best class combination for a minion based necromancer
deathless
Member Posts: 21
I'm looking to make a necromancer that will obviously be using lot's of fun necromancy based spells but making use, primarily, of minions; i.e. Animate dead for skeleton warrior, control undead, and possibly turn undead to command as well...
with this in mind I'm thinking it'd be best to go cleric/sorcerer? confused as to whether dual or multiclass
thoughts opinions?
with this in mind I'm thinking it'd be best to go cleric/sorcerer? confused as to whether dual or multiclass
thoughts opinions?
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Comments
It's going to take a long time before you're high enough level to use Animate Dead and there will be only a few fights where you'll find control undead useful. For you to control undead instead of destroying them with turn undead (cleric) you need to be an evil alignment.
When i read your thread i couldn't help but to think about the necromancer from Diablo 2. There is nothing like that in Baldur's Gate and the minions you summon are mostly for a short duration, there is a cap on 5 summons at one time and you'll have to be a high level to have that many.
If you want to use Turn Undead to command undead, you'll have to be evil-aligned (not good or neutral). However, to be effective at Turn Undead you'd have to be a single-class Cleric, because the Turn Undead ability's power depends on character level. If you'd do a solo or duo run, this problem wouldn't apply to a multiclass Cleric/Necromancer because you'll always be ahead with XP.
with the answers I've been given...(thank you guys)..I have just two questions
1. does a dominated creature or familiar count towards the cap of 5?
2. would a single class cleric of high level be able to command anything worthwhile
3. anyone know the duration for evil cleric's turn undead domination?
1.) Dominated creatures don't count towards the cap, but they will only be dominated/charmed for a certain amount of time. Only Mage, Bard, Sorcerer and Beast Master can have a familiar, and while they have some nice abilities, they aren't made for combat. Put it in your backpack or be prepared to load, a lot.
2.) Command as in take control over? Not really. Few undead are worthwhile to take control over and clerics have much better and powerful spells to use instead.
3.) You will keep them under your command until you stop using turn undead, and even then it's quite a long duration before they get 'released' in my experience. But there are few fights that are far between where you'll find this useful, and then you'll have to be a very high level to even get the option to charm them.
In short.
While it's a nice idea from a roleplay point of view, it really isn't that efficient when it comes to gameplay. And after doing it a few times you'll notice that it's much quicker and less of a hassle just to put a warrior on the target instead of spending several minutes trying to control it, and then having to kill it anyway.
could you please tell me how the duration is calculated for commanding via turn undead? is it based on 2.5 rules?