Titania: the infamous Solo Fighter/Mage (advice?)
johntyl
Member Posts: 400
I have heard too much about this MC build and therefore I'm thinking of giving it a go.
These are the conditions/limitations I will be setting for my main CHAR:
1) Solo (except during NPC sidequests) till TOB
2) Level cap off
3) SCS mod
4) insane difficulty at the start? (not sure if I can survive in the beginning)
5) Minimal Reload (only upon death)
6) Who she is: A Chaotic evil Elven female Fighter/Mage.
7) Personal fetish: to inflict a slow and torturous death on her adversaries
Biography: Titania is a contemptible person even during her early years as a kid in Candlekeep. Despite her foster father's continual and patient teachings, Titania never fails to rebut and rebel against every single person she meets. Her depraved nature also extends to her abject treatment of all things living. Once, she was caught by Gorion torturing a poor rabbit with a peculiar flesh-eating poison in one of the mangy storehouses near the Candlekeep Inn. When confronted, she simply laughs and scuttles away. Titania loves duelling with all kinds of weapons. On sunny days, one never fails to see her out on an open grass patch wielding her dagger and long sword, or sometimes even an axe, with both hands. Although her passion lies in swordsmanship, she has an innate affinity to magic - an inherited trait from her Elven mother whom she never knew and vehemently detests. As a result, she abhors magic users especially and has a love-hate relationship with Gorion whose only redemptive virtue was being her only closest kin. When facing her enemies, Titania prefers using crafty stratagems such as a weapon dipped with fatal poison to slightly harm them so that she can relish seeing them whimper agonisingly and suffer a slow and painful death. When she chooses to use her magic, she only uses it for the sole purpose of furthering her sadistic gratification. Her greatest pleasure comes from delivering the greatest agony to any living creature affiliated to magic. One does not need to speculate the true motive behind her sudden interest in axe-wielding after she becomes privy of the existence of a certain weapon found in the chilling Durlag's Tower.
I hope you guys enjoy my brief description of my intended main CHAR. I have a few questions though regarding my character and build as I have never done a solo run before.
1) As a solo character who is not a thief, how do you guys deal with traps, especially in Durlag's Tower?
2) I am thinking of slaying Drizz't (because you know Drizz't uses magic <-- excuse) for his armour. If i'm not mistaken, his armour allows for casting of magic right?
3) I will be putting a few pips into dagger and axe (for the dagger of venom and Bala's axe) at the start and slowly working towards putting a few more into katanas/scimitars in the future. Any advice on this?
4) Any more details I should look into or be aware of?
Thank you! )
These are the conditions/limitations I will be setting for my main CHAR:
1) Solo (except during NPC sidequests) till TOB
2) Level cap off
3) SCS mod
4) insane difficulty at the start? (not sure if I can survive in the beginning)
5) Minimal Reload (only upon death)
6) Who she is: A Chaotic evil Elven female Fighter/Mage.
7) Personal fetish: to inflict a slow and torturous death on her adversaries
Biography: Titania is a contemptible person even during her early years as a kid in Candlekeep. Despite her foster father's continual and patient teachings, Titania never fails to rebut and rebel against every single person she meets. Her depraved nature also extends to her abject treatment of all things living. Once, she was caught by Gorion torturing a poor rabbit with a peculiar flesh-eating poison in one of the mangy storehouses near the Candlekeep Inn. When confronted, she simply laughs and scuttles away. Titania loves duelling with all kinds of weapons. On sunny days, one never fails to see her out on an open grass patch wielding her dagger and long sword, or sometimes even an axe, with both hands. Although her passion lies in swordsmanship, she has an innate affinity to magic - an inherited trait from her Elven mother whom she never knew and vehemently detests. As a result, she abhors magic users especially and has a love-hate relationship with Gorion whose only redemptive virtue was being her only closest kin. When facing her enemies, Titania prefers using crafty stratagems such as a weapon dipped with fatal poison to slightly harm them so that she can relish seeing them whimper agonisingly and suffer a slow and painful death. When she chooses to use her magic, she only uses it for the sole purpose of furthering her sadistic gratification. Her greatest pleasure comes from delivering the greatest agony to any living creature affiliated to magic. One does not need to speculate the true motive behind her sudden interest in axe-wielding after she becomes privy of the existence of a certain weapon found in the chilling Durlag's Tower.
I hope you guys enjoy my brief description of my intended main CHAR. I have a few questions though regarding my character and build as I have never done a solo run before.
1) As a solo character who is not a thief, how do you guys deal with traps, especially in Durlag's Tower?
2) I am thinking of slaying Drizz't (because you know Drizz't uses magic <-- excuse) for his armour. If i'm not mistaken, his armour allows for casting of magic right?
3) I will be putting a few pips into dagger and axe (for the dagger of venom and Bala's axe) at the start and slowly working towards putting a few more into katanas/scimitars in the future. Any advice on this?
4) Any more details I should look into or be aware of?
