Early Dual Classing (lvls 1-3)?
pedrorq
Member Posts: 54
Hi,
I vaguely remember reading about some interesting dual class suggestions that involved dualing in the early stages of the game. For example, getting 1 level of Fighter for weapon proficiencies and then immediately dualing to Cleric
Does anyone remember anything about this? Or is there a guide about these early options for dual classing?
TIA!
I vaguely remember reading about some interesting dual class suggestions that involved dualing in the early stages of the game. For example, getting 1 level of Fighter for weapon proficiencies and then immediately dualing to Cleric
Does anyone remember anything about this? Or is there a guide about these early options for dual classing?
TIA!
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Comments
Anyway, I don't think there's a guide. What do you need to know? The options are the same as for normal dualing, i.e. all valid multiclass combinations.
Dualling from Cleric at level 2 grants access to plate armor, helmets, and shields, and would provide a minor bump in hp for Thieves and Mages. You also get some first level spells (more with sufficient Wisdom) that do not depend on caster level much. You can abuse Command against low level enemies, throw up a Bless or Remove Fear prior to a fight, and Thieves can have fun with Sanctuary. Mages will appreciate the better armor options, and may enjoy slotting Doom into their Minor Sequencers. The Priest of Helm makes a good kit for this, as innate True Sight is a great power, and Seeking Sword actually has a good duration at level 2 (not to mention that a 2d4 weapon that attacks 3 times per round is much better than most non-fighters will be able to do for quite a while).
Dualling from Thief at level 2 gets you some very basic thief skills and allows Mages to use short bows and crossbows. Only having two levels means you'll probably have to throw all of your skill points into one skill in order to have it be passable. It's worth noting that you can still search for traps while wearing heavy armor (though you'll have to take it off to remove them), and having the skills at all at least means that you can potentially chug potions to steal from someone or defeat that tricky trap. You could dual from Assassin for a use of Poison Weapon, but that's going to make your baseline thieving abilities even worse. Swashbuckler would at least provide a +1 AC bonus.
Dualling from Mage is not advisable. You'll only have two or three 1st level spells, which are either highly dependent on caster level or only useful against low level enemies, and you have to wear robes or elven chain to be able to use them. You're also going to take a hit to your hit point levels. I could maybe see a Cleric doing this if they wanted to be able to use the Robe of Vecna, but I doubt it'd be worth missing out on the Cleric kits.
Finally, you can dual from Ranger to Cleric. Two levels of Ranger gets you the ability to specialize and two pips in two weapon fighting, along with access to all of the Druid spells for your Cleric class. This could actually be worth it, depending on how much you like Druid spells.
All of that being said, in most cases you can go beyond level 2 without impacting your second class much. Thief, in particular, can be taken to level 6 without preventing you from reaching the highest possible level in the second class under the BGEE cap, which gives you much better skills. Fighter can be taken to level 7 by sacrificing one or two levels, netting you great hit points, much better THAC0, and an extra half an attack per round. Even Cleric can be taken up to level 5 or 6 without losing much, letting you poke your nose into third level spells to have a Zone of Sweet Air, Remove Paralysis or Protection from Fire in reserve.
The only reason to dual at level 2 is if you want to effectively be a single class plus a little extra. I'd advise taking a good long look at whether that "little extra" is worth missing out on a kit for your main class, though.
Taking enough Swashbuckler to get the first boosts will give you enough thief skills for open locks/find traps, dual to whatever. Handy for a solo.
Dualling from Fighter or Fighter-Kit should always be delayed until Level 3 to get the extra proficiency pip. APR is the bomb especially when you get Hasted later on. Note also that to get the maximum benefit from the low-level Dual route, when your first class is going to be a Fighter sort, extra Constitution points, especially when your second class will be Mage, are usual.
Dualing early from, lets say, a cleric to fighter or better a ranger makes sense rp-wise to. You start in a peacefull monestary, and have to survive in the wild after that.
I tested it earlier today, and you can dual from a low level ranger to cleric and still get the druid spells. Now, if you want some of the extra spells that some ranger kits get, then you have to wait until your ranger is sufficiently high level to cast them, but it's probably not worth it for some extra animal summonings or Haste (which will likely have been replaced by Improved Haste by the time you can even use it).
Play it as a cleric of Mielikki with a pet pseudo dragon wandering the wilderness righting wrongs and getting into a little mischief.
Having said that, I had a bounty hunter turn mage and those traps were amazingly useful.
Always liked the idea of taking a few levels of assassan before going to a cleric but haveny tried it yet.
Fighters get +1/2 APR at level 7 and some more proficiency points on the way. Also, as the max EXP in BGEE goes, you can usually get to lvl 7 with one class and level 8 with the other (thus also unlocking both classes still within BGEE)
@Lateralus - quite strange combo. A good-for-nothing Thief with venoms turning Cleric? What did you expect from this build? (Good-for-nothing only because he'll get low amount of thieving points and the enhanced backstab multiplier does not come into account until well into BG2)
Assassin to Fighter can work if you take the right proficiencies, especially darts. Helps if you keeper to make sure your dart proficiencies stack to nab Grand Mastery. Daggers will do more damage per round, especially after you can get 19 str, but darts are better for poisoning the crap out of anyone crossing you... 4 apr, 1+5+2+dart damage (1d3+10 with +1 darts) is kinda scary, since you can kite. Heh, and you can use poison or stun darts to really put the hurt on folks. I did this in tutu once, but the proficiencies definately stacked. Very fun, easy solo.
I would call it a glitch. But unless we find developers notes in a cave somewhere we're unlikely to know!
Thaco should be the best of the options, but I haven't really payed attention.
Fighter 0
Long Sword ++
Other Weapon Style(s) ++
Fighter 3
Long Sword +++
Fighter 3/Thief 4
Long Sword ++++
Fighter 3/Thief 8
Long Sword +++++
With Mage, because the XP intervals are wider you won't hit Grand Mastery within the XP cap for BG1. But you will in BG2 continuing with the same character.
As to thac0, of course it won't be as good as a multi-class, no. But then again, as a multi-class you won't have Grand Mastery.
Between multi and Fighter 3/Whichever which is the better choice? Multi, I would say--especially at the end of a run through the entire saga. But the Fighter 3 dual-class will still be very strong. You're probably not going to feel all that much of a difference.
Give me a break!
Lol
Pardon me? Can't seem to hear you over that unpleasant gurgling sound you seem to be making, what with your insides melting out your bottom...
I was referring to the part in BGI when you meet the guy who has the bracers of archery.
It's actually an amazingly effective (and pretty darn cool) concept!
I've done it at 2 as well. But I typically consider 3 or 7 to be the best choices. I don't have the patience for 9 or 13...