Cleric/Ranger Multiclass or Ranger-->Cleric Dual Class? (BGIIEE playthrough only)
booinyoureyes
Member Posts: 6,164
I've been hearing about this cleric/ranger build for a long time, and I'm very eager to try it out. I'm not certain, however, which way to go.
Can anyone help a brother out with some advice? What are the trade-offs and advantages of one method over the other?
Also, if I do the dual class option what level should I go from Ranger-->Cleric
ONLY THE SECOND GAME!
Can anyone help a brother out with some advice? What are the trade-offs and advantages of one method over the other?
Also, if I do the dual class option what level should I go from Ranger-->Cleric
ONLY THE SECOND GAME!
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Just for more info, the party I'm kinda planning on is: Rasaad (romance) Mazzy Keldorn, Xan mod (Sorcerer) then Imoen/Yoshimo/Imoen
Edit: May replace Mazzy with Aerie and eventually this spot will be for Sarevok no matter what
i might be wrong though and it is a bit exploity.
Still, the best option is multi-class, you do not get good bonuses from a dual-class with this particular classes.
hmm... I just dual classed and I got Iron Skins for level five when I cheated in some experience.
@CrevsDaak Why is multi-class better? Also Level 13 is waaayyy late. I was thinking of just dualing her earlier on, maybe even level 7 if not 9 (may even cheat her up a level or two to get out of the Circus tent to be at least almost Cleric-Activated so that I'm not a shitty Anomen)
http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/39404
I've used this FAQ for myself.
Multi cleric\ranger FTW.
Clerics have a much lower level requirement for their HLA's than a Mage does. This makes multi-class Clerics a lot more viable than multi-class Mages. Multi-class Clerics can start taking Quest Spells at 3,150,000 XP, while a Fighter/Mage starts taking level 10 spells at 6,000,000 XP. Your multi-class Cleric/Ranger gets more HLA's, a bigger pool for HLA's, and can take all of the quest spells than a dual-class Ranger->Cleric can get.
Speaking of HLA's- a Cleric/Ranger is typically going to play a heavy melee role since that's how the classes synergize best throughout the game. Fighter HLA's help a lot.
Ranger->Clerics will have 1 more 6th level spell and 3 more 7th level spells at the level cap.
A Cleric/Ranger multi only loses 1 HP per level (up to level 10) compared to a Ranger->Cleric, so there's not a strong reason to dual for HP (unlike with a Fighter->Mage).
A Ranger->Cleric will get more proficiency points, but these aren't too useful because of your limited weapon selection. If you take two-weapon style you can max out 3/4 of the one-handed weapons you could use plus slings (your only ranged option).
Cleric/Rangers are half-elves, and Ranger->Clerics are humans. Half-elves get useful racial resistances that humans miss out on, and they both have the same stat restrictions.
Cleric/Ranger multis have better saving throws (marginal) and THAC0 (difference of 6) since they progress further as warriors.
Overall I think the only practical disadvantage that a Cleric/Ranger multi has is that they miss a couple of spells in the very very late game, but they make up for it in their better HLA picks, THAC0, and saves.
Here's a pretty good post for more information:
http://forum.baldursgate.com/discussion/comment/435070/#Comment_435070
EDIT: Oh hey @Pantalion, didn't see you there.
And really, you do bot get bonuses witg dual-class with this combo, really talking.
8 HLAs are actually all a Cleric gets.
Aura of Flaming Death
Elemental Summoning
Energy Blades
Globe of Blades
Implosion
Mass Raise Dead
Storm of Vengeance
Summon Deva
Since you can take each one once, that's 8 total.
Ranger/Clerics get 18 HLAs.
Critical Strike
Deathblow
Greater Deathblow
Greater Whirlwind Attack
Hardiness
Power Attack
Resist Magic
Smite
Tracking
War Cry
Whirlwind Attack
The Ranger/Cleric actually gets to get all 8 Quest Spells plus 10 more from the above list (or more likely far more, because a few of those Quest spells are terrible).
18 HLAs (at least 10 of which are in addition to spell slots) versus 8 (which must be memorised into actual spell slots).
So that's 13 Level 7 spells or equivalents (since that's theoretically what these HLAs and Quest spells are), versus 6 Level 7 Spells or Equivalents.
So with this in mind (and a level 20 cap on caster level) how, precisely, does dual classing help enhance your spell casting?
I started the game now with my cleric/ranger. Its fun so far, but I feel like I may be behind on spells.
Cleric/Ranger multi is basically a class build that's capable of doing almost anything a party could need. Healing? Check. Mage killing? Check. Front liner? Check. Ranged support? Check. Finding Traps? Check. Cleric buffs? Check. Undead killing? Check. Summoning spells? Check. Self-buffs to make you more awesome? Check.
Give a Ranger/Cleric the Flail of Ages and Defender of Easthaven offhand (or any awesome main-hand weapon from the blunt/crushing category) and just buff up and kill everything. You can summon insects to hamper mages, cast iron skins to give you extra protections, etc.
It's basically the ultimate cheese build. And entirely based upon a system exploit.
See my original post, for a level 13 Ranger dual, the multiclass gets access to level 7 spells first at 2.7m exp, the dual at 2.85m.
From there, the dual does pull ahead on spells per day, getting its extra level 9 slots earlier than the multiclass does. By the time it hits 6 million exp, the Dual will have its holy symbol, and be level 28 for 9 Level 6 Spells/day and 5 level 7 Spells/day.
Multi at the same Exp will have 8 level 5s, 6 level 6s, and 2 level 7s.
Finally at cap, the Ranger/Cleric gets their holy symbol as well, bringing it up to 9/9/9/9/9/8/4 spells as opposed to 9/9/9/9/9/9/7.
So towards the very end-game, a Ranger/Cleric will have 2-3 fewer level 7 spells in their arsenal, but because of that long period of spell-drought for being a ranger 13.
If you were running both through BG1 for the Wisdom Tomes, you'd end up with 21 + Lums + Hell + DoMT + Silver Ioun Stone 25 Wisdom, which nets an extra level 7 spell each, and generally 5 level 7 slots versus the maximum possible dual of 9 (Level 38 Cleric) is hardly even noteworthy.
@Koyote
I figured it would be the Dispels, though I personally consider stripping buffs to be a job for mages, and the job of the Ranger/Cleric to blind everyone and then cover them in BEEEEEEEES, which sort of makes enemy spellcasting a non-issue.
Honestly can't say that I considered Turn Undead to be an issue though, what are the perks of level 26+ Turn Undead?
Yet so far I'm doing well. I've cleared the keep, killed Mae'var, finished Umar Hills and I'm in the Planar Sphere. My character is pretty damn good now. Xan and Mazzy are killing everything too
i personally do not like the fact that one has no option to make a ranger / mage.....
did try to hack one with EEkeeeper, but that failed, you need to build a fighter for that case. meh
The reason you go dual with Fighter->Cleric is that you a) get Grand Mastery (Rangers do not); and b) get kit bonuses (practically irrelevant or useless with R->C). Fighters also don't have spell progression, meaning the value of levels past lvl 9 drops off somewhat anyway. Rangers have actual spells you might want to go for. As a multi, you also get to pick warrior HLAs later on, which can be a big plus.
Even with Fighters, the kit bonuses alone would probably not be worth going dual. It's Grand Mastery that pushes things over the top there, and that's obviously not a thing for Rangers to begin with.
learn all spells cleric and druid (Arcane Spells), I know he learns plague of insects not mistaken.?