Thank you! )
2
Comments
1.) Traps aren't a problem most of the time as with spells and items you can get immune to the effects (except a few rare instant death traps, like getting crushed between walls, just ignore those). Stoneskin and mirror image remove any physical damage from traps, you can cast spells to gain resistance from the elemental damages, protection from lightning will prevent you from dying to a lightning bolt striking you 10 times while in a hallway. You just need to know what traps to expect and then prepare accordingly.
2.) Drizzt armor does not allow spell casting. Either get one of the archmage robes and buff up with blur and improved invisibility for a high AC while casting spells, or just buff up first and then equip your plate mail.
3.) Daggers are awesome, the dagger of Venom is the best weapon in BG1 and the throwing daggers in BG2 are amazing because of the 2d4 base damage. Not worth going for axes and you should pick something else. Longswords, hammers and flails are a good alternative.
4.) Remember to pick Find Familiar as one of your starter spells, cast it once and then remove it from your spellbook. Keep the familiar in your inventory for the HP boost. Sleep is the most powerful spell in BG1 and should be what you'll put most of your level 1 spells on. Both Blur and Improved Invisibility will give you an AC bonus, if i remember right they give +3 AC each and some bonus to saving throws.
Got it, thanks!
If you're going to do a no-reload or minimal-reload then the only way to work around the traps is meta knowledge of the game and where they are, or you will eventually die, it's not that difficult in BG1 as most traps aren't lethal, but in BG2 you'll see a few reload screens unless you know where they are. So either use your knowledge of the traps, prepare to load a few times, or run two games with one as a normal game that you explore the area first with, and then when you know the traps, what they do and their location, you can clear the area on your no-reload save.
Nothing wrong with putting 1 pip into axes at all, there just aren't that many good ones. But it could be a wise thing to do as you'll be able to pick up an elemental axe in BG2 pretty early that will solve your troll problems, so go for it
Alternatively, regarding armour, there is also an Elven Chain Mail which can be obtained from a cleric in the fight against Simmeon. Is that preferable over the archmage robe?
"This is the armor of Drizzt. It is one of the best sets of armor in the game as, despite being as strong as Full Plate Mail, it is lighter than any other armor available. The armor is navy blue when worn. As it is technically Chain Mail Armor, it is unquestionably the best armor for Bards."
If Bards can wear this armour and still cast spells, does it mean Fighter/Mage will be able too?
- shorty saves will keep you alive
- 19 base int will help scribe scrolls on no reload
- +1 spell per level means you can often cast just as many spells as a pure Mage
There are some nice scimitars in BG1, especially the one you can actually use when you kill Drizzt, so it might be worth going with them earlier over axes. A robe of the archmagi is the best piece of armor you can wear, as good as the elven chain, but gives some extra bonuses, plus you have to do Dorn's quests to get the Elven chain.
I'd agree that F/M/T is the way to go if you want to play without the xp cap on. You can always mitigate the extra XP somewhat by just not being a completionist. Maybe skip werewolf island or durlag's tower or some of the quests around Baldur's Gate. The thief aspect adds a nice twist of using (improved) invisibility and backstabbing, with actually being able to land the hit due to the fighter thaco. You can even do that one after a fight's started, and it doesn't require putting points into hide/move silently. Traps and luring enemies to them are also a lot of fun when you're solo. But it's really up to you, as johntyl said mirror image and stoneskin will at least keep you alive around traps (but might require some rest abuse), and you can use knock to open up chests. If you really just want to be that spellsword without the thief aspect, go for it.
uncapped solo 1200k xp 9/11/12
capped 3ppl party 8/9/10
1 thaco difference, no new mage spell tier, thief is there just for fun anyway. Its basically the same char with a bit more health and utility.
Fighter : 3 levels (6-9)
Mage : 5 levels (6-11)
Rogue : 4 levels (7-11)
A F/M/T with the XP cap on can reach 6/6/7, without it (1 200 000 experience) you'll be 9/11/11 if you play solo. That is a HUGE difference in BG1.
So no matter how you turn it around, the difference between 6/6/7 and 9/11/11 is massive.
2 level 2 spells
2 level 3 spells
3 level 4 spells
3 level 5 spells
100 thieving points (25 per level)
½ APR and 3 Thac0
HP for several levels
Im talking about power. The game expects certain abilities and level, breaking the game would be playing with a group that exceeds those expectations. Like a solo sorcerer for example. Playing an uncapped fmt grants nothing a simple party consisting of a fighter, a mage and a thief wouldnt bring to the table, therefore a fmt is within the boundaries of what the game expects and is perfectly playable, unless we consider a 3ppl party overpowered since they have the same abilities.
uncapped ftm solo==3ppl party == legit.
But yes on an absolute scale anything uncapped is more powerful than anything capped, the question is merely does it break the game or not and thanks to the exponential leveling curve it in most cases doesnt so im not sure where you come from with an idea about removing challenge, unless we consider "removing challenge from playing a solo char" which may be true(or not).