Skip to content

Fighter/Cleric vs. Cleric/Ranger for a semi-solo game

KnellerKneller Member Posts: 438
This is for a Siblings only run. I'm going to do a run with either a (dwarf/gnome) Fighter/Cleric or a Half-elf Cleric/Ranger. I'm only taking on NPCs for their quests and will otherwise be solo. However, I do intend to rescue Imoen and keep her when I get her back. I'm also going to turn her into a half-elf multi mage/thief. I will probably also keep Sarevok when I can get him. I'm using the ease of use mod for multiple strongholds. I might also throw in an XP cap remover so I can max levels with my multis.

The way I see it:

Fighter/Cleric advantages that matter to me:
No alignment restrictions (and I play my alignment)
shorty saving throws
conceptually makes more sense than a cleric/ranger

Cleric/Ranger advantages:
get the druid spells
better stronghold (ranger vs. fighter)
Easier to get high stats (I won't sit around rolling for high stats, I'll do about a minute and move on with the best)


  1. Fighter/Cleric vs. Cleric/Ranger for a semi-solo game34 votes
    1. Shorty Fighter/Cleric
      44.12%
    2. Half-Elf Cleric/Ranger
      55.88%
«1

Comments

  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    Mechanically, there is little reason to go F/C over R/C, as you lose the big advantage of Fighter anyway (Grand Mastery). You have slightly slower XP progression as an R/C, but you do get a lot of useful stuff like Druid spells, favored enemy, etc.

    That being said, the two are so close mechanically that non-mechanical concerns like alignment for the RP are probably more relevant.

    Shorty saves aren't that important, imo. In a solo (or near-solo) run you'd probably not want to take chances anyway, even with good saves, because you fail = you die a lot of the time against the actually important spells. Plus you have all the protective equipment for yourself, meaning you can switch in resistance and immunity gear as needed very easily.
  • BlackravenBlackraven Member Posts: 3,486
    The only Druid spells a Cleric/Ranger gets in EE are the following spells from levels 1-3: Entangle, Charm Person, Goodberries, Call Lightning, Hold Animal, Summon Insects. Of those spells only Call Lightning is any good imo, but with the drawback that it can only be cast outside. Things would be different if you re-enabled Cleric/Rangers' access to the full druid spell repertoire.
    The only aspect that I would find a major benefit, although you @Kneller didn't mention it, is stealth. As you'll be soloing large portions of the game, stealth will be superuseful.

    I agree with @Tansheron that one shouldn't rely on saves, at least when there's a chance of one not making one's roll. BUT: The Dwarven Fighter/Cleric gets the best saves out of all possible classes and class combinations. They reach a point in mid SoA (for you even earlier because you'll be soloing a lot) where their saves are so low that they'll automatically save against everything that allows a saving throw. Dwarven Fighter/Cleric is an excellent solo class.

    As to the role-playing aspects, I think both concepts can be fleshed, but I agree that Dwarven Fighter/Cleric is less peculiar.
  • I am a big fan of shorty saves, as they make it feasible to push your saving throws (especially vs. spell) down into the negatives so you can't fail. Once you no longer have to worry about failing saves, you cut out a lot of tedious pre-buffing for specific status effects you have to block.

    That said, if you really prefer the Ranger stronghold to the Fighter or Cleric, that might be reason enough to go with the R/C right there.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    In BG1, saves will be important because it is difficult to get immunities. This is particularly true if you're playing SCS, as more enemies will cast Remove Magic and take down your item-based immunities.

    In BG2, saves will be important because it is easy to get your immunities dispelled, if you're a multi-class cleric. This is particularly true if you're playing SCS, as more enemies will cast Remove Magic and Breach.

    Remove Fear, Death Ward, Free Action, and Chaotic Commands will make your saving throws for you. But they can be dispelled if you don't have SI: Abjuration to protect those buffs.
  • PantalionPantalion Member Posts: 2,137
    If you restore their spells, then Cleric/Ranger is superior.

