Tips for a Solo Cavalier
Elrandir
Member Posts: 1,664
I'm wanting to go through the game with a solo cavalier in the future, and while I know it's possible, I was wondering if anyone had any tips.
The idea behind this character is that he's a traditional heroic paladin, doing whatever is right and just. He eschews any assistance so others can stay safe. He doesn't want anyone else to get hurt by traveling with him.
I'm sure I could make it through without any tips, but I'm curious what ideas you guys might have for making the most out of the character. My idea for weapons was to start out with two handed swords and two handed style, and add in other skills as I found uses for them. Between the Spider's Bane and Carsomyr, he's pretty set for weapons for both games. I figured I'd take halberds next since good two handed swords are (from what I've heard) few and far between in the early parts of SoA, and there are good halberds. Also, I'll be able to keep rolling with two handed style then. Other than that, the class is pretty simple. Once I get spells, things will increase in complexity a bit, but I figure he'll mostly be doing whatever will make him able to deal more melee damage\protect himself.
Any ideas are appreciated, even if I don't use them, so if you've got an idea, let me know! Thanks.
The idea behind this character is that he's a traditional heroic paladin, doing whatever is right and just. He eschews any assistance so others can stay safe. He doesn't want anyone else to get hurt by traveling with him.
I'm sure I could make it through without any tips, but I'm curious what ideas you guys might have for making the most out of the character. My idea for weapons was to start out with two handed swords and two handed style, and add in other skills as I found uses for them. Between the Spider's Bane and Carsomyr, he's pretty set for weapons for both games. I figured I'd take halberds next since good two handed swords are (from what I've heard) few and far between in the early parts of SoA, and there are good halberds. Also, I'll be able to keep rolling with two handed style then. Other than that, the class is pretty simple. Once I get spells, things will increase in complexity a bit, but I figure he'll mostly be doing whatever will make him able to deal more melee damage\protect himself.
Any ideas are appreciated, even if I don't use them, so if you've got an idea, let me know! Thanks.
2
Comments
Otherwise 2h swords and 2h weapon style (at least one pip for criticals on 19 rolls) are a fine choice. Good halberds are rare, but there are a few scattered throughout the games.
If you solo you're going to rely on items that protect you from nasty status effects, such as the ring of free action and Spiders' Bane for free action, potions of clarity (for charm protection), and the Greenstone amulet. So I would prioritize those, to prevent having to reload a lot.
1) Never let them see you bleed
2) Always have an escape plan.
That being said as a paladin you are going to be MAD, AKA multiple ability dependent. Don't be afraid to make your wis as low as you can with the plan to get all three wisdom enhanced books in BG1. If you want to use int as a dump stat be careful, mind flayers were my bane. I also made a post in the newbie area asking about good priest spells for a paladin, you might want to look that up.
Even though I can tell you want to do this solo if you ever change your mind its good to remember that your paladin may look at his/her companions as something to protect, that without him they would very well be doomed to die. This would especially be true for the likes of Viconia, Baeloth and to some degree Imoen, what with her being a Bhaalspawn.
Though Carsomyr is a must for any paladin be warned, Firkraag ripped through me like I was made of paper and glue. I had to rely on Haer'Dalis tanking him with stone skin. You might not have this problem, since if you solo your level will be Mr.Bighuge, but I felt I should warn you regardless.
One of the reasons I think I'd prefer a solo run with a paladin as opposed to a fighter is versatility. I actually see the inability to gain even mastery in weapons as a blessing, rather than a curse. With a total number of 15 pips as opposed to a fighter's barely superior 17, and mastery only in two weapon style, the paladin is far more versatile.
I was also thinking of taking two weapon fighting eventually, just because it IS so good. I'll still rely heavily on Carsomyr, but in some fights I might just need the defensive abilities of more than one weapon.
As for his MADness, (I'm sorry, I couldn't resist...) I will be rolling upwards of a 95. Wisdom doesn't do anything for a paladin so it's dropping straight down to minimum. Ideally I would roll a 97 or better, and can play with 18\75+ STR, 18 DEX\CON\CHA, 12+ INT, and 13 WIS. But I will settle for a 95 if I can get a decent STR. It may seem unrealistic, but this guy is the son of a deity and is a gosh darn hero, (Not to mention I'm soloing...) so I don't care too much. =p And I know I'm jinxing myself by saying this, but I generally roll pretty well, so I should be able to roll a 95+ in less than an hour. Likely in less than 30 minutes.
As regards your charname's STR, I wouldn't worry too much about 18/75+ STR since in BG1 anything 18/01+ is great, and at one point of that game you might increase your STR with a tome (if you manage to bash a lock with DUHM or hire a thief temporarily.) And even if you don't, STR as you said before needn't be a problem to your charname, with stat-boosting items and DUHM available. In other words I'd take an outstanding 37+ roll over your current 34 roll.
Personally once you've got points in those I'd go with dual-wield. The ability to offhand the Defender of Easthaven in combination with AoF and Hardiness will be invaluable against physical evemies like Fire Giants. If you're solo then the challenge is more staying alive than having max damage-per-round.
