I just cannot get it work @Grond0! What i mean? Well: The Farsight + Summon trick against Davaeorn. I lured the Battle Horrors away, called in summons and used Far Sight - but - right when they start attacking Davaeorn goes hostile and turns invisible. What am i doing wrong?
It's not Farsight + summons, but Farsight plus charmed guard. While Davaeorn recognises summons as members of your party he doesn't realise when his pet guard has switched sides ...
Starting again, this time Fael ignored most of the low value XP done last time, but couldn't quite make it into the end game this time. Progress in summary was: Level 2/3 - Shoal Level 4/5 - basilisk area (Korax doing a good job there in managing to kill Kirian & co as well) Level 6 - Tenya / Farmer Brun / Joia Level 7 - Durlag's basilisks Level 8 - Durlag's ghasts and battle horrors Level 9 - Greywolf / Rufie / Caldo & Krumm / Drienne / Doomsayer / lots of sirines. He eventually died against a sirine in Shoal's area as a result of Mad Arcand's intervention. Fael had tried to blind him immediately after killing Shoal, but failed - leaving him hostile. I'd already checked that he didn't have the sort of follow-me script some enemies have allowing them to track you down anywhere on the map. However, he was obviously a great wanderer and seemed to be either lucky or have some sort of tracking ability. Fael had already almost died once as a result of Mad Arcand's intervention against an earlier sirine - eventually having to resort to clubbing the sirine unconscious repeatedly to save his feeble-minded familiar. Coming to do the last sirine I saw on the way that Mad Arcand was apparently at a safe distance half the map away - but he turned up anyway very early on in the contest. That both radically cut down Fael's room for manoeuvre and a summoned dire wolf made it hard to dodge safely. Trying to micro-manage both Fael dodging the wolf and the familiar trying to run the sirine round within very narrow limits (too far to attack in melee and close enough not to trigger a switch to arrows of biting) proved too much for me. The sirine switched to bow and poisoned the familiar. It could survive one of those, but not a second so came into melee range to try and get the sirine to switch weapons again - which it did and immediately feeble-minded the familiar . Fael tried to intervene with a last minute invisibility, but was unable to keep both the worg and the sirine occupied while doing that and the sirine retreated to fire another poison arrow that finished the familiar off just as the invisibility was going on.
Edit: I think that's probably enough poverty for a bit. I might give a level 1 character a go tomorrow to see how far they could get though ...
1. Summon Nymph 2. Charm Guard with Nymph 3. Use Guard to lure Battle Horrors northeast 4. Kill Battle Horrors while keeping the Guard alive (maybe put him in a corner so he doesn't go hostile or attack you?) 5. Re-charm the Guard (rest if necessary) 6. Cast Farsight on Davaeorn 7. Order Guard to kill Davaeorn
And all the while, you couldn't ever let any summoned critter or party member anywhere near Davaeorn?
Looks like leveling up the Sorcerer is easier than Druid - at least until level 7 is reached and Nymphs are available!
I also tried to send in the charmed guard @Grond0 once the Battle Horrors were gone - but: No! Davaeorn again goes hostile and turns invisible even though he had never seen Krell. Strange...
Holy cow! The Dopplegangers were really tough. At least when using Nymphs as they resisted any CC. Switching to Animal Summoning II was the key here as the Bears can tank them for quite a while. Candlekeep is getting close - lets see how Raged Bear works here!
EDIT: The Candlekeep Ogre Ambush was quite easy for Krell. Thanks to Bear speed and Rage he could run through without problems soaking up only some Magic Missiles. Easy!
EDIT2: Finished Candlekeep by just sneaking through enemy lines. No need to bother with them as level 10 was reached!
Hmm, Five just committed a suicide by attacking Gorion, must have been a defective model...
In truth I just figured out something, max Thac0 for F/M is -6/-4 (Cavalier and Fighter -9/-7) vs Bel. But F/M/C can actually have better -7/-5 Thac0 with Enchanted Weapon and sequencing Bless and Aid as both give -1 to hit and they stack.