    If you don't restore their spells, then they have a worse race, level slower, and don't even get all the spell slots they're supposed to, plus they only access their extra druid spells at the appropriate ranger level. Level 3 Ranger spells = 2.4 million exp. By which time you have level 6 cleric spells and are a few hundred thou off level 7s.
  • moody_magemoody_mage Member Posts: 2,054
    I like shorties so would go for Fighter/Cleric, I'd choose Gnome though.
  • GoturalGotural Member Posts: 1,229
    edited January 2016
    Saving throws are extremely important and extremely good, the shorty bonus is really great, I would even say gamebreaker to a point I feel myself gimped if I don't pick the Dwarf everytime with the BG2Tweaks component that allows all races to chose all classes.

    Saves are even more important for a character who can't cast arcane spells, notably Spell Immunity : Abjuration and who will see his buffs dispelled a lot, the Dwarf F/C will have a really easier time against the Beholders for example.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,817
    Nothing is better than a dwarven fighter/cleric in terms of saving throws. Nothing. And with cleric buffs he can be as tanky as a dwarven defender. You'll fell in love with saving against hold person, chaos, feeblemind, charm and much more. You'll fell in love with lots of HPs.

    I've thought about the question in the OP, @Kneller , just recently, when deciding whom to take as the Bhaalspawn in the no-reload multiplayer run. And I've chosen a F/C, and so far I'm loving it.
  • FinneousPJFinneousPJ Member Posts: 6,455
    Actually I'll throw in the wild card FMC
  • PantalionPantalion Member Posts: 2,137

    Actually I'll throw in the wild card FMC

    100% agree, Mage buffs make this is a serious contender for Dwarf saves.
  • KnellerKneller Member Posts: 438
    edited January 2016
    I'm surprised to see such overwhelming support for the F/C. I was half expecting it to be much closer, with possibly even the R/C coming out a little ahead.

    I realize that I will be playing with the Ease of Use Mod, particularly the module that lets me have multiple strongholds (in effect, all of them), so that's actually one less point for the C/R. I didn't think the save bonus was going to be that major of a talking point, but I can see the advantage of it.

    I appreciate all the input so far, though I wouldn't do a triple class (FMC). Frankly, I prefer single classes, but since it's just going to be Imoen and myself most of the game, it warrants bringing in a second class.

    Edit: I just noticed it's now 9-8, so I guess it is a close call. However, none of the C/R people are speaking up here.
  • MusignyMusigny Member Posts: 1,027
    edited January 2016
    The cleric/ranger was a famous combination in the original Icewind dale where druidic and clerical magic prevailed. This offered impressive options combining both defensive and offensive abilities.
    Perhaps people are not yet used to the unlocked druid table of the BG(2)EE C/R (an option in the baldur.ini file). This may influence the evaluation.

    Not your initial question but what about a gnome cleric/thief, after all you said gnome or dwarf :smile:@Blackraven recently started a new no-reload playthrough with one of them and it seems very good.
  • BlackravenBlackraven Member Posts: 3,486
    Thanks @Musigny, for the mention. @Kneller I'm inclined to assume you seek to cover the four 'base classes' - warrior, priest, wizard, rogue - with two characters. If that's indeed the case Cleric/Thief might not really fit the narrative, unless you turned Imoen into a Half-Elf Fighter/Mage rather than Thief/Mage. (She would actually be rather good at it since her only weakness, her low Strength, can easily be remedied with strength potions and spells, and later on items. I don't think F/M goes well with her BG1 NPC Project dialogues though. Swashbuckler/Mage could be a very cool alternative, kind of a F/M/T condensed into two classes, with Swashbuckler fitting Imoen's nature.)

    If covering the four bases isn't a factor of importance to you, or Imoen the F/M (or S/M) is fine with you, then Musigny's suggestion of Gnome Cleric/Thief may be one to consider. A Cleric/Thief is a very versatile character, which is both convenient since you'll be soloing a lot, and fun because you'll have different possible ways of solving problems: you'll be able to disarm and set traps, get great summons to fight for you, buff and fight as if you were a warrior, blow up Undead, deal out devastating backstabs, protect yourself against about every status effect, and UAI will simpy be fantastic (fast casting with Robe of Vecna, multiple attacks with speed weapons/items, casting mage spells from scrolls, etc). Fighter/Clerics can do some of these things as well, yet other things they can't. What they have on Cleric/Thieves is that they're inherently better fighters (HPs, Thac0, APR). While I have nothing but love for badass Dwarven Fighter/Clerics, I think Cleric/Thief is the more versatile and entertaining solo class (at least mechanically). However, I'm aware that personal preferences decide what's the most fun for each player.
  • KnellerKneller Member Posts: 438
    edited January 2016
    Musigny said:

    Not your initial question but what about a gnome cleric/thief, after all you said gnome or dwarf :smile:@Blackraven recently started a new no-reload playthrough with one of them and it seems very good.

    I would totally do this for a solo. The utility of it would be pretty fun, I bet. However, I'm doing a sibling run with just Imoen and I want to cover the four base classes, so this is definitely going to be a warrior priest character.

    @Blackraven Actually, you hit the nail right on the head. I want to cover the four base classes, and I want to edit Imoen as little as possible (so I would keep her a mage/thief rather than a fighter/thief). I didn't think about kitting her, but the SK is fussy about about kitting multiclasses. I can actually only kit the mage class and have it function properly. That being said, I would probably make her a wild mage. I'm pretty psyched about that. Wild mages are my favorite for fun factor.

    Back to Charname, I'm still going back and forth. I started thinking shorty fighter/cleric (which I can functionally kit to a beserker), but a couple things have me leaning towards the cleric/ranger (which I can kit to Lathander). The improved chargen rolls are pretty big for me. I'm not the type to sit forever to get good rolls. I'll give it a minute maybe and move on. Also, the ranger's stealth will come in handy. There are a lot of outdoor maps in BG1 that I don't really remember well. Also, I'll be soloing a good part of BG2, so being able to scout there is super helpful (perhaps with a casting of find traps beforehand). Then I also started thinking about the elemental summons I'd get with the spell selection, and insect plague, etc.

    I feel like the ranger has a long list of little perks compared to the F/C, but the F/C basically can get at least +4 to saving throws and (if kitted) immunity to imprisonment. That is pretty huge. It makes it really tough to decide. That might explain why the voting is 55/45 at the moment. :smiley:
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    edited January 2016
    Kneller said:

    F/C basically can get at least +4 to saving throws and (if kitted) immunity to imprisonment.

    Kit would imply dual and not multi, and that's a VERY different animal. I'd totally take Berserker->Cleric over either option here.
  • moody_magemoody_mage Member Posts: 2,054
    Think OP mentioned the possibility of EE-ing a kit onto a M/C.
  • BlackravenBlackraven Member Posts: 3,486
    edited January 2016
    Kneller said:

    Then I also started thinking about the elemental summons I'd get with the spell selection, and insect plague, etc.

    @Kneller, remember that if you opt for Cleric/Ranger you'll have to locate a line in the baldur.ini file in your installation directory that says 'Game Options', 'Cleric Ranger Spells', '1', and change that '1' into '0' in order to actually obtain access to Insect Plague and other level 4-7 spells.

    Again speaking from intuition, I sense that your preference is Cleric/Ranger, and that other people's comments have made you hesitate, mainly because of Dwarven Fighter/Clerics' superior saves.
    So why not simply go with Cleric/Ranger? It's true that your saves will be something to take care of, but considering once more that you'll be soloing (duoing in BG1) most of the time, you'll level up faster than a group character, meaning better saves earlier, and besides you can have Charname use all the protective potions (magic blocking, magic resistance, magic shielding, invulnerability, stone form, freedom, clarity), items (greenstone amulet, ring/cloak of protection +2, helm/cloak of Balduran, cloak of displacement, and shield of harmony, ring of Gaxx, etc), as well as green scrolls.
  • SkatanSkatan Member, Moderator Posts: 5,352
    edited January 2016
    Taking druid spells out of the equation, @kneller hasn't yet (AFAIK) said anything about editing the ini-file to enable them, I vote F/C dwarf.

    Scouting with stealth can be a life-saver if you want to keep reloading down to a minimum, but so is casting sanctuary. It cannot replace stealth ofc, but may be used from time to time to scout ahead.

    The saves are important, as others have said above. Getting down to negative saves allow you to free up spell slots for prebuffins spells which can be used for other combat buffs or debuffs.

    The fighter/cleric can use things like DUHM to offset a less than perfect stat roll compared to the ranger/clerics higher minimum stats, so even if you don't get 18:91+ in STR at char creation, you can still dish out the damage when needed.

    A keepered berzerker/cleric or a fighter/cleric of lathander both add tons of utility, if you want to go down that route, though I think a dwarven defender/cleric or barbarian/cleric is the best illegal combo to keeper. Both add tones of resistances so that you can tank pretty much anything with a combo of AoF and kit resistances. There are less choices for ranger/cleric kits that add similar superb synergies, IMHO.
  • KnellerKneller Member Posts: 438

    Kneller said:

    F/C basically can get at least +4 to saving throws and (if kitted) immunity to imprisonment.

    Kit would imply dual and not multi, and that's a VERY different animal. I'd totally take Berserker->Cleric over either option here.
    Yeah, I'd use SK to put a kit on a multi. PnP lets you do it, so I'm fine with it morally.

    @Kneller, remember that if you opt for Cleric/Ranger you'll have to locate a line in the baldur.ini file in your installation directory that says 'Game Options', 'Cleric Ranger Spells', '1', and change that '1' into '0' in order to actually obtain access to Insect Plague and other level 4-7 spells.

    Again speaking from intuition, I sense that your preference is Cleric/Ranger...

    I'm not playing EE, but the original version (via GOG). I kinda wish I had the option to block the Level 4+ druid spells with this because they are too tempting otherwise. I'm tempted to throw in Divine remix which will nerf all that, but mods tend to get a little fussy with my installations so I end up keeping it all to a minimum.

    My personal preference is leaning towards Cleric/Ranger partly because if I make Imoen a half-elf thief/mage then it can almost be like we are actual blood brother and sister. Also, I feel this class is going to be more versatile and I tend to lean towards options verses raw power. The imprisonment immunity and shorty bonuses are pretty great (if I SK in the Beserker kit), but as I see it that's the only two significant advantages to this option.

  • gorgonzolagorgonzola Member Posts: 3,868
    Kneller said:

    I kinda wish I had the option to block the Level 4+ druid spells with this because they are too tempting otherwise.

    In this game there are too much tempting things, and I don't think that the Level 4+ druid spells are so unbalancing whith all the OP stuff, cheap tactics and dual or multi combinations possible. The whole thing imo is just 2 spells, Insect Plague and Ironskin and a better summoning capability, but the elemental princes can not be gated by R/C and Skeletal warrior and Aereal Servant are availlable to clerics.

    How each plater deals whith the many too much tempting things is a personal choice. I like to decide before each run what I will allow, others choose different routes, but is something to which everyone is exposed from the character creation to the final battle.
  • KnellerKneller Member Posts: 438
    And we're now at a 50/50 result.


    In this game there are too much tempting things, and I don't think that the Level 4+ druid spells are so unbalancing whith all the OP stuff, cheap tactics and dual or multi combinations possible.

    Yeah, considering the liberties the devs took with the PnP system, it's hard to have a moral ground on any of this. Other than playing out my alignment, I feel like so many other approaches (i.e. kitting a multiclass) are fair game since you can do it in PnP.
  • luskanluskan Member Posts: 269
    Use BG2 Tweak and create a Dwarf Cleric/Ranger.
  • KnellerKneller Member Posts: 438
    Well, that's one thing that I can say is over the line. That's not kosher in the game or PnP. Not that it matters all that much, I always felt that a lot of 2e was pretty arbitrary.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    luskan said:

    Use BG2 Tweak and create a Dwarf Cleric/Ranger.

    While you're at it, why not a Dwarven Defender/Cleric? ¬_¬
  • luskanluskan Member Posts: 269
    Everyone has a different opinion on what's okay and not okay in terms of mods and editing. Which is fine. But now that we know the OP doesn't want mods or editing the solution is simple: try both.

    Get to chapter 2 with both toons and see which one you like the best. They both have their pros and cons. And depending on your stat rolls and spell selections you can be as overpowered or underpowered as envisioned and getting to chapter 2 with both won't waste as much time as getting to chapter 4 with one before stopping.
  • KnellerKneller Member Posts: 438
    Well, it looks like the C/R came out ahead. I already started my run with in and I'm a fair way through BG1. I started with **flails and **slings. I'm at level 3 now and have to pick my next weapon. Considering this affects how I would start BG2, I have a few thoughts:

    1) Hammers. For Basillus' hammer, arguably the best cleric weapon in BG1. However, this doesn't really do my any favors for starting BG2, or really even throughout the game. I don't really need Crom with DUHM. The Runehammer comes too late.

