Classes and how useful they are?
Majoca
Member Posts: 263
I don't know if anyone will comment, but I hope this does start up a discussion. I was wondering what classes people prefer and which ones work well, I would like to try something different in Baldurs Gate?
when I was new to the game I always used to play as thief as I always wanted to get loads of money so I could buy awesome items for my other party members, as I learned the game I think I completed the game first with a ranger, then a mage and then an Illusionist/thief
I also wanted to know how Druids are viable? I also wanted to use a shapeshifter (Werewolf) as I have mentioned before wondering wether they will be fixed and have the correct abilities and resistances.
Ultimatley id like to know peoples experiences with the different classes and how they rule the battlefield I am more of a mage, but I want to know what people think.
when I was new to the game I always used to play as thief as I always wanted to get loads of money so I could buy awesome items for my other party members, as I learned the game I think I completed the game first with a ranger, then a mage and then an Illusionist/thief
I also wanted to know how Druids are viable? I also wanted to use a shapeshifter (Werewolf) as I have mentioned before wondering wether they will be fixed and have the correct abilities and resistances.
Ultimatley id like to know peoples experiences with the different classes and how they rule the battlefield I am more of a mage, but I want to know what people think.
Post edited by Tanthalas on
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Also the Bard Blade is one of my favorites, I usually make my PC one because Haer'Daelis wastes points on short swords! but the ability to use scrolls and have mirror image and stoneskin almost 100% upkeep while spinning as a whirling dervish of death? I would argue that a Blade is the best damage dealer and the best tank in the game. once you get an item with freedom of movement of course.
Druids have always been "meh" to me, I've never felt powerful playing one and I always ditch Cernd, and only use Jaheira for the quests and banter.
I REALLY hope they fix the 20% resist bug with werewolves, would really like to play as one.
But its not a magical effect. Defensive spin is just a battle technique used by Blades.
Yeah, but my argument is that the Defensive spin gives you those defensive bonus because you are rooted in one spot.
The Blade doesn't remain rooted in one spot because he wants to, its just the only way he can adopt that stance.
Anyway, I imagine the guy is rooted in one place and through magic he can maintain that rootedness while moving. Almost like Telekinesis of himself basically.
Anyway, I got nothing more on this, Tanthalas maybe you are right.
I don't want to use this card but this is a game about magic with dragons and time stopping and what have you so this isn't the most unrealistic thing in the game and it doesn't bother me though I could see how it could bother others.
Maybe someone else has some relevant arguments but that's about all I got.
I'm not sure if any of the fix packs or tweak packs ever addressed this, so its very likely that no one ever cared about it.
Free Action releases you of hostile magical effects that, at least in theory, affected you against your will.
Actually, the Blade should never have been locked in place, he be able to stop spinning whenver he wants to, but the game mechanics failed to transpire the actual story, giving the impression that the Blade is 'trapped'.
I myself consider Defensive Spin + Free Action gamey, that's why I stopped doing it before long.
As for the thread's contents, I'm wondering about Cleric/Mages - I never brought Aerie into the endgame and was curious how the Cleric/Mage stands if you focus on spellcasting as opposed to melee (which seems to be the most common strategy).
@Tanthalas is pointing out that it shouldn't work the way that it currently does; not that it doesn't currently work that way.
To me, it's kind of like a dual-classed Kensai/Thief who gets Use Any Item. It kind of changes the flavor and intent of the class.
As for my own preferences...it actually depends on whether we're talking BG1 or BG2. For BG1, the need for ranged weapons is strong enough in the early game that I usually prefer the Archer kit. For BG2, I typically choose Kensai, although I've only ever beaten the game with a mage or sorcerer.
Minsc
Aerie
Jaheira
Jan
Valygar
CharName
Having two half-classed clerics and two half-classed mages helps a lot with party versatility, and having three melee-capable characters who are also solid ranged weapon users helps too. It also, incidentally, means that I can make my protagonist whatever I like, without worrying about missing a role in the party's dynamic. (All told, Minsc probably isn't the best choice for a melee tank character, especially when Valygar and Mazzy have such an interesting relationship; but I find it difficult to let the poor guy loose...)
Now druids on the other hand are strong early, fall off in SoA and rise to power again in ToB all this is due to their mediocre spell selection and horrible experience progression.
His 'little sister' is Imoen, a cheerful thief. (So some rogue skills probably from hanging with her.)
And they live in Candlekeep, A virtual hall of wizards. (So a bit of arcane knowledge, Imoen even becomes a mage later.)
So the Charname has a flexible set of skills, knows the shady side of things, and may have some magical knowledge?
Charname is a bard or thief/x.
I am thinking of being a Bard/Blade character. what other Bar kits are worth playing?