Cannot dual-class my berserker to cleric: what did I miss?
xzar_monty
Member Posts: 631
So, I created a party for myself, and my intention was to dual-class my berserker to cleric (eventually). The problem is, I cannot dual-class him. Both strength and wisdom are at 18 (str is 18/85, to be exact). So, what's the problem? Is there a charisma requirement as well? I hate to admit, but my charisma is 6...
Oh, and the character is human, of course.
Damn, I couldn't find the dual-classing information anywhere. It's certainly not available at character creation, I think.
Any help is greatly appreciated!
Oh, and the character is human, of course.
Damn, I couldn't find the dual-classing information anywhere. It's certainly not available at character creation, I think.
Any help is greatly appreciated!
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I did indeed miss that... In BG2, you start at level 7, so you can obviously dual-class straight away.
Thanks!
It's also an extra 20+ HP which is quite considerable for a tank.
It does depend some on the party and the character concept. But usually I dual low.
That means that the 7 dual will be 1 cleric level behind at 7/7 by the time 3 dual hits level 8 (3/8). Half a level behind when next level (so halfway through cleric 8 when the 3 dual hits 9). By the time the lower dual is 3/10 the higher dual is 3/9 and 56,000 xp from levelling which is only 1/4 of the XP needed to level for that level.
To put it another way the duals will very quickly spend 3/4 of the time at the same level.
On the other hand the half attack does make a difference for two reasons, firstly, it lets you hit the APR cap of 5 with and offhand speed weapon which doubles to 10 with improved haste. It's ~ a 11% increase in damage output.
Secondly, and more importantly, haste effects are a little bugged and won't add an entire extra attack per round if you have an odd number at the time. Therefore, the 3/x dual will go from 3.5 to 4 attacks per round from a haste spell or similar while the 7/x dual will go from 4 to 5 from the same spell - doubling the benefit.
The outcome? Between 11% and 33% loss in damage output just to be 1 level higher 25% of the time ...
When @wowo writes stuff like "The outcome? Between 11% and 33% loss in damage output just to be 1 level higher 25% of the time", I mainly just go "Oh dear, I thought this was an adventure game, not an exercise in control-freakish nit-picking."
Anyway, @elminster was very probably in the right: you have to be at level 2 to dual-class, and that's all I needed to know. I haven't decided when to dual-class - I'll do it when it seems like a good idea. Level 3 sounds just about right. Level 9 is way way too high. In BG2, it's quite all right.
Like Wowo said:
Level 7 Fighter has 64,000 To get to Level 8 Fighter he needs 125,000. Difference 61,000 xp.
Cleric Level 8 is 115,000. but you start from zero.
And you will be gaining higher XP because you will be farther in game. Level 3 you get access to Draw Upon Holy Might and at level 7 you get access to Holy Power which gives you fighter Taco.
So you aren't losing a whole bunch when you dual from fighter to cleric. Plus there are other cleric buffs that can give you an extra attack.
As stated, by dualing at 3 you are in the position of only gaining 1/2 an attack from haste instead of the spells stated benefit of a full extra attack. Being in a position of possibly missing 1/3 of a characters damage output isn't trivial or in the realms of "power gamers".
While it's fun to play exactly how you like - and I'll never endorse anything else - you're on a forum. Expect to be given information. Don't be snarky and holier than thou towards people who are taking time to provide insights into the game that may enrich your experience.
I just started a game where I will dual class my beserker>druid immediatly at level 2 - I just wanted the options to use metal armor and have more proficiency points otherwise I am looking to play a druid so level 2 gets me both almost immediately -the one use of beserker rage may turn out to be useful as well but the point is that different folks want different things from their characters - pay your money and take your choice.
I personally don't like the fact that when you develop your first class to a considerable level before dualing then you not only have to wait for a considerable time to get your first class back but you often end up not having your entire class concept available to you until you are well over halfway through a game - sometimes longer - that works for some folks but not for me.
The only time I followed through with this was in BG where I played a trio of PCs and 3 companions through both BG & BG2 and one of my PCs played a fighter through all of BG1 then dualed to druid early in BG2 (level 9) and had all his fighter skills back fairly early in chap 2 so he played almost the entire game as the concept I was looking for. The break between BG & BG2 also helped it to work from an RP standpoint as did the fact that while the fighter was fine for BG the additional spellcasting was better for BG2 so win/win.
Druids need half as much xp to get their Druid levels back (60k xp for Druid 8 compared to 110k xp for cleric 8) and will suffer more without the half APR as their two options (valiant and reckless ring) come so late in the game.
