Single Class Casters (Druids, Mages, Clerics) vs Multi.
Debaser
Member Posts: 669
My question to you guys is what do you prefer?
I keep thinking about rolling a druid...or a fighter druid lately...but I find that single class casters just tend have more spells. I'm not gonna debate dual classing because that's another deal. Just wondering what you prefer and why.
I keep thinking about rolling a druid...or a fighter druid lately...but I find that single class casters just tend have more spells. I'm not gonna debate dual classing because that's another deal. Just wondering what you prefer and why.
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One time I rolled up a Cleric/Ranger, but it wasn't as exciting as I thought it would be.
Pro's: No weakness whilst waiting for your skills to kick back in when dualling.
Get HLA at much lower levels (this maybe fixed now...)
Can play as a race and get racial advantages (useful for thief multiclasses)
Neg's: No Grandmastery (Maybe fixed now...)
Much slower levelling A F / M will be around 14 / 12 mark (ish? correct me dudes!) in TOB.
Not able to choose a kit.
Don't like dualling because of the weakness part waiting for your powers to kick in... Who want's the most powerful build in the game (which is going to be a dual, they can kit and ALL the experience is used and not shared between the classes) when it is only the most powerful for the last 5 minutes of the game!
Hell I'm stuck should I play a F / M / T or F / M or T / M or just go with my original Wildmage. I am literally headbuttin a wall here! No, more than one playthrough for me, I get close to my PCs. There like little versions of me...
But multi/vs single, I don't have a preference. F/D is strong the whole way through which is fun but the Avenger adds some really nice spells to Druid's otherwise quite mediocre low level selection. Also, Shapeshifters let you level up quicker than the F/D to get those nice, high level spells while still maintaining some combat prowess. They're all fun options.
But if you want to disregard the dual-class option, I'll discuss single vs multi. Basically, the multi is much stronger as a warrior obviously, but is 1 mage level behind at all times, meaning they'll have fewer spells for the duration of the game. Also, the multi can never acquire level 5 spells. Regarding the comparison between the Elven F/M and the Gnome F/Illusionist, notably the Elf has the ranged thac0, sword, and bow bonuses, and the Gnome has the Illusionist school and the saving throws. The Elf is the better warrior and the Gnome is the better spellcaster. So it really just depends how much of a balance you'd like between Fighter and Mage. The order goes: Single > Dual > Gnome Multi > Elf Multi, in order of spellcasting ability vs fighting ability.
Quickly, regarding Priests... I prefer multi to both dual and single. I like to use Priests as tanks, so more Fighter levels are very useful, and getting fewer Priest spells isn't as bad as it is for Mages. The single-class vs dual-class Priest argument is pretty similar to the Mage one, in that you don't lose much by dualling at level 2 or 3. What you do lose is the racial bonuses of the Dwarf, or whatever race you'd choose for a single-class Priest. Regarding Druids, they can only be Human or Half-elf, so you don't lose any racial bonuses by going dual-class. However, it's difficult to get a good roll in dual-classing from Fighter to Druid, since you need 17 in both WIS and CHA and 15 in STR, meaning you'd have to sacrifice either DEX or CON if you want a good STR modifier. Roll would look something like: 18/??-18-7-3-18-18.
You forgot a Pro argument:
- due to having more than one class at the same time, they get more HLAs.
10th
Clerics and druids, they work out well enough single-class.
Single class druids get way higher than any other caster for BG1, and dual-classing into it from fighter requires a really crazy roll (min 15 strength but you'll probably want that maxed, min 17 wis AND charisma which even if you factor in tomes is still 14/16, and this is all the while ignoring constitution and dexterity which are probably the two most important stats). Multi-class fighter/druids stall out pretty hard in BG2 because that leap from 14 to 15 takes you about 5/6ths of the whole saga to get to.
Clerics already get great HP and can buff themselves to be as good as if not better than fighters. They probably work best paired with thief actually, but then you're extremely limited in weapon selection if you also want to backstab.
I can't really "rp" in these games. It's just not fun to me, because the game's story and engine don't really allow it. I like concept characters, but that's as far as my RP goes.
I myself prefer to have a relatively easy time of it balanced and spread out through the whole game.
As for multi-classing clerics, keep in mind that there is an xp gap (225,000 to 450,000) between ninth and tenth levels, which is meant to make you work to get those fifth level spells, which are a huge power increase in a cleric's career - chaotic commands, flame strike, and raise dead.
There will be a significant portion of SoA without access to these important spells if you have no pure-classed cleric in your party.
After years of experimentation with various configurations, nothing has changed my conclusion that the best party is one with the classical four pure classes - fighter, thief, cleric, mage. The other two slots don't make any difference. In fact, you may be better off with a four-person pure-classed party, leaving the other two slots blank, to get the experience bonus.
