Building a better Druid...
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I'm about to start one final run through of BGEE. I've decided I want to be a nature loving druid but I'm undecided on how to go about it. I'm looking forward to a being a spell slinging and elemental summoning warrior for nature. I have some ideas on how to go about making this Eco warrior and I would appreciate some insight.
One idea I'm very interested in is a Kensai->Druid with skill with a staff. The idea being I learn of the druid arts through my travels with Jaheira. I would eventually wield the Staff of the Woodlands to get some AC. I know berserker might be a better choice but it doesn't fit my idea of the character.
I also really like the Avenger as a kit. I like the idea of being truly committed to the Druidic arts. The extra spells are great and shapeshifting just seems awesome even if underpowered.
Now, what really complicates things for me is that it just feels like nothing tops the regular fighter/druid. I can't seem to justify not going with the multi. Can either of the other builds measure up?
I'd also like to add I think the best druid is actually the ranger/cleric but that seems almost like an exploit.
Thanks for any info you provide!!
One idea I'm very interested in is a Kensai->Druid with skill with a staff. The idea being I learn of the druid arts through my travels with Jaheira. I would eventually wield the Staff of the Woodlands to get some AC. I know berserker might be a better choice but it doesn't fit my idea of the character.
I also really like the Avenger as a kit. I like the idea of being truly committed to the Druidic arts. The extra spells are great and shapeshifting just seems awesome even if underpowered.
Now, what really complicates things for me is that it just feels like nothing tops the regular fighter/druid. I can't seem to justify not going with the multi. Can either of the other builds measure up?
I'd also like to add I think the best druid is actually the ranger/cleric but that seems almost like an exploit.
Thanks for any info you provide!!
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Comments
Yeah, the Avenger shape-shifting is weak, but situationally the spider form can be decent. The situations are when you need 4 attacks per round (tearing down Stoneskins / Mirror Images) and you want to avoid getting stuck in your own Web spell, but using Darts can get you 3 APR at range so the spider form isn't that big a win.
I've played an Avenger and it was decent. I didn't find the shapeshifting that powerful. Maybe I was using it wrong, though.
Though druids aren't really spellslingers till later. Their first 3 levels of spells are crap, with healing being the most efficient use of the slots. Doom though can be quite useful for helping your other caster's spells stick better though, more of a late game concern, or vs single, high level targets.
The Avenger gets web at 2nd level, which is a ridiculously OP spell, especially due to it's -2 save penalty, which is brutal vs low level enemies, and still useful vs higher level ones, and the early reliance on ranged weapons of low level parties (and later, their spider form, abuse it's web immunity to tear into enemies with impunity). Unlike entangle which is garbage (+3 save bonus (bad) and it doesn't stop them from attacking). Lightening bolt at 3rd is also pretty nice, but requires careful aim, and preferrably, wide open spaces...but with practice, it can deal ludicrous amounts of damage to enemies.
I'm not at all fond of Chromatic Orb and consider it the worst spell in the game, aside from ones that are functionally useless (infravision, etc), due to that stupid +6 save bonus...even low level enemies save more then half the time and high level enemies are functionally immune, and it takes every save debuff in the game just to counter the penalty.....which means high level enemies will still save almost every time. You're much better off loading up on Dooms for first level.
And no, a ranger/cleric IS an exploit, there's no almost about it. And whats worse is, you shouldn't have access to druid spells till 8+ Ranger, and only up to 3rd level (at 12 ranger).
Sure, it can be legit, if you don't use any druid specific spells until your character should be capable, and never use druid spells above 3rd level.
Simply put, no, the fighter/druid is the best (discounting R/C for being exploitative), because of %^&# implementation. A fighter druid is supposed to be bound by ALL equipment restrictions a druid has, not just weapons. They can benefit from the fighter hp, extra attacks, and thac0, but aren't supposed to use anything that a single class druid can't, since ALL their restrictions are due to their ethos, not due to a lack of training.
EDIT: Nevermind, I read in the other druid thread that they do have their Web immunity now.
I agree that Berserker -> Druid is just silly and dumb from a role-playing standpoint. Kensai -> Druid is a pretty interesting, fun thought I agree.
Avenger is mainly useful for the few extra spells. The armor penalty is extremely harsh as plain Leather Armor is pretty much garbage (-2 vs. Missile and Piercing? Yuck).
Totemic Druid, you trade godawful shapeshifting for a few summoning spells. There is literally no reason to not take this over a plain Druid.
Fighter/druid multi-class is not especially interesting IMO. And if you continue the PC to BG2, levelling the druid from 14 to 15 will be tortuously slow.
Kensai -> druid sounds interesting. But of course you'll get the fighter stronghold, not the druid stronghold, in BG2, which is weird from a roleplaying perspective. (I'm a champion of nature, but now I have to run this damn castle...)
Personally, I'd go with the avenger.
Just go Avenger. The appeal of chro orb is the damage. Yeah, not very much, but can disrupt spells, and save is vs the side effect. Those side effects are pretty brutal, but nobody is gonna fail that save without prep spells to soften. Funny way to kill a dragon though.
Web is hilariously good, can end most fights before they begin. Sword spider has nice ac btw, and at cap reasonable hitting ability... And even low level will butt pound a webbed enemy.
Thanks!
But, I was wondering if I could pull off dual wielding. I was going to go with the poison dagger and scimitar +2. Does that crush my pretty meager thaco? Most of my melee is done in spider form.
I like Avenger and Berserker 6/Druid 10. I don't see any issue with Berserker. Consider the rage as tapping into primal forces which is what Druid is all about. Scimitars or Staff work well for weapon choice, I've always gone for scimitar though as I like staff on a backstabbing build (cleric/thief usually).
I don't see Druid as fitting Bg2/tob well for all sorts of reasons (setting, content, spells, abilities, high level Druid order etc).
Somebody's gotta test that!
Berserker gives +2 damage, attack and AC which is equivalent to level 6 kensei but adds a pile of very useful immunities on top.
i think clerics and druids need better spells to at least compete with mages but now there is no competition
at least they need something for level 1 and 2 spells
I'll just say it: You don't know how to play Divine spellcasters. They aren't supposed to be anything like Mages, it's that simple.
Higher level clerics are... Special. Not useless by any means, but I'd rather have a Mage or a berserker... Or a berserker Mage.
Sure thing bud.
2nd level, hold person and silence 15' are both decent area disabiling spells. Draw upon holy might is obviously very nice if you do any front lining.
3rd level, animate dead? holy smite? strength of one? Plus invisibility purge, protection from fire and dispel magic can both be useful.
At 1st, druids make do with entangle, at second charm and/or barkskin. At 3rd, call lightning is great when outside but otherwise, well, often a lot of dispel magic.
Theres a couple of great spells up there, sure, and plenty useful. If you don't have any wands/ aren't willing to use them yet, a low level clerics improved fighting ability, personally, is better than the 18hp mages better spell selection.
Its druids who have the problem; I'd propose giving them access to remove fear and hold person at 1 and 2. For level 3, glitterdust is an appropriately thematic arcane spell you could give them that would be an option.
Mages are better fairly quickly and very much so in the end, of course- I mean thats why they get two more spell levels- contingencies, time stop, abi dalzhims, planetars, clerics can't compete with this, well used or not, in raw power terms.
Charm is handy though and plenty of places to get XP low level with call lightning.