes TN, can even remove traps. Can do tremendous damage with the Chesley Crusher (HALB13) under Offensive Spin.
• Skald – Blade’s minor brother. Hardly spectacular, but since Bards are so great as a solo class, still very much viable.
• Jester – Jester’s song is a modified Chaos spell (Confusion with +2 save, 30 ft radius) cast every round. Sounds pretty powerful, and so it is in fact. Actually, makes a good ranged fighter due to his ability to confuse enemies indefinitely.
• Monk – Has his charms, but not much to discuss here. He’s very melee-oriented and unsafe, so thanks, but no, thanks.
• Barbarian – A Half-Orc Barbarian with ++ in Slings is a pretty powerful ranged attacker (15-18 damage per bullet at level 1 under Rage!). The immunities and the exceptionally high hp are great as well. AC is potentially good due to the availability of Drizzt’s Chainmail +4. Definitely a strong candidate.
Post edited by IN2 on
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