Druid spells in BG2:EE
redmage123
Member Posts: 25
Hi all,
One of the things that I never liked about BG and BG2 (any version) was that the Druid spell lists were so limited. Basically, they seem to be somewhat underpowered clerics. IWD has lots of really interesting Druid spells that didn't appear in BG2. Any chance that these spells can make an appearance in a future version of BG2:EE? Or is there a mod that already exists to import these spells?
Also, another quick question. Is there a simple way to switch loadouts for characters? I.e. at the moment, if I am equipping a two-handed weapon such as a longbow, I have to physically go into the inventory screen, swap out the longbow and then swap a shield or off-hand weapon into the off-hand weapon slot. Is there an easier way to do this?
Thanks.
One of the things that I never liked about BG and BG2 (any version) was that the Druid spell lists were so limited. Basically, they seem to be somewhat underpowered clerics. IWD has lots of really interesting Druid spells that didn't appear in BG2. Any chance that these spells can make an appearance in a future version of BG2:EE? Or is there a mod that already exists to import these spells?
Also, another quick question. Is there a simple way to switch loadouts for characters? I.e. at the moment, if I am equipping a two-handed weapon such as a longbow, I have to physically go into the inventory screen, swap out the longbow and then swap a shield or off-hand weapon into the off-hand weapon slot. Is there an easier way to do this?
Thanks.
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Compare flame strike to insect plague, for instance.
Cleric-woo I did 30-60 fire (which is the easiest to resist) damage to a single enemy with my flame strike.
Druid-that's cool, bro. My insect plague does about half of that damage to every enemy, disrupting spellcasters, anhiliating mages, and even panicking some of the toughest foes. They all scream and run 'not the bees!' Like that Nic Cage movie. And I get thsi spell way earlier than you do get your 5th lvl slots.
On top of that, an IWD druid has the following excellent options: Moonblade, Stormshell, Static Charge, Star Metal Cudgel, Animal Rage, Stalker. Obviously, IWD druid spell selection favours Fighter/Druids or Rangers, but at least spells offered are really good. So, basically, yes, an IWD druid is much stronger spell-wise than a BG2 druid. However, given the recent IWDEE progress, I am quite sure BG2EE and IWDEE will converge system-wise at some point. Which means, both games will have the same selection of classes, spells, etc.
Level 1: Entangle (even the original BG1 and Icewind Dale/Icewind Dale Enhanced Edition weren't as mean as to give it the +3 bonus it gets in BG2/BGEE/BG2EE).
Level 2: Goodberry (even Icewind Dale is kind enough to give you a single item that heals 5 health instead of 5 items that each heal one). Charm Person or Mammal suffers from the same ridiculous saving throw bonus as Entangle.
Level 3: Call Lightning and Summon Insects both take too long to cast given that they are offensive spells (this would be less of an issue if they had more alternative spells). Hold Animal has practically no targets you can use it on in BG2 (and frankly even in BG1 its use is limited due to spells like Command and Sleep).
Level 4: Call Woodland Beings.
When you compare that to the best that Clerics get at these levels its a bit of a head scratcher that Bioware didn't include more druid only spells. Especially when you consider that more could have been added (like Heart of Winter did with Icewind Dale) with the Throne of Bhaal expansion.
A few cleric only (as of BG2) spells.
Level 1: Sanctuary, Remove Fear, Protection from Evil.
Level 2: Draw Upon Holy Might
Level 3: Animate Dead, Holy Smite, Zone of Sweet Air.
Level 4: Protection From Evil 10'Radius, Free Action, Holy Power, Lesser Restoration, Mental Domination.
Summon Insects and Nature's Beauty also become less powerful once enemies start gaining magic resistance. Even with mage support (Lower Magic Resistance), these spells start to fail in their crowd-control capacity. It's often not possible to lower the magic resistance of every enemy in a mob. I'm not aware of any offensive Druid spells that ignore magic resistance. (Feel free to enlighten me if you guys can think of any, I need some tips!)
Still, I do like Druids. But not because they're extra strong or competent; it's because they're so difficult and therefore a real challenge! You have to work out sneaky strategies when using them. They're also more interesting to play than the nuking mage, which is a bland Time-Stop-Alacrity-Wilting rinse 'n' repeat.
By the way, is it only me who wonders why on Earth do the Elemental Princes hit as +3 when regular summoned Fire and Earth Elementals hit as +4?
It's one of the first things I change when I play druid. Once I delayed on purpose the fight with Kangaxx - Zaaman Rul destroyed the demilich form in like 4 hits (apparently the fire component of his strikes isn't resisted by the demilich).
Basically I use Nature's Beauty when I reach level 14 and when I reach 15 (massive gain in 7th level slots), I try to use only HLA's. In few levels my 7th level slots are composed by only Storm of Vengeance, Greater Elemental Summoning and Implosion. Sometimes I keep one Fire Storm (takes great care of the Drow). He is quite powerful but I won't deny that around Underdark the 7th level slots take 90% of my casting each battle. Sometimes I use a Heal (outside of battle), Chaotic Commands or a regular Fire Elemental when I fight with trolls and apart from that and Iron Skins, the lower levels might as well not exist.
The one spell I sorely missed compared to IWD is static charge - good reliable damage over time and without the ridiculus requirement of being outdoors.