@Grond0: I'm looking at Davaeorn's script in my install and it looks like he's rigged so that he goes hostile after spotting any player-friendly critter, including charmed enemies. See the lines in bold:
IF !Allegiance(Myself,ENEMY) OR(14) AttackedBy([GOODCUTOFF.0.0.0.0.SUMMONED],DEFAULT) AttackedBy([PC],DEFAULT) AttackedBy([FAMILIAR],DEFAULT) AttackedBy([ALLY],DEFAULT) AttackedBy([CONTROLLED],DEFAULT) AttackedBy([CHARMED],DEFAULT) SpellCastOnMeRES("",[GOODCUTOFF.0.0.0.0.SUMMONED]) SpellCastOnMe([GOODCUTOFF],WIZARD_BLINDNESS) // SPWI106.SPL (Obscuring Mist) SpellCastOnMe([GOODCUTOFF],WIZARD_FEEBLEMIND) // SPWI509.SPL (Feeblemind) SpellCastOnMe([GOODCUTOFF],WIZARD_CHARM_PERSON) // SPWI104.SPL (Charm Person) SpellCastOnMe([GOODCUTOFF],WIZARD_DIRE_CHARM) // SPWI316.SPL (Dire Charm) SpellCastOnMe([GOODCUTOFF],CLERIC_CHARM_PERSON) // SPPR204.SPL (Charm Person or Animal) SpellCastOnMe([GOODCUTOFF],CLERIC_MENTAL_DOMINATION) // SPPR405.SPL (Mental Domination) SpellCastOnMe([GOODCUTOFF],WIZARD_RAY_OF_ENFEEBLEMENT) // SPWI221.SPL (Ray of Enfeeblement) THEN RESPONSE #100 Enemy() Continue() END
IF Allegiance(Myself,ENEMY) OR(12) AttackedBy([GOODCUTOFF.0.0.0.0.SUMMONED],DEFAULT) AttackedBy([PC],DEFAULT) AttackedBy([FAMILIAR],DEFAULT) AttackedBy([ALLY],DEFAULT) AttackedBy([CONTROLLED],DEFAULT) AttackedBy([CHARMED],DEFAULT) SpellCastOnMeRES("",[GOODCUTOFF.0.0.0.0.SUMMONED]) SpellCastOnMeRES("",[PC]) SpellCastOnMeRES("",[FAMILIAR]) SpellCastOnMeRES("",[ALLY]) SpellCastOnMeRES("",[CONTROLLED]) SpellCastOnMeRES("",[CHARMED]) !GlobalTimerNotExpired("whatthe","LOCALS") !See(NearestEnemyOf(Myself)) THEN RESPONSE #100 SetGlobalTimer("whatthe","LOCALS",TWO_ROUNDS) Continue() END
Oh dear... things for Krell are getting really tricky now!
Slythe: Called in three Nymphs and two Bears while Krell used True Seeing and Iron Skin for defense. The goal was to lure Slythe to the Bears, heal them up first so the Nymph casting wont get canceled by invisibility potion and then try to paralyze him with Hold Monsters. This worked after one fail-retreat so the evil assassin got punched down hard by triple Bear power!
Palace Ambush: This one was... painful. Without reloads Krells run would have ended here as the Dopplegangers can take out the Dukes and Guards in no time. Four Nymphs were called in to use them as decoys and - very important - for some very precious mass healing. At the very start Krell used four Dispel Magic to get rid of Haste and each time the result was different. With some luck nearly all of them got dispelled - like in the last try - followed by Insect Swarms. Here it was very important to time them right so the Mage got hit as well (you know he is running around like crazy). In between Krell tried to rush in with Bear form getting in one or two hits only before the Dopplegangers turned on him. Too bad Insect Swarm wasnt enough so the Mage finally started his spellcasting. Krell had to backup and hide avoiding any damage. On the last try everything worked fine: Except for two all Dopplegangers got dispelled, both Insect Swarms hit all of them while the Bear Form critted several times for some nice damage (two points in single weapon spec!). Krell also managed to avoid any spells so at the end only the Mage, two guards, Belt and Liia were left. With Haste (and Stone Skin) still up the Mage managed to kill both guards and started hacking on Belt who was already down to badly injured. Krell played hit & run while also trying to get the attention once Belt dropped to nearly dead - like the Mage. Now it was all about dice luck. Some seconds later Krell managed to land a mighty 28 damage crit followed by another 13 damage hit from Belt who took the Doppleganger down. Krell quickly lured Belt away from Sarevok - otherwise his evil brother might have killed both Dukes easily. Liia - who was already nearly dead - got instantly killed while Belt surived with 25 HP only. That was a close one. Not to mention the number of reloads.
This leaves only Sarevok open. Lets hope Krell will find a way through the upcoming horrors...
I just realized that an Archer fighter couldn't use the basilisk XP loop safely. You'd need spare Potions of Invisibility and/or Potions of Mirrored Eyes to avoid getting petrified by the Lesser Basilisk, and the chance of charming a Lesser Basilisk with Algernon's Cloak is 35%. How many Potions of Mirrored Eyes and Potions of Invisibility can you get without much risk?
