What are the six least powerful classes/kits in BGEE you could construct a team from?
Wanderon
Member Posts: 1,418
I'm thinking about a low power group for a minimal reload run (MP/solo) and would like some opinions on possible class/kit choices for it. I'd probably want to include at least one from each of the main classes (warrior, preist, mage, thief).
1
Comments
Beastmaster OR Wizard Slayer
Shapeshifter
Invoker
Bard OR Bounty Hunter
If you want a six person party change OR to AND
What about some sort of thief type?
I think any party, well played, can beat the game. But this looks guaranteed to give you every disadvantage possible!
I am now putting forth the suggestion that we construct two tier lists for BG:EE. We should (as a community) discuss and vote on which classes and class combinations are the best. There would be two lists: one for party roles and one for soloing the game. We should consider all options, including whether or not comparable races are any good with them, items and options within the game, and the metagame of glitches that are currently in place (such as the shadowdancer's broken backstab or the cleric/ranger's ability to cast both druid and cleric spells). We should determine multiclass and dual class combinations separately as there are advantages and disadvantages to both. Does anyone want to put this together?
Make a
Blade/fighter
Archer/wizard
Wizard slayer/thief
Berserker/cleric
Another dual class fighter and wizard of your choice
BTW, Blade/Fighter is, unfortunately, not possible in this game.
A pity blade/fighter is not possible. I have always thought it might be a great combo
Wizard Slayer 1 -> Mage
Monk
Gnome Cleric/Thief
Fighter/Mage/Cleric
Dragon Disciple
Wizard Slayer
Beastmaster
... I dunno, Halfling Cleric?
Fighter
Wizslayer - equipment restrictions should make this self explanatory.
Cleric
Fighter/mage/cleric - as the party cleric, it has too many classes with not enough complementary abilities. Also it's healing progression will be greatly slowed due to the split
Rogue
Shadowdancer - this came to me because of the idea that in order to make use of it's nifty new special abilities, it needs to actually be able to hide in shadows, but as the party thief, it needs to be able to pick locks and find traps. With a limited point pool, you will need to take every +% into account to make this guy work on both fields.
Mage
Dragon Disciple - The bonus con is worthless on a character with a cap to bonus hps. The limited spell selection is enough of a huge handicap, and you better be good at aiming with the breathweapon. Since your tank is a wizslayer, you'll have trouble getting his fire resistance high enough to not care.
Extra(s) *the first two are my personal picks*
Dualed Stalker/cleric - While the ranger/cleric is super cool, *I believe* the stalker cleric will have restricted armor lessening its tankability, have to use a club/staff if it wants to use its backstab killing either proficiencies in useful weapons or its dual wield abilities Also the stalker is more annoying to level up from my experience. I've actually really wanted to try this out for fun because its the fighter/cleric/thief I've always wanted!
Jester - Everyone says it sucks. I like having a bard and this is the "worst kit"
Druids - Pick a kit, everyone seems to say they all make the class worse anyways.
Dual classes into Fighter - While fighter classes dualing to anything else will work, many have problems going the other way.
Race/class combos that are counter intuitive stat wise. Example : Halfling fighters, Gnome pure cleric (no 21 wis for you!), etc.
I am pretty satisfied with these four:
Solari - Sun Soul Monkey - 18 - 18 - 18 - 10 - 10 - 16 \ *katana * single weapon style
Wee Willie Wizardbane - Halfling WS - 17 - 19 - 18 - 10 - 10 - 9 \ ** Short Sword * sling * S & S
Verili Vermillion - Elf Dragon Disciple - 14 - 19 - 14 - 10 - 10 - 15\ * dart
Arachna Human Avenger - 14 - 18 - 15 - 8 - 18 - 15 \ *spear *sling
I am tentatively thinking about these two to fill the thief and misc slots left:
Silliani Shadeseeker - elf Shadowdancer - 16 - 19 - 16 - 11- 12 - 12 / * short bow * longsword
Yellowhawk - Human Beastmaster 18/59 - 18 - 16 - 8 - 18 - 7 \ *club * sling ** SWS **TWS
The reasoning behind the Shadowdancer is as the only party thief the nerf to thief points means stealth (the strength of the kit) will be essentially nerfed until locks and traps are filled out altho I'm a little concerned that may not end up being as much of a nerf as it seems.
I like playing with two preist types so Yellowhawk is scheduled for a dual to cleric either at level 2 or 3 - the only question I have about her is whether the beastmaster really nerfs the ranger/cleric enough to put it down in the low power category.
One option I am considering is swapping in a Cleric/thief or F/M/T for the SD to slow the thief progression as a nerf...
If I go with a cleric/thief then leaving Yellowhawk as a Beastmaster (no cleric dual) should make both work which is a nice easy fix for both.
If I go with F/M/T then I'm not sure if I should swap out Yellowhawk for a different preist type or let her stay as is.
I guess It's time for more.... experiments...
BTW I am not interested much in nerfing stats (intentionally) but I did decide from the start to limit stat rerolls to an even dozen.
Edit: Replaced the SD with a gnome Cleric/thief and will leave Yellowhawk as Beastmaster (no dual).
Tinker Gnome Cleric/Thief - 18 - 18 - 16 - 10 - 17 - 10 / *Mace * sling
Will probably journal their efforts in the Minimal reload thread once I'm certain I am going to stay with these 6.
With the regular XP cap and no kits edited I suppose something along the lines of:
Wizard Slayer (Giving away the ability to use magical items for 1% magic resistance per level, totally worth it?)
Bounty Hunter (Because proficient in weapon for fighting is good right? And less thief skills is always good too right?)
Shapeshifter (I mean, they have such an awesomely powerful shapeshift that almost gets the abilities werewolves get...)
Fighter/Cleric/Mage (Ridiculous stat roll required, slow leveling since XP gets shared between 3 classes, being able to only cast one spell per turn... What's not dislike?)
Monk (Low level monks are like less impressive rangers due to their ability to try to stealth)
Beastmaster (Well, I suppose sitting in the back shooting a bow this might just be the most useful one in this party.)
underpowered in bg1 are: all triple classes,monks,dual classes that will spend like 3/4 of the game being level 1-3,jesters,bounty hunters also are more of a lategame thief
also the beastmaster's only real drawback is that they can't weare metal armor
the metal weapons prohibition is just flavour both in BG and later in BG2 there are great clubs and staves( in bg +2 in Tob Club of detonation and Staff of the Ram) and you can use all sorts of bows,not that the summon animal is that good of a bonus but he's not really worse than vanilla ranger, he's a guy that can shoot,fight and has some ok summons