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Dual Classing an Archer?

As I usually play an F/M/T in BG, since I like having the utility of it, I've been adverse to trying out the Kits.
But I decided to play the Black Pits with an Elven Archer and just loved it not to mention having a ton of fun with BP.
So I got really interested in doing an Archer run in BG once the RoF bug gets fixed in the next patch, however I also wanted to dual class at lvl 7 for more utility.

So I started up a human Archer, CTRL+8 the stats, and CLUA my XP up to lvl 7 and clicked dual class to see what was availible.
To my surprise, Cleric is the only thing availible, which made me rather sad.

So I guess what I'm getting at, is there a way to dual class an Archer to Theif?


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Comments

  • LemernisLemernis Member, Moderator Posts: 4,318
    It depends on your ability scores. You need 15 in the original requisite ability, and 17 in the requisite ability for the new class. For an Archer > Thief as far as I know you'd simply need 17 or higher Dex. I'll test and report back.
  • LemernisLemernis Member, Moderator Posts: 4,318
    Yep, tested with all 18s for abilities, and only Cleric is available.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited January 2013
    You could try SK-ing or NI-ing the second class, I reckon.
    Post edited by Lemernis on
  • ryuken87ryuken87 Member Posts: 563
    It's one of those hard coded things. Whether the devs have made it so that modders can change this I don't know.

  • KolivaKoliva Member Posts: 27
    In BG dual-classing is limited to combos which are also valid multi-classes. Since only ranger-cleric is on the menu, you can only dual-class to cleric.
  • TJ_HookerTJ_Hooker Member Posts: 2,438
    Also, something to note is that the xp cap in BG:EE is not high enough to do a ranger 7->cleric 8.
  • moopymoopy Member Posts: 938
    And there is never ever a reason to dual ranger to cleric. Multi always comes out on top in this combination.

    Not that you were trying to do that, Ranger/Thief or Ranger->Thief or Thief->Ranger would be awesome and I wish that were implemented since there is no PnP reason to not be able to I don't think.

    I'd rather have Druid/Mage first though.
  • hansolohansolo Member Posts: 136
    Also, Clerics can't use Bows/X-Bows/Throwing Knives or Darts.
    That would leave only Slings.
  • FardragonFardragon Member Posts: 4,511
    Since ranger/cleric is the only multi class option avaialble to rangers (as per PnP rules), it's also the only dual class option for rangers (not as per PnP rules).
  • reedmilfamreedmilfam Member Posts: 2,808
    The archer->cleric is an awful dual option, actually, but it is what it is. While I don't see a reason do dual an archer to rogue, I would love to see the archer being able to dual to mage a la arcane archer.

    Archer to cleric punishes by removing the preferred weapon for a large part of the game (and proficiencies added by the cleric class won't help the archer be a better archer at all). Seems like a silly combo from a gaming standpoint.
  • [Deleted User][Deleted User] Posts: 0
    edited January 2013

    The archer->cleric is an awful dual option, actually, but it is what it is. While I don't see a reason do dual an archer to rogue, I would love to see the archer being able to dual to mage a la arcane archer.

    Archer to cleric punishes by removing the preferred weapon for a large part of the game (and proficiencies added by the cleric class won't help the archer be a better archer at all). Seems like a silly combo from a gaming standpoint.

    Not to mention that limiting yourself to being a ranged attacker squanders the potential of combining Cleric buffs with Ironskins and Fighter HLAs to make yourself a melee monster.

    Stalker -> Cleric is okay in that you can backstab (albeit with a limited multiplier) with staves and clubs, and you can add those extra spells to your spellbook, but by the time you have both of your classes active again (somewhere just south of 3 million XP), having Haste in your spellbook isn't going to be nearly as impressive as you thought it would be.

    As @moopy says, multiclass really is the way to go.
  • FardragonFardragon Member Posts: 4,511
    I don't think anyone would dispute that Archer->Cleric is dumb, but it isn't in the game because someone thought "this would be a good thing to put include". It's in because of the way dual classing was implemented and the alowed multi-class options in PnP (a lot of which didn't make a whole lot of sense, which is part of it's charm, compared to slick, glossy overdesigned modern RPGs).

    Because of the way BG works, I would think Arcane Archer would have to be implemented as a kit specifcally for the Fighter/Mage multiclass.
  • reedmilfamreedmilfam Member Posts: 2,808
    I never said it was explicitly included into the game. It just isn't a good match, is all. The reason for it is that the multiclass options weren't really created with kits in mind. Regardless, if I went archer, I'd keep it pure.
  • NifftNifft Member Posts: 1,065
    If Archers could put 5 dots in Slings, this would be a pretty decent combo.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited January 2013
    nm
  • PawnSlayerPawnSlayer Member Posts: 295
    Nifft said:

    If Archers could put 5 dots in Slings, this would be a pretty decent combo.