Is there a safe way of collecting gold for potions and Stone to Flesh scrolls in the early game? Anything better than ankhegs?
@semiticgod the strategy for Davaeorn you outlined works for me. Why it doesn't for @Harpagornis I don't know . I'm using 2.3 for this challenge though I've played a reasonable amount with 2.5 as well. I've also used that strategy on Davaeorn in previous installations.
As for gold do you need more than the 9,000 from the Ring of Wizardry? Potions of invisibility that character could collect easily would include: - Jaheira (I lure her outside and kill her, but you can presumably just recruit her). - Manor houses in both Beregost and Nashkel. - possibly Vitiare (may depend on your settings for potion breakage, though it seems pretty reliable in my installation, which includes 2/3 breakage). - Revenant tomb. Potions of Mirrored Eyes are on sale at both High Hedge and Ulgoth's Beard.
@Grond0: Is there a specific path to use when kiting Shoal? A wolf wandered into my way and killed my Charname; it wasn't possible to outrun the wolf and shoot Shoal at the same time.
@Grond0: Is there a specific path to use when kiting Shoal? A wolf wandered into my way and killed my Charname; it wasn't possible to outrun the wolf and shoot Shoal at the same time.
@semiticgod yes - if you head straight for her there's a good chance of finding a wolf. If you head through the passage to the south-west and then go straight west you'll have a clear run.
Edit: I suspect I misunderstood the question. For actual kiting I'll add a map in a minute or two showing my route ...
I've rolled up Bas, an illusionist/thief, to see how far she can get at level 1 - my initial thoughts are this should be far easier than the poverty challenge.
With only a pearl on offer from Shoal, Bas went straight to Beregost to pick up Algernon's Cloak. She's then moved down to the Valley of the Tombs to get a wand of monster summoning. The combination of those should be sufficient to deal with pretty much everything prior to Sarevok. Here's her record and inventory after charming Meilum.
Bas has just arrived in Baldur's Gate. She had to use 3 invisibility potions on the way (kobold shaman casting oracle in Nashkel Mine, escaping from Tazok's tent and one of Molkar's cronies casting sleep - she saved that anyway).
Davaeorn went down as expected (in my experience at least ). I didn't have farsight, but most of the time I'm able to sight him and retreat before he reacts anyway. I did though have a near death experience fighting the guard outside the Cloakwood Mine (to ensure he didn't interfere when Bas re-emerged). To save resources Bas was not using wands, but slinging away while the familiar was nipping in and out in melee. That fight had been going on some time, so I wasn't as sharp as I might have been. Nevertheless I found it hard to believe when the blinded guard managed to hit twice in a row (both criticals) in the less than half a second that the familiar was attacking. Looking at the screenshot though the first critical had caused a morale failure, so I guess the familiar wasn't actually retreating when I thought it was.
Normally that would have been game over as you not only lose all the bonus HPs from the familiar, but an additional penalty as well. However, Bas was saved on this occasion by level 1 protection .
Why not using Thalantyrs invisibility @semiticgod?
Do you mean the ring at Ulgoth's Beard? That's an extremely expensive resource and if money was tight you wouldn't want to be using that routinely for attempted charms.
@histamiini Problem with Flails is: There is no +3 weapon available and Martyrs Morningstar will not work anymore in 2.5 - except you intend to use Enchanted Weapon. But i dont know if it will last long enough or how many casts you can get. Ask our Mage-Pros!
The Sundermaul +3 Hammer is nice and with Knock you can easily open the chest. Its pretty cool when Earthquake triggers and the whole screen takes damage - maybe even knocking several enemies down!
@Harpagornis Enchanted Weapon will last 45 rounds with F/M/C vs Bel, should be enough. The Critical effect should work with Enchancted Weapon even in 2.5? I think I'll start with * in both Flails and War Hammers, and decide it later.
Drat. Bas had pushed reputation up to 20 (getting a second familiar killed in the process when Vax hit with another big critical, causing morale failure, and then got another blow in) and then completed her shopping. With most intended encounters in the City done she went in search of the wisdom tome, but died to Jalantha in the process when I thought she was casting hold person, but it turned out to be domination ...
What do you guys think about using a Mod that enables dual-classing into kits? Does this make the challenge too easy? I am thinking about using this one only for a potential no-reload poverty run using Berserker -> Totemic Druid but - damn it - it just feels like i am cheating.
I think that at the end its up to the player - like always.
We might allow dual classing into kit for no-reload and/or poverty but not for the basic challenge. On the good side it would bring a fresh, new breeze into the challenge. On the bad side it would make the challenges "a bit" easier.
