Cleric/Thief Strategies
Lateralus
Member Posts: 903
As a player who almost always plays BG:EE on a the difficult setting, I decided to play on core rules to get through it quicker. I used Dexter, my neutral evil, half-orc, cleric/thief, and dominated the game. Almost died a couple times but never did, skipped most of the content except for tomes and the best gear, mostly plot quests, never reloaded, and it was 100% solo except for when I used Neera to ID a few things. Fastest run through I ever did. I did this because all of my saved games were wiped out and I wanted to use a character in BG2 that went through BG.
It was the first time I fought Sarevok with the added changes. Great fun! In the end it took 3 hits from my +3 staff and the Ring of Invisibility. They got me down to under 20% health twice, it was a challenge because they made all the saves they needed too. I realized that I would not be able to take down Tazok without using up all of my charges, so I got Sarevok and let a mage and the ogre live.
DEXTER (cleric 7/ thief 8)
STR:20
DEX:19
CON:20 (regenerates HP)
INT:17 (smart half-orc!)
WIS:21
CHA:4 (jealous?)
Open locks and find/remove traps are at 100%, and set snares is at 70%. After snares, I'll probably max out detect illusion. I rely on items for invisibility/back stabbing, and sanctuary for sneaking around and robbing crates, and scouting.
Cleric spells are not awesome, but I have a TON of them. I like to summon 4 or 5 skeleton warriors and buff them with defensive harmony and bless. They absorb spells like sponges and their hideous laugh warms the cockles of my heart. And they have pretty funny death screams to boot. I doubt I'll get much use out of them in BG2, and I plan to replace them with Vicconia, Dorn, Edwin, Hexxat, and Korgan.
Mental Domination, Silence, Command, and Dispel Magic are useful spells but most of the buffs are a waste of time for clerics IMO. I can't wait to get 5th-7th levels spells.
In BG I used the necklace of 6d6 fireballs A LOT. Probably about 30-35 charges. That's a must have item for any character doing a solo run.
My BS powers are CLWx2, Horrorx2, and DUHMx2. The later buff gives him an additional +1hit, +2 damage, and -1 AC for 10 rounds (22 str/con, 21 dex).
Can't wait! Just in time!
It was the first time I fought Sarevok with the added changes. Great fun! In the end it took 3 hits from my +3 staff and the Ring of Invisibility. They got me down to under 20% health twice, it was a challenge because they made all the saves they needed too. I realized that I would not be able to take down Tazok without using up all of my charges, so I got Sarevok and let a mage and the ogre live.
DEXTER (cleric 7/ thief 8)
STR:20
DEX:19
CON:20 (regenerates HP)
INT:17 (smart half-orc!)
WIS:21
CHA:4 (jealous?)
Open locks and find/remove traps are at 100%, and set snares is at 70%. After snares, I'll probably max out detect illusion. I rely on items for invisibility/back stabbing, and sanctuary for sneaking around and robbing crates, and scouting.
Cleric spells are not awesome, but I have a TON of them. I like to summon 4 or 5 skeleton warriors and buff them with defensive harmony and bless. They absorb spells like sponges and their hideous laugh warms the cockles of my heart. And they have pretty funny death screams to boot. I doubt I'll get much use out of them in BG2, and I plan to replace them with Vicconia, Dorn, Edwin, Hexxat, and Korgan.
Mental Domination, Silence, Command, and Dispel Magic are useful spells but most of the buffs are a waste of time for clerics IMO. I can't wait to get 5th-7th levels spells.
In BG I used the necklace of 6d6 fireballs A LOT. Probably about 30-35 charges. That's a must have item for any character doing a solo run.
My BS powers are CLWx2, Horrorx2, and DUHMx2. The later buff gives him an additional +1hit, +2 damage, and -1 AC for 10 rounds (22 str/con, 21 dex).
Can't wait! Just in time!
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