The fighter slot might do well if it's multi-classed or has a kit like Inquisitor. The thief class does well multi-classed with mage to get the invisibility, but it doesn't substitute for a dedicated mage. The cleric needs to be as high level as possible to make the game its easiest for the duration, for the access to the next highest spell levels during the pertinent portion of the total game, and for the undead-blasting.
With 6 party members it takes awhile before you can even cast level 7 spells even with a single class druid (1,500,000 experience). It is possible to get this before going through to the asylum of course, but not without going through most of the side quests. Yea, you could reduce the number of party members you have, but then you just miss out on banter.
As a druid multi-class character you need to have overall 3,000,000 experience before you can get level 7 spells, and even then if you want to get more than just a single level 7 druid spell you'd need 6,000,000 experience split between the two classes. Even with wisdom bonuses from tomes and the good bonus from one bhaal tear rewards in hell by the end of SOA you'd have five level 5 spells, two level 6 spells and only one level 7 spell as a multi-class druid (though if you go through watcher's keep you could have seven level 5 spells). Point is by multiclassing as a druid you miss out on a lot of spells for a good portion of SOA + TOB. You are better off from an experience standpoint for going with a dual class fighter/druid, but as SandmanCCL has pointed out it requires a high roll to be able to pull off (especially if you want to take advantage of the higher amounts of health that fighters get from high constitution).
Which is why at least in part I chose pure druids.
GO CARDINALS :-)
I hardly ever play with a party that hasn't got at least one of both. I usually supplement a single class arcane caster with a part-time caster that deals out melee (F/M), scouts and disarms (M/T) or heals and buffs (C/M) as well. And a single class divine caster I usually supplement with a multi-class from the other divine way of doing things. F/D with a Cleric, C/M with a full-time Druid.
The way I like a party to be, is to be able to fulfill all 4 classic roles of F/C/M/T in multiple ways, supplementing each other as well as providing backup: if a caster of a certain type gets held or confused or silenced, it's always nice to have another with the same roll. Thus, multiple characters that can cast Secret Words or Breach, multiple characters that can cast a Defensive Harmony if melee combat gets intense etc.
No mutually exlusive answer from me, I vote for supplements!
Thus a favourite party of mine would be something like:
pure warrior - fighter-druid, - pure cleric, - pure mage, - mage-thief,
pure warrior - fighter-thief, - pure druid, - pure mage, -cleric-mage
There's one class that usually gets squashed into the multi-role instead of getting a single class glory all the way through and that's the thief. But the usability of thieves is off-topic here.
It's definitely possible to have a strong party with only singleclass characters, but if you are going with multi-classes or even dual-classed humans it is much easier to screw up and have a party to weak for the task at hand.
And for a cleric/mage, such a guy would only be really good if you play all the way to ToB and dual to a mage right after you get 7th level spells. Or otherwise any simple cleric will outclass you by summoning Devas or Fiends more often than your cleric/mage can. 7th level spells for clerics are totally on par with 9th level mage spells, if not even more powerful.
I'd also have a broader range of weapons to choose from, especially missile weapons.
Come to think of it, this PC would basically be an evil version of Imoen or Nalia in BG2.
I personally like single class casters better, although if it comes to power alone, multi and dual class characters are getting upper hand later on. Single-class caster is also more enjoyable to roleplay for me. Still, two matters exists. First, I usually play human, so no multi-class for me. Second, I consider - pardon for my language - dual-class mechanism as a bullcrap. "I'm starting new profesion just to forget everything I've learned so far for some time." Seems legit?
I like my clerics, druids and thieves multi classed. Druids hit a dead point in their advancement due to the XP required and so having a fighter component ala Jaheira is more fun for me. The ability to wear armor, use the iron skins and use the whirlwind attacks is very potent along with some solid spell casting (creeping doom being my favorite).
Clerics don't have enough casting power for my PC so I like multiclassing with a fighter or ranger component. The main downside is that the slower cleric leveling means you won't be deadly with turn undead. Thieves get more than enough skill points throughout the game so I think there is zero downside to multiclassing them. They combine well with the mage and/or fighter classes as well.
14
6th level spells at level 11 - 675K
7th level spells at level 14 - 1350K
The only trouble is, I've done exactly the same thing with assassin, blade and archer at various points. Keep coming back to that cleric illusionist though...
Why not multi-class? Multiclass is great for BG1, but the level lag for the multiclass character really starts to bug me in late BG2, especially since I don't like power-leveling. The one exception I have is the cleric/mage. The versatility is worth it. This character is a dedicated "buffer" and "identifier" (support caster).
On the druid debate: Single-class druids might not get to level 7 spells very fast, but they do get to level 6 spells slightly earlier (if I'm not mistaken). Summon Fire Elemental is an awesome level 6 spell. When you get it, most enemies will not even be able to damage the fire elemental due to it's immunity to non-magical weapons.
Also, you will not get your ninth level spells until almost time to face Melissan. I'd rather have them much earlier, so I can enjoy them through most of ToB, or even have them to use against Irenicus at the SoA finale.