    2) Maces. This is planning ahead for the MoD. I can also get the +2 mace in DT for what might be the next best cleric weapon in the game. However, it comes much later.

    3) Staves. It almost seems like a waste, since I will likely be spending 99.99% of my time either sword and shield or DWing. However, BG1 has the staff mace (1-h), which can compete with the +2 mace in DT (and can be found much sooner) and staff of striking. Also, BG2 has some good staves as well, though I'm guessing I'll be spending most of my time using FoA and DoE so does it really matter?
  • SkatanSkatan Member, Moderator Posts: 5,352
    1: Yeah, hammers is a good choice. Everyone knows what option awaits in BG2 if you choose this and as you say, there's a good one in BG1 as well. Can't go wrong with this choice.

    2: Maces: Great choice for BG1 IMHO, you got http://baldursgate.wikia.com/wiki/The_Stupefier as a solid choice. In BG2 there are plenty of mid-game options which you can use 'til you get better choices, though as you say yourself, flails will prolly be your first choice.

    3: I like staff maces, but they don't get past +2 enchantments and don't have other great abilitites either for single hand. 2-hand staffs could be used as an optional and situational choice in some occasions though. I'd rank this the lowest of your three options.

    Since you seem to mainly focus on long term and SoA/ToB, and considering FoA's not so appealing free action after upgrade, I believe warhammers would be the best choice. You will prolly want to unequip FoA from time to time for some IH action (if FoA is upgraded), so it's good to have a solid option here. With this said though, you'll get enough pips longterm to choose more than just one more category so you could spend a point or two in ie maces for BG1 and then choose warhammers in BG2.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,817
    Skatan said:

    Maces: Great choice for BG1 IMHO, you got http://baldursgate.wikia.com/wiki/The_Stupefier as a solid choice.

    Look here:
    Kneller said:


    I'm not playing EE, but the original version (via GOG).

    So, no Stupefier for @Kneller , @skatan ;) Although I still would vote for taking maces because of the number of undead in BG2, including liches and vampires, and the certain mace there makes your life much easier against them.
  • SkatanSkatan Member, Moderator Posts: 5,352
    @bengoshi, you're correct. I've prolly read and forgot that part of @kneller's posts.
  • KnellerKneller Member Posts: 438
    Skatan said:

    @bengoshi, you're correct. I've prolly read and forgot that part of @kneller's posts.

    No worries. I'm probably the only person on this forum not playing EE. :smiley: I wish I had the Stupefier, though.
    Skatan said:

    Since you seem to mainly focus on long term and SoA/ToB, and considering FoA's not so appealing free action after upgrade, I believe warhammers would be the best choice. You will prolly want to unequip FoA from time to time for some IH action (if FoA is upgraded), so it's good to have a solid option here.

    I was thinking I would avoid the FoA upgrade that gives free action. I've heard that people do that.

    But, if I need another +5 weapon to swap in, I'm not sure what's good for clerics. Is there a point to Crom if I have DUHM when I really need it? And Runehammer is cool, but I'll already have MoD which is pretty much the same thing and it isn't terribly useful outside of undead fighting. Storm Star isn't bad, but nothing to write home about. Regardless, by this point of the game, I'd probably have double pips in everything.

    Or, if I think of it in terms of an offhand weapon, the kings of the category are Crom and DoE, I figure. I'll already have flails, can easily get hammers by the time Crom is available (especially with a party of 1-2).

    At this point, perhaps I just need to consider the rest of BG1 and possibly early BG2. Really, the only difference between the boss warhammer in BG1 and the +1 morningstar I can get early enough is that the hammer does 5-8 damage, while the morningstar (flail proficiency) does 3-9. Meanwhile the later acquired mace +2 does 4-9 with the same Thaco bonus as the hammer. All in all, I don't think it makes a difference, which oddly makes the decision harder. I mean, we're looking at a point of damage here and a point of thaco there...



Sign In or Register to comment.