Your thoughts on what classes to take on a 6 man player-created party.
squalltheonly
Member Posts: 40
I am going to start a MP game where I control all 6 characters and I would like to get ideas on what classes to pick. This party would go all the way to Baal.
I was thinking something like:
Paladin - Cavalier
Fighter - Kensai/thief
Cleric - Priest of talos
Thief - Assassin
Ranger - Archer
Mage - Conjurer
The cavalier is pretty much the tank, using a 2 handed sword. Both kensai and archer act as DPS, in BG1 the kensai would use a staff and then switch to katanas in BG2.. The cleric would use a mace/shield combo and the Mage cast debuffs mostly. I wouldn't want to have 4 Melee all the time, so the assassin would use short bows mostly and then switch to single dagger for backstabbing bosses/elites, I believe that going single is better cuz backstabbing uses the main hand only to calculate damage.
What do you guys think?
I was thinking something like:
Paladin - Cavalier
Fighter - Kensai/thief
Cleric - Priest of talos
Thief - Assassin
Ranger - Archer
Mage - Conjurer
The cavalier is pretty much the tank, using a 2 handed sword. Both kensai and archer act as DPS, in BG1 the kensai would use a staff and then switch to katanas in BG2.. The cleric would use a mace/shield combo and the Mage cast debuffs mostly. I wouldn't want to have 4 Melee all the time, so the assassin would use short bows mostly and then switch to single dagger for backstabbing bosses/elites, I believe that going single is better cuz backstabbing uses the main hand only to calculate damage.
What do you guys think?
0
Comments
In BG2 you're a bit light on arcane magic imo, but that's probably a matter of taste. In a party of six I'd try to go for one 1.5 arcane magic (one pure wizard and one dual or multi). Maybe instead of your Archer you could pick a Fighter/Mage multi who specializes in bows and longswords in BG1 and later in BG2 can start dualwielding. Or change the Archer for a generic Fighter that specializes/grandmasters in bows, and dual him into mage at level 7 for example.
I don't mind replacing the archer with a pure Mage, the thing about the sorcerer is that I have to either pick all damage spells or all debuffs, and I can't go back to choose from the other. So a Mage is kind of better IMO. Even though dragon disciple's breath is really nice for dealing AoE damage.
Well the assassin will mostly focus on shadow/silent/traps, I have read here and there that 90% of chests don't need to be opened. I don't need those 3 skills to go over 100, do I?
Also, yeah. You're going to probably want more mages come BG2. You could easily dual that kensai at level 9 or so.
As for the Cleric. I say go either Priest of Lathander or Priest of Helm.
With the above party, you are going to be light on thieving skills early on as your Kensai won't have dualled yet, and your assassin will still be dumping into stealth. Whilst open locks can be overcome with the knock spell (sorcerer could cast 6/day btw), traps will decimate you in certain places.
(For find traps & open locks, don't go above 100, but stealth skills require more to be totally reliable.)
The Archer might be superfluous... It'll be very strong in bg1, but will fade dramatically in the late game.
Also... Are you role playing at all? Because Cavalier & Archer with P.o.Talos & Assassin seems an odd mix?
http://forum.baldursgate.com/discussion/30971/sorcerer-spell-picks-again-no-reload-scs
http://forum.baldursgate.com/discussion/22516/sorcerer-spells-what-to-pick
http://forum.baldursgate.com/discussion/17378/custom-sorcerer-spell-lists
http://forum.baldursgate.com/discussion/4735/sorcerer-spell-repertoire
Another thing, can the assassin stealth while in combat to chain backstabs or that is only the shadow dancer?
Stealth skills have big modifiers depending on whether you're inside or outside and whether it's daytime, so you'll want 150+ on both move silently & hide in shadows.
Find traps needs to be 100.
Consider changing your Conjurer to a gnome illusionist/thief, archer to sorcerer, and just let the Kensai focus on killing things!
1xdivine
2xfighter
1xthief
and you're set.. mix and match as you see fit
edit: personally i'd also always pick a druid over a cleric as i find clerics so so dull and boring and can't really justify them rp-wise (this is probably just me), also i think druids' spells are a lot more interesting.
Inquisitor - ultimate in enemy mage destruction
Figher/thief - UAI, trap removal and fighting skills in one package
Ranger/cleric - great front line fighter and all the divine magic you need. Go for fighter/cleric if you prefer less cheese.
3 mages of varying flavours - typically either sorcerors or kensai>mages. Possibly even a cleric/mage.
As @Corvino points out you've got two backstabbers, so you could consider making one of them a Thief/Mage (possibly using a kit for one of the two classes if you go dual-class).
I don't ordinarily use Thief/Mages. But last year I dualed Safana to Mage and I found myself feeling that those two classes are a bit awkward to integrate for a backstabber. I had Safana backstab (along with Branwen who I had dualed to Thief) and then cast spells, so she was living kind of dangerously in that way. At least for me it didn't quite come together the way I had hoped. If you use touch spells, a character like this is pretty vulnerable to melee attacks due to relatively low HP and leather armor (though buffs will obviously help). So I had her using the disabling spells I normally do for mages, but just doing so vulnerably in the midst of the melee fighting rather than from the back row.
Fighter
Cavalier
Shadow dancer
Priest of lathander
2x Conjurer
Is still early so I don't know into what to dual class my fighter, if I do, maybe towards the end of BG1 I will do it depending on what I seem to need or what would be the best approach. I would still like to get 5 proficiencies on a weapon before I dual him. The only other Humans are the cavalier and the 2 conjurers, so I don't know if I can dual those kits.
After reading around I decided to drop the assassin cuz it seems it is harder for him to stealth in daylight or during combat, than it is for a shadow dancer. I will lose 3x backstab multiplier, but that is not a big deal, after all I am not playing solo and there are 5 other classes dealing damage as well.
I picked the cavalier cuz he is supposedly very good in BG2 for dragons, I have never fought one so I don't know what to expect.
For the Fighter you could consider dualling to a Druid at level 7. It'd give you a second divine caster and the full spectrum of spells. Level 7 is a solid point to dual - you get the extra 1/2 attack, plenty of proficiency points and complete the dual-class downtime fast. This way you still get your fighter levels back before the end of BG1 and reach level 9 as a druid under the XP cap. You do however need very good stats - minimum 15 Str, 17 Wis and 17 Cha. Fighter->anything is a good dual though.
Ideally in BG1 I like:
2 divines (not enough spell slots for 1 divine to keep the party healed and take advantage of the debuffs that divines that are awesome in bg1)
2 thieves (backstabbing is awesome and not enough points for 1 thief to do everything)
1 Mage
3 front liners
Bg2:
1.5 divines (more spell slots makes healing easier, offensive spells becoming less effective)
1 thief (enough points to do everything)
2 mages (arcane power coming into it's own)
3 front liners
ToB
1 divine
1 thief
2+ mages (lots of spell protections to be stripped and brutal metamagics available)
4 front liners
I'd consider a 5 man party of something like:
Fighter/Mage/Cleric (mace, warhammer, flail)
Fighter/Mage/Thief (quarterstaff, two handed sword, halberd)
Fighter/Mage (short sword, katana, axe)
Fighter/Druid (scimitar, dagger, club)
Sunsoul Monk
Add a thief in BG1, Edwin or Neera in BG2. Multi's really shine in bg1 (where they're only a level or two lower) and ToB (where you have access to all the HLA's) but struggle a little in Bg2 (lower thac0, level difference more pronounced). Overall I think it's worth it to have whirlwind attack and hardiness on everyone compared to duals that miss out.
Ideally you want to cover as many of the great weapons as possible (carsomyr, +1 attack weapons for dual wielders, flail of ages etc) which I've done - carsomyr is great on a thief with whirlwind attack.
I'd generally not bother with ranged weapon proficiences. I think on fighters it's only -1 thac0 and with 18 or 19 dex on everyone they'll still hit often enough.
F/M (best tank in the game)
Swashie (I think backstabs are overrated)
Lathander
Sorc
Mage
Anything really, Monk/Paladin/Druid/Berserker or whatever you want.
Inquisitor or cavalier for less cheese
Barbarian
Fighter/Thief or Swashie for flavour
Archer
Ranger/Cleric
Sorcerer
Cavalier (Tank/Face)
Fighter/Thief multi (Dual-wielding melee, scout/backstabber, UAI & Trapper later)
Fighter/Illusionist multi (obviously)
Fighter/Cleric multi (solid, hard to kill, heal/buff/tanking machine)
Swashbuckler 10->Mage dual (Double duty as trap/lock/detect illusion monkey and full caster)
Last spot flexible, likely a Fighter 7 or 9->Druid or Cleric dual to get decent level turn undead and faster divine progression in BG2.
With the right buffs a melee-heavy party can wreck up the place, but you want at least 1.5 arcane casters by BG2 hence the duals. With this party you've always got some arcane and divine casting power plus a thief and by pretty early BG2 you have both duals on-line.