But to be honest: I think that finishing the whole saga Solo + LoB + SCS + no-Reload and/or Poverty would be a huge achievement in any case - even when allowing dual classing into kits. No?
Damn Six is already having suicidal thoughts. Realized that I can't have bows for Crusader Attacks, damn. Did you ever take Cleric through the attacks? @Harpagornis
But the Mage will put you through: Wand of Fireball + heavy CC like Web + endless summons.
The best: You can cast Web right before the Crusaders attack which will - if i remember correctly - even prevent the Mages from using their protections. Skeletons are also very strong and can hold the ground for quite some time.
EDIT: Put in Greater Malison and watch them suffer even more!!
At the moment Krell is failing hard against Sarevok. Sometimes i manage to get everything in perfect order with only the evil brother left - but then its over cause the Animal Summons are just not powerful enough to take him down. They either miss too often or - even worse - just vanish after 30 rounds (unlike Spirit Summons who remain for 60 rounds!). This is really bad news.
What do you guys think about using a Mod that enables dual-classing into kits? Does this make the challenge too easy? I am thinking about using this one only for a potential no-reload poverty run using Berserker -> Totemic Druid but - damn it - it just feels like i am cheating.
Difficulty is a spectrum. If you give the player enough options--reloads, items, spells, tactics, number of party members, etc.--then some challenges will cease to be challenging, and completing them won't be quite as cool. If you impose too many restrictions on those options, then some challenges will cease to be possible.
Not all multi-kit builds and dual-classes into kits are more powerful than vanilla builds. An Assassin/Conjurer and a Fighter->Shadowdancer are still weaker than a Totemic Druid->Fighter or Fighter/Illusionist.
I'd say that beating the game with a Berserker/Conjurer/Bounty Hunter is impressive, and beating the game with an unkitted Fighter/Mage/Thief is more impressive.
Comments
Level 2/3 - Shoal
Level 4/5 - basilisk area (Korax doing a good job there in managing to kill Kirian & co as well)
Level 6 - Tenya / Farmer Brun / Joia
Level 7 - Durlag's basilisks
Level 8 - Durlag's ghasts and battle horrors
Level 9 - Greywolf / Rufie / Caldo & Krumm / Drienne / Doomsayer / lots of sirines.
He eventually died against a sirine in Shoal's area as a result of Mad Arcand's intervention. Fael had tried to blind him immediately after killing Shoal, but failed - leaving him hostile. I'd already checked that he didn't have the sort of follow-me script some enemies have allowing them to track you down anywhere on the map. However, he was obviously a great wanderer and seemed to be either lucky or have some sort of tracking ability. Fael had already almost died once as a result of Mad Arcand's intervention against an earlier sirine - eventually having to resort to clubbing the sirine unconscious repeatedly to save his feeble-minded familiar. Coming to do the last sirine I saw on the way that Mad Arcand was apparently at a safe distance half the map away - but he turned up anyway very early on in the contest. That both radically cut down Fael's room for manoeuvre and a summoned dire wolf made it hard to dodge safely. Trying to micro-manage both Fael dodging the wolf and the familiar trying to run the sirine round within very narrow limits (too far to attack in melee and close enough not to trigger a switch to arrows of biting) proved too much for me. The sirine switched to bow and poisoned the familiar. It could survive one of those, but not a second so came into melee range to try and get the sirine to switch weapons again - which it did and immediately feeble-minded the familiar . Fael tried to intervene with a last minute invisibility, but was unable to keep both the worg and the sirine occupied while doing that and the sirine retreated to fire another poison arrow that finished the familiar off just as the invisibility was going on.
Edit: I think that's probably enough poverty for a bit. I might give a level 1 character a go tomorrow to see how far they could get though ...
1. Summon Nymph
2. Charm Guard with Nymph
3. Use Guard to lure Battle Horrors northeast
4. Kill Battle Horrors while keeping the Guard alive (maybe put him in a corner so he doesn't go hostile or attack you?)
5. Re-charm the Guard (rest if necessary)
6. Cast Farsight on Davaeorn
7. Order Guard to kill Davaeorn
And all the while, you couldn't ever let any summoned critter or party member anywhere near Davaeorn?
I also tried to send in the charmed guard @Grond0 once the Battle Horrors were gone - but: No! Davaeorn again goes hostile and turns invisible even though he had never seen Krell. Strange...
Holy cow! The Dopplegangers were really tough. At least when using Nymphs as they resisted any CC. Switching to Animal Summoning II was the key here as the Bears can tank them for quite a while. Candlekeep is getting close - lets see how Raged Bear works here!
