Are divine classes critical?
Sindyan
Member Posts: 146
I have been thinking are divine classes critical in bgee and bgee 2?
I know people play solo but in full party would the lack of divine class hurt the party or will the extra non divine class just change the flavor of the party?
I know people play solo but in full party would the lack of divine class hurt the party or will the extra non divine class just change the flavor of the party?
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Comments
The only thing divine really does that arcane can't is heal...which should never be needed, divine or otherwise, if you buff/debuff/CC wisely.
Though it depends on player experience.
Divine is more noob friendly, since it's pretty straight forward and divine classes have moderate thac0, good saves, and can cast in armor, and while they aren't utterly game-breaking, they do have enough spell variety/slots to let you get a feel for the spell system (and hopefully teach you that buffs/debuffs/CC are utterly superior to direct damage or healing spells), while not being completely useless when out of spells.
Arcane is more advanced, but in more experienced hands, is utterly superior to divine magic in every way. Hell you can even heal/buff the party via limited wish/Wish at higher levels if you have a decent amount of wisdom.
BG2 is a similar setup, with Rings of Regeneration making it easier to do without a bevy of healing spells. They do get Chaotic Commands, which is a handy immunity spell, but you can work around not having it.
In short, they are not critical, but a single divine class can provide utility, save you some potions, and can save your mages some spell slots spent on shared spells that they can use just as well (dispel magic, true sight, etc.). My rule of thumb is that having more than one divine spellcaster is overkill, and having your one be multiclass or dual class works just fine.
As has been said, nothing is essential. Having at least 1 divine caster, even a multiclass, will make the game a lot simpler though.
The friend I was playing with was new to the game and commented on how easy core-rules BG was. This may have been because none of our enemies was conscious at any point.
Death Ward - No more instant deaths.
Chaotic Command - Probably the most useful spell in the game.
Protection from Fire/Cold/Electricity - Not going to say no to being immune to different elements.
Remove fear - Great for dragons.
Zone of Sweet Air - A very underrated and powerful spell, always have one memorized.
DUHM - Free stats, wonderful if you're a F/C but also nice if you're a pure class cleric for the improved AC.
Free Action - Wonderful against other casters, spiders and enemies that can stun or slow.
Protection from Evil - What is that? Your summoned demon won't attack my team?
Healing spells, summons and some offensive magic is useful and really nice (Especially Skeletal warriors) but a cleric buffing up a fighter, that is one dervish of destruction.
The mage version only hits 1 target, the cleric version hits 1d4 targets.
Of course that's not to say divine is useless...it's just completely inferior to arcane magic, but having any magic is better then having no magic.
Druid = Poor mans's cleric
Cleric = Poor man's Bard
Bard = Poor man's mage
Mage/Sorcerer = GOD
I'm rolling a cleric/mage and i'm going through BG2, and the number of buffs he can throw up is sick. Bless/Chant/Haste/Protection from Evil 10' radius/Remove Fear/Chaotic Commands/Stoneskin
BG2 is quite annoying to do without any cleric due to the considerable amount of undead and level-draining enemies, as well as mages inflicting status effects. Druids can be and usually are skipped since the sole Druid NPC is well...Cernd, and they have a pretty bad spell-list in general compared to both Clerics and the more decent Druids from Icewind Dale. You can get by though mostly thanks to items that grant buffs/protections/regenerations, you don't really HAVE to take a divine class. However, I'd recommending taking at least a multiclassed Cleric (of any multiclass variation). Both useful and fun.
In BG2, clerics are useful because they can get rid of negative levels and guard against instant-death effects. Reloading can do the same thing, but gets tiresome given the sheer number of enemies at certain points of the game capable of inflicting them on you.
To sum up, you don't *need* a divine caster in either game, but it's convenient to have at least a multiclassed cleric in the party.
And, I'd sure hate to play some sections of SoA and ToB without Chaotic Commands spells and Death Wards!
I always aim for no reloads when I play, so that might be something that makes me think differently from somebody who doesn't care about reloading. If you don't care how many times you reload, you can pretty much do anything you want.
There are also a lot of roleplaying reasons why I like clerics. The "just nuke everything" mage/sorcerer strategy bothers me, probably because of the Star Wars influence with the idea of "turning to the Dark side" and all that.