At the very least go to fighter 3 for the extra proficiency point as this means you get GM at level 8 Druid instead of level 12 Druid (in whatever you like - some say daggers, some say scimitars, no one says clubs).
Edit: to be specific, in the time it takes for a cleric to get to level 8 you will be level 7 berserker/7 Druid needing just 14k xp to complete the dual.
Certainly, the recovery time for a berserker(7) druid is very brief. Druid levels are gained at quite an alarming rate. That's not the issue. The problem is playing a character that doesn't fit you concept, even if only up till chapter 3, is undesirable for a role player.
What's important to me is to have a druid in the party asap - I would not have dualed at all if he could have worn decent armor as a pure druid (which is also why I dualed at level 2 as he won't get to use those fighter perks until AFTER he moves beyond the fighter level)- sometimes it's not about creating the most powerful version ever - sometimes it about having fun with a less optomized character concept.
You do understand that you could put together a totally random party with stats of 75 max and still finish the game right? ;-)
I played some multiplayer recently and one player rolled randomly for stats and didn't adjust them. I didn't mind, we just rolled with it, but there was no doubt in my mind that the additional challenges that were created actually reduced the enjoyment of everyone present.
IE games are /hard/. Even with silly minmaxed characters most players will reload frequently when a few die rolls don't go their way (which is all it takes to wipe most parties) or lack of knowledge means being unprepared for a fight.
Unless playing no-reload (which is a play style I love by the way) every character optimisation decision has to be weighed against the desired frequency of reloads. A decision to roll with a party of 75ers has costs, surely it's a fact. Where do you cut corners? Less HP? Less AC? Less strength? No wand/scroll use? More stats at "3"? Less interesting builds (as it's certainly hard to make a berserker/Druid with only 75 points ...)?
And how do these decisions increase your enjoyment of the game?
(These are honest questions as I've considered and tried as many play styles as I can but I keep coming up against a wall when it comes to considering a 75er).
I rarely take a character with less than 88 points myself except the very few classses that work well below those levels and I play a lot of no-reload and ALWAYS play minimal reload (no reloads other than bugs/CTD or forced reload due to PC/party wipe depending on game.
I almost never fully optimize weapon choices or even get involved in doing the math - I often make weapon choices based on RP or character concept (my current Priest of Lathander is a half-orc with 1 pip in Staff and one in two handed style)
I typically find characters that are decent but not necessarily totally optimized to be fun perhaps even more so than the fully optimized that often tend to be somewhat over powered unless you play on insane (which I am not much of a fan of either).
Anyway, as I've mentioned the accepted "break points" for a fighter dual are 3 (for the extra proficiency to get GM in a timely fashion), 7 (for the extra attack to not be stuck on a fraction which results in only half the normal benefit of haste), 9 (for a kensei) or 13 (for a kensei with xp to burn and wanting a defensive item in the offhand). 9 and 13 are only for HoF really. 3 and 7 are for normal play throughs.
I don't do that with arbitary rules, I do it by roleplaying and using "theme" parties.
Dual Fighter/Clerics are in my opinion superior to multiclass fighter/clerics. Dual clerics will gain spell levels higher and have more of them. Those spells turn the Cleric into a tank and a top level melee fighter. Holy power gives you fighter thaco. Not to mention all of the other cleric buffs. So continuing fighter level in multi gives you nothing. You can't obtain grandmastery either. And higher thaco from fighter multiclass is cancelled by priest spell buffs. Plus dual class you can kit your fighter. Either go kensai or berserker.
But Druids basically have no offensive buffs like clerics. So extra fighter are crucial to the build if you plan on doing melee damage. Unless you are just using your Druid to absorb hits and/or use offensive spells and summons.
I would wait it out till level 7 if you want them to contribute any to dealing melee damage. If you dont want them to deal melee damage why are you even dual classing them?
The difference between dualing at level 3 and dualing at level 7 is 1 whole attack when under the effects of haste or improved haste (1/2 an attack otherwise).
If anything, I think dualing at level 2 is cheap as it isn't a tangible investment into the class. Things like "down time" and the time spent as a pure fighter and then as a pure Druid create value for the finished character and encourage engagement with the different facets that make up the finished character. This is my opinion and not relevant to a discussion of the value of various dual options but there it is anyway.
Then again, I'd be curious to know what xp value you'd have for the Yxonomei fight as I expect it would result in a berserker 2/cleric 9 with 3 attacks per round vs a berserker 7/cleric 8 with 5 attacks per round. In this scenario the second build is doing 66% more damage for one of the hardest fights in the game. Then again I could be off ...
On a standard playthough, without farming, I would expect to encounter her around berserker7/cleric6.