Dual Classing Level Balance
CaptRory
Member Posts: 1,660
One thing that always trips me up is where the tipping point is for leveling up Class A in order to successfully dual class. Like, how many levels of thief can you take in Baldur's Gate 1 and Baldur's Gate 2 to successfully dual class to Mage and get your thief levels back?
Does anyone have a handy chart somewhere for those of us who suck at math?
Does anyone have a handy chart somewhere for those of us who suck at math?
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Fighter 6 -> Cleric 7
Fighter 7 -> Druid 9
Fighter 7 -> Mage 8
Ranger 6 -> Cleric 8
Thief 6 -> Fighter 8
Thief 7 -> Cleric 8
Thief 7 -> Mage 8
Cleric 6 -> Fighter 8
Cleric 6 -> Ranger 7
Cleric 7 -> Mage 8
Druid 7 -> Fighter 8
Mage 6 -> Fighter 7
Mage 7 -> Thief 8
Mage 6 -> Cleric 7
I think we can assume that if we're using the Throne of Bhaal experience cap you don't need to worry about missing out on dual classing later if you go single class in the first game, so we don't need that chart currently.
General rule, never dual out of a caster. It's never worth it, especially for druids..since their lower level spells suck.
2 - Ranger (also known as basically single class Cleric/Druid with free dual-wield, Cheese Sauce with a side of ENGINE-EXPLOITING MFer!?)
9 - for Zerk, Ranger, or Fighter
10 - for Swashbuckler, if you don't care about getting the next level of utility xp at 11.
11 - for BH (if you bother dualing at all), normal thief, cleric (only if going to a mage)
13 - Kensai, or possibly normal thief, if you want maximum BS (not really worth it imo), or solo fighter>X runs.
Those would be ideal levels....you can of course go much higher (19-21-ish, if memory serves), but it's not worth the downtime, even in solo play.
So you could take a Fighter to 20, dual class to Druid, and still get all of the spells per day a pure Druid gets before hitting the TOB experience cap. Druid spell progression stops a lot earlier than for clerics or arcane casters for some reason. Oh, and you'd have full plate mail.
The downsides being you'd get few, if any, HLAs, and you'd be playing a level 1 druid at some point around the start of TOB.
But hey, import that character into a new game...
Another really bad but kind of clever idea I had was to level a Shadowdancer to a respectable level of Stealth, then dual to a Mage. You'd get to become invisible as a defense. You'd have to be something around level 20 though to be able to always Stealth in broad daylight. Could shave a few levels with bonuses from items.
Or you could just use the (fixed version of the) Staff of the Magi.
I think a shadowdancer dualled to cleric would be an interesting combination. You really only need the 1 APR and you get lots of buffs to your attack.
I can only suppose some alternatives:
Fighter 6 (at 32000 XP instead of 64000 XP) -> Thief 9 – you lose 0,5 APR but get х4 backstab modifier instead of х3 – personally, I like it better than Fighter 7 -> Thief 8, partly because you get your fighter abilities much sooner and become a more deadly assassin
Fighter 6 -> Druid 10 – you again lose 0,5 APR but get another 5th level spell slot, so that you can have great IRON SKINS and INSECT PLAGUE simultaneously and don't have to face the situation when you're obliged to choose only one 5th level spell to memorise – I see little sense not to have both these spells at the end-game fights + you retrieve fighter abilities faster
Thief 6 (at 20000 XP instead of 40000 XP) -> Mage 9 – you lose 25 thieving skills, -1 THACO but get access to 5th level spells, great CLOUDKILL, CHAOS and DOMINATION among them – again I see little sense not to have these spells at the end-game fights + you retrieve thieving skills faster - it is not the last thing to consider
Advancing to level 13 will grant you the following, if you use both pips to reach grand mastery:
+1 apr
+2 dam
-4 SF
+6 thac0
+42 hp (19or20 con)
It costs 1,186,000 xp just to gain all of that, which would make you a level 13 mage, 14 priest, or 15 thief.
Furthermore, you can use the second classes abilities for the past 6 levels, including more than half of the content of BG if you solo. ON TOP OF THAT, you have to gain over 1,500,000 MORE xp just to activate most of those level 13f abilities! Which would make you a 17th level mage, casting 8th level spells as apposed to 6th level.
But wait, it gets even less impressive. The second class also gains thac0 and hp from levels 8-13. A mage (for example) would gain +thac0 and 15 hp, which by comparison lessons the levels 13f perks to +4 thac0 and 27 hp.
So you have to ask yourself, is 2,686,000 XP worth:
+1 apr
+2 dam
-4 SF
+4 thac0
+27 hp
For me, the answer is absolutely not.
Admittedly, this would be somewhat tedious to play in the low portion of the fighter half.
In fact, I'm just thinking this char would be a powerhouse: good HP, good fighting abilities, really good AC with full plate, skins, armor of faith...
May have to give him a try...
If you're going to use the PC in BG2, it won't make that much difference in the long run (in a 6-character party it may yield an extra 60,000-80,000 exp. for the PC), but gives some flexibility with respect to dual class options (e.g., a fighter7 -> druid 10 is viable).
in polish but who cares
barb/fighter
thief/bard
mage/sorc
pal/ranger
cleric/monk
druid
161k exp in bg:ee
take first class less levels than other class
good examples
fighter7/druid9
fighter6/druid10
fighter7/mage
fighter7/thief
thief7/mage
cleric6/mage