You'll also get access to HLAs very early when Solo. Devas are a great summon, as are Skeleton Warriors from Animate Dead once you reach level 23. Vhailor's Helm for the Simulacrum will also come in handy.
Staves are great for damage dealing, so they definitely qualify as one of the possible weapons in which to specialize. But for the purpose of survivability I think Elrandir would be better off with Axes (Azuredgde, ranged options), 2h Swords (Carsomyr, Lilarcor, Spiders' Bane), Short Swords (Arbane, Ilbratha), Flails (DoE), Longswords (Namarra, Daystar, Ras), Maces (Stupefier, Mace of Disruption +2). A Bag of Holding would become a Bag of Weapons
The general problem with 2-handers though is that you cannot combine any benefits with that of a shield or other 1-handed weapon. Staves and halberds are interesting and all, but you lose out on stacking options when using one. @Blackraven has the right of it.
Two handed sword: **
Two handed weapon style: **
Axe: *
Flail: *
Long sword: *
S\W\N: *
Two weapon style: **
Mace: *
Axe: *
Flail: *
Two weapon style: *
Long sword: *
My logic is that I don't need to be more than proficient with a lot of these to begin with, and I'd like to become specialized with TWS as soon as possible. I'll prioritize learning to use these weapons, but I don't need to become an expert with lots of them. The mace is only for undead, (Mace of disruption) and other than axe, flail, and mace, I'm only taking the others as a way of using their handy effects. It'll be a while till I get some of these, but playing solo I should easily hit max level before ToB.
I'm not too concerned with piercing damage, since as long as I have a form of blunt damage, I don't think the others are terrible necessary, piercing the least so.
Two comments:
(1) I think I'd wait with the second pip in 2h weapon style till and take one in axes first. The second pip in 2h weapon style only slightly imrpoves your speed factor (initiative).
(2) Arbane's sword!! This a short sword you only get in early SoA. According to the item description it only protects against Hold Person, but in reality it also protects against Entangle, Grease, Hold, Stun and Web. So essentially it grants complete Free Action. And the good thing is you can use it with the Boots of Speed without having your momevement hampered (at least when I just tested it). Aditionally it allows you to cast Haste once a day. If you take this into account plus the fact that there are a number very nice other short swords around (Kundane for extra attacks, Ilbratha for Mirror Image, and the Short Sword of Mask which has +4 enchantment and can be bought outside Watcher's Keep, when you've just left Irenicus' Dungeon), I think short swords have been somewhat underestimated by many players (myself included).
Of course you can decide not to place any proficiency points in these swords and just use them for their equipped abilities. But you could consider picking shorts words instead of S/W/N.
As for the second pip in two handed style, I might take a pip in dual wield in BG1, just to get a head start. I'll replace one of the other dual wield pips from later down the line with the second two handed style pip.
I was definitely going to be using axes, I'll be getting proficiency in BG1, and specialization further down the line.
And thanks Sylvus! That's news to me, and I'm glad to know it. I didn't actually know what kind of damage cloudkill did, so I would have just avoided it anyway, but it's good to know regardless.
2* in 2H weapons is useless
the third PIP is dual weapon is not really good (your thaco will be very low anyway)
long swords suck : they don't bring any interesting option for a cavalier (who is already immune to fear)
Daystar is nice against undead. But undead are rather weak anyway and you already get azuredge
Mace are also quite meh
The mandatory picks IMO :
flail 2
dual weapon 2
axes 2
scimitars or short sword (speed weapons) 2. Short sword is better in SOA but belm is very easy to get compared to kundane. In BG1, both are good
2H sword 2
2H weapons 1
Setups :
trash mobs : FOA/speed weapon
mages : carsomyr
Strong ennemies : FOA/axe of the unyielding
for the remaning 4 points, up to you, you will not use much them anyway
As for the -4 speed factor from the second pip in 2HS, I like swinging faster, as it'll be even more useful for dealing with mages. Besides, this character is ideally the greatest wielder of Carsomyr there is. That's just how I envision him.
If anyone can tell me more about long swords and the useful ones there are, then I'd love to know. I know a fair number of the really powerful weapons for endgame, but I really don't know anything about longswords. I know about the Purifier, but with Carsomyr it's fairly useless. Why do you suggest not taking it, @mumumomo ? @Necomancer and @Blackraven , why did you guys suggest them? What good ones are y'all thinking of?
http://www.gamebanshee.com/baldursgateii/weapons.php Here, this might help you out more then I can. Its a list of all the weapons in the game. I'd honestly still go for warhammers instead and just wield Crom Faeyer in my off hand, thats what I plan to do with my bard.
As for war hammers, I think I will take a pip in it. At the very least Crom Faeyr will be a good golem killer, and if I really need the strength bonus for a certain fight I can throw it on. I think my decisions for proficiencies are pretty set, (though not necessarily the order) but I'm debating spear or halberd for the last pip. Essentially Ixil's Spike, or the Ravager. I know ravager looks better overall, but I kind of like the idea of the character wielding a spear. Is that completely and utterly silly, or is Ixil's Spike actually pretty decent?