EDIT: The Candlekeep Ogre Ambush was quite easy for Krell. Thanks to Bear speed and Rage he could run through without problems soaking up only some Magic Missiles. Easy!
EDIT2: Finished Candlekeep by just sneaking through enemy lines. No need to bother with them as level 10 was reached!
IF
!Allegiance(Myself,ENEMY)
OR(14)
AttackedBy([GOODCUTOFF.0.0.0.0.SUMMONED],DEFAULT)
AttackedBy([PC],DEFAULT)
AttackedBy([FAMILIAR],DEFAULT)
AttackedBy([ALLY],DEFAULT)
AttackedBy([CONTROLLED],DEFAULT)
AttackedBy([CHARMED],DEFAULT)
SpellCastOnMeRES("",[GOODCUTOFF.0.0.0.0.SUMMONED])
SpellCastOnMe([GOODCUTOFF],WIZARD_BLINDNESS) // SPWI106.SPL (Obscuring Mist)
SpellCastOnMe([GOODCUTOFF],WIZARD_FEEBLEMIND) // SPWI509.SPL (Feeblemind)
SpellCastOnMe([GOODCUTOFF],WIZARD_CHARM_PERSON) // SPWI104.SPL (Charm Person)
SpellCastOnMe([GOODCUTOFF],WIZARD_DIRE_CHARM) // SPWI316.SPL (Dire Charm)
SpellCastOnMe([GOODCUTOFF],CLERIC_CHARM_PERSON) // SPPR204.SPL (Charm Person or Animal)
SpellCastOnMe([GOODCUTOFF],CLERIC_MENTAL_DOMINATION) // SPPR405.SPL (Mental Domination)
SpellCastOnMe([GOODCUTOFF],WIZARD_RAY_OF_ENFEEBLEMENT) // SPWI221.SPL (Ray of Enfeeblement)
THEN
RESPONSE #100
Enemy()
Continue()
END
IF
Allegiance(Myself,ENEMY)
OR(12)
AttackedBy([GOODCUTOFF.0.0.0.0.SUMMONED],DEFAULT)
AttackedBy([PC],DEFAULT)
AttackedBy([FAMILIAR],DEFAULT)
AttackedBy([ALLY],DEFAULT)
AttackedBy([CONTROLLED],DEFAULT)
AttackedBy([CHARMED],DEFAULT)
SpellCastOnMeRES("",[GOODCUTOFF.0.0.0.0.SUMMONED])
SpellCastOnMeRES("",[PC])
SpellCastOnMeRES("",[FAMILIAR])
SpellCastOnMeRES("",[ALLY])
SpellCastOnMeRES("",[CONTROLLED])
SpellCastOnMeRES("",[CHARMED])
!GlobalTimerNotExpired("whatthe","LOCALS")
!See(NearestEnemyOf(Myself))
THEN
RESPONSE #100
SetGlobalTimer("whatthe","LOCALS",TWO_ROUNDS)
Continue()
END
Are you playing with v2.5?
Slythe: Called in three Nymphs and two Bears while Krell used True Seeing and Iron Skin for defense. The goal was to lure Slythe to the Bears, heal them up first so the Nymph casting wont get canceled by invisibility potion and then try to paralyze him with Hold Monsters. This worked after one fail-retreat so the evil assassin got punched down hard by triple Bear power!
Palace Ambush: This one was... painful. Without reloads Krells run would have ended here as the Dopplegangers can take out the Dukes and Guards in no time. Four Nymphs were called in to use them as decoys and - very important - for some very precious mass healing. At the very start Krell used four Dispel Magic to get rid of Haste and each time the result was different. With some luck nearly all of them got dispelled - like in the last try - followed by Insect Swarms. Here it was very important to time them right so the Mage got hit as well (you know he is running around like crazy). In between Krell tried to rush in with Bear form getting in one or two hits only before the Dopplegangers turned on him. Too bad Insect Swarm wasnt enough so the Mage finally started his spellcasting. Krell had to backup and hide avoiding any damage. On the last try everything worked fine: Except for two all Dopplegangers got dispelled, both Insect Swarms hit all of them while the Bear Form critted several times for some nice damage (two points in single weapon spec!). Krell also managed to avoid any spells so at the end only the Mage, two guards, Belt and Liia were left. With Haste (and Stone Skin) still up the Mage managed to kill both guards and started hacking on Belt who was already down to badly injured. Krell played hit & run while also trying to get the attention once Belt dropped to nearly dead - