Wizard Slayer/Thief Multi?
shylaman
Member Posts: 173
I just started a new run in BGEE with a Dwarven Fighter/Thief. I plan to have Imoen, Jaheira (Khalid for awhile), Neera, Minsc or something like that. Anyhow, I thought I might test out @subtledoctor NPC EE Mod. I made Imoen a Shadowdancer since I have never used that kit before. Then I thought ... I have never tried Wizard Slayer and remember reading about a dual WS/Thief having the UAI ability later on that counteracts the WS restrictions.
Long story short, what exactly dos the WS miss out on? There are item restrictions, but I am not sure in practical in game purposes what they are. As a WS/Thief what would I miss out on in BGEE and BGIIEE until UAI? Would it be worth it? I have Wizard Slayer Rebalancing installed.
Long story short, what exactly dos the WS miss out on? There are item restrictions, but I am not sure in practical in game purposes what they are. As a WS/Thief what would I miss out on in BGEE and BGIIEE until UAI? Would it be worth it? I have Wizard Slayer Rebalancing installed.
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I find it actually to be LESS of an issue in BG1 because there aren't that many powerful magic items around. It'll be hard to equip your entire party, so whatever you can't use on your WS you can just give to someone else. In BG2 the issue is more pronounced because you have a lot of stuff.
One of the major pros to the kit would the 10% miscast on hit, but as others have pointed out ... if you are already hitting the wizard they are soon to be dead anyways.
Plus, wouldn't the Dagger of Venom essentially have the same effect? If getting poisoned the wizard can't cast a spell anyways, correct?
As for poison, the most recent version of EE allows concentration checks for spell disruption and also weakens Poison Weapon by making most of the damage dependent on a failed save, just like the Dagger of Venom. A mage can resist poison with a saving throw, and even if it fails the save, it still has another chance of casting the spell despite the poison. That's two chances to avoid spell disruption from poison. WS spell failure offers neither a saving throw nor a concentration check.
WS is a neat idea in theory, the problem lies in the way high level mages are dealt with in this game. They aren't just beaten to death, they are stripped of their protections by YOUR mages and then beaten to death, and in that regard, a WS is no better at killing a mage than any other class that can chunk mages.
UAI will eventually nullify all penalties, but it takes a LONG time, and during that time you are basically playing a lackluster Fighter/Thief. The saddest bit is, even after you get UAI, you really only increase in power to match that of a standard Fighter/Thief.
TLDR: WS/Thief is fun, and easily doable, but largely lackluster.
They really are fun in the late game as about the only thing that stops them is imprisonment.
Grand Mastery in two handed swords. Take Carsomyr. Now dispel on every hit, apply miscast magic, and you get to load up on all the magic resistance items. The ultimate wizard killer.