    I thought archers could put 5 dots in all missile weapons, slings included? Their bonuses aren't just for bows as I understand it. Could be wrong though.
  • NifftNifft Member Posts: 1,065

    Nifft said:

    If Archers could put 5 dots in Slings, this would be a pretty decent combo.

    I thought archers could put 5 dots in all missile weapons, slings included? Their bonuses aren't just for bows as I understand it. Could be wrong though.
    Try it. I'd be delighted to be wrong in this case. ;-)

  • TJ_HookerTJ_Hooker Member Posts: 2,438

    Nifft said:

    If Archers could put 5 dots in Slings, this would be a pretty decent combo.

    I thought archers could put 5 dots in all missile weapons, slings included? Their bonuses aren't just for bows as I understand it. Could be wrong though.
    I think their bonuses apply to all ranged weapons, but they're only allowed to go past 2 pips in bows/crossbows.
  • Over in the modding forum, @Requiem's kitpack has a "Slingmaster" Ranger kit that I've been thinking about trying with a dual-class. It's basically an Archer that can only GM in slings (albeit without the +1/+1 per three levels) and gets a different "Trick Shot" ability. Might be fun if you want to treat your R/C as more utility than blender.
  • FenghoangFenghoang Member Posts: 160
    edited January 2013
    moopy said:

    And there is never ever a reason to dual ranger to cleric. Multi always comes out on top in this combination.

    Not that you were trying to do that, Ranger/Thief or Ranger->Thief or Thief->Ranger would be awesome and I wish that were implemented since there is no PnP reason to not be able to I don't think.

    I'd rather have Druid/Mage first though.

    I disagree with this. There are plenty of reasons to dualclass Ranger -> Cleric. Assuming a Lvl 7 Ranger -> Cleric, you get faster spell level progression, higher caster levels, number of spell slots (from levels), far stronger turn undead, you can actually obtain your Cleric ring at level 25 (+1 Str and extra 6th and 7th spell slot is awesome), etc.

    MC'ed Cleric/Rangers do get slightly better THAC0 progression up til around the 2M XP mark, but the DC'ed Cleric/Rangers eventually catches up and surpasses the MC'ed counterpart until they cap out at 6 Base THAC0 (around the 5M XP mark). Even then, DC'ed Cleric/Rangers get much better THAC0 when they use Holy Power because their caster levels are way higher.

    You end up losing your Warrior HLAs, but IMO, the sacrifice is worth it. You still get plenty of APR with Imp Haste, you have plenty of spells to pick from both the Druid and Cleric HLAs, and GWW is so damn short anyway (1 Round per use D= ).

    Back on topic, I do agree with the others though that Archers really shine as a single class, as opposed to a DC. However, if you like slings, they are still very awesome because they can GM in slings and still get both Druid and Cleric spells. Also, ATM, there are two slings (Sling of Seeking and Sling of Everard) in BG2 that uses your Strength bonus - so there's that. I would probably recommend dualing at 9 if you want to make an Archer/Cleric.

    EDIT: I just remembered Archers can't go past 2 pips in Sling... D=
    Post edited by Fenghoang on
  • KilivitzKilivitz Member Posts: 1,459
    Ranger -> Cleric is a worthwhile dual if only because your spell selection will include both Druid and Cleric spells.

    And as someone else pointed out, I'd love to see Druid/Mages included.
  • OzzyBotkinsOzzyBotkins Member Posts: 396
    I would rather just go for the the mu7lti class Ranger/Cleric
    Ranger/mage would be cool
    or a Mage/druid combo
  • The user and all related content has been deleted.
  • moopymoopy Member Posts: 938
    @subtledoctor

    Cause slings aren't really archery.
  • The user and all related content has been deleted.
  • moopymoopy Member Posts: 938
    @Fenghoang

    You sacrifice the ranger HLA (which you mention). This includes Hardiness.

    What you don't mention is that with Armor of Faith, Defender of East Haven, AND Hardiness, you are looking at being near immortal with regeneration.

    And you gave up being unkillable for a slightly faster spell progression, which would end up with basically all the same spells anyway.
  • UnknownQuantityUnknownQuantity Member Posts: 242
    There are ups and downs to both sides. I actually am pretty sure caster level caps at 20 so eventually the multiclass would catch up to the dual class. They would also get the level 25 ring at the end of ToB as they finish 21/25. They also get to have a lower thac0 and warrior HLAs. The big advantage of Ranger/Cleric Dual is the Cleric will level up very quickly in SoA and ToB which will give you an advantage in turn undead, spells you can cast, and spells levels until the multi class version catches up way near the end of the game. You will still end up with more spell slots as a dual class variant though. I guess it depends if you prefer to be more of a cleric or more of a fighter. The multiclass will sacrifice some spell power through a lot of SoA. The dual class wont miss it that much. If you ever take Anomen in your group you know he gets to be fairly powerful and he doesn't have access to druid spells.
  • moopymoopy Member Posts: 938
    Though, as I discussed in a thread where I advocate dualing a fighter class at 13. If I'm going to play a R/C I'm going to be power gaming, and if I'm power gaming I'm soloing, so I'm getting xp 6 times faster than if I'm not power gaming.
  • FenghoangFenghoang Member Posts: 160
    edited January 2013
    moopy said:

    @Fenghoang

    You sacrifice the ranger HLA (which you mention). This includes Hardiness.

    What you don't mention is that with Armor of Faith, Defender of East Haven, AND Hardiness, you are looking at being near immortal with regeneration.

    And you gave up being unkillable for a slightly faster spell progression, which would end up with basically all the same spells anyway.

    Well, first off, Hardiness is amazing, but I think you underrate how good the difference of cleric levels make or perhaps I wasn't discrete enough with my comparison.

    Like I said before, longer spell durations, more skins from iron skins, more potent spell caster levels, acquiring spells faster (usable at earlier stages of the game), better THAC0/bonuses from stat boosters like Holy Power/Draw upon Holy Might, more casts per day, and a reasonably acquirable Cleric Symbol Ring (+1 Str and extra 6th and 7th spell) are all too good to pass up IMO.

    Again assuming Lvl 7 Ranger -> Cleric, at the standard SoA XP cap (2.95M), you're talking about a difference of 5 cleric levels. If you're playing with ToB, you'll likely acquire 3.75-4M XP in a full group by the end of SoA and that's a difference of 8-9 cleric levels. If you somehow hit the ToB XP cap, that's 14 levels difference - although 6M is more realistic and that's about 13 levels difference. That isn't insignificant in the slightest.

    What that means, ultimately, is that you won't even reach your max effective caster level (20) til the very end of ToB with a MC, while you would probably hit it at around 75% through SoA with a DC. That's the difference of 1-3 extra hits with Iron Skin, 2+ Str/Dex/Con, buff spells lasting 4+ rounds longer, a turn undead that actually is useful/powerful, spell power that's a tier or two stronger, always have access to an entire spell level sphere higher, and can buff anywhere from 1-5 more times a day through over half of your SoA+ToB playthrough.

    To put it in better perspective, at the 3M XP mark (when you first start acquiring HLAs), for example, the DC has 8 spell slots in the crucial level 5 spells, as opposed to 3 for the MC. I say crucial because of Magic Resistance, Insect Plague, Chaotic Commands, Iron Skins, Righeous Magic, True Seeing, and Raise Dead (which are all some of, if not the best Druid/Cleric spells). So even if you ignore those, that's still casting iron skins up to 5x more, each with 3 more layers of skin (about 43% more effective per cast). It's even more if you factor in Wonderous Recall - which you can cast up to 6x with the DC as compared to 2x with the MC. On top of that, you get 5% more DR from Armor of Faith, 2 more Str/Dex/Con from DUHM, 7 better THAC0 under Holy Power (not including the bonus from Str via DUHM) - each of which you can cast 3-4x more a day and lasts about 5 rounds longer each. Then factor in the number of times you can cast your other spells (Blade Barrier, Insect Plague, etc.) as opposed to those. To me, that's better than the 40% physical resistance you get from Hardiness and the other warrior HLAs, or at the worst comparable. When you're totally mitigating damage with Iron Skins, the resistance is irrelevant. Even if you're somehow out of skins (so unlikely with all of the casts you can get off with the number of spell slots plus Wonderous Recall casts), 55% DR (Defender of Easthaven + Armor of Faith) is more than enough with your high AC/HP.

    You'll experience similar results at the 4M XP mark, except with the added factor of the cleric ring for the DC (which BTW stacks on top of Strength belts if you happen to be using one because of crappy stat rolls). Besides the +1 Str bonus, the DC effectively gets 3 more 7th level spells, 5 more 5th and 6th level spells, 3 more 4th levels spells, 2 more of the others, and still have 4 spell caster levels on the MC.

    I'm not trying to say the MC is useless or underpowered (it obviously is very powerful). However, I feel like the DC is objectively better (or at least comparable), and the journey is far more enjoyable and rewarding.

    Post edited by Fenghoang on
  • You make a good point regarding spells per day, but I think you overestimate the value of higher caster level. By the time either one even gets level 5 spells, they have a high enough caster level to max out Str by stacking DUHM and Righteous Magic (which, incidentally, makes the +1 Str from the holy symbol rather redundant). Once you nudge past that 3 mil mark, the MC has a 15 caster level, which is more than long enough for the 1 round/level buffs and not far from the hard cap on caster level for most spells. And while you're getting a few extra Iron Skins each casting, the MC is making use of the incredible synergy between Righteous Magic and Greater Whirlwind/Critical Strike. Sure, GWW doesn't last long, but it doesn't need to when you're getting 10 attacks at maximum damage with 25 Str.

    In short, I'm willing to give you comparable, but I'm not willing to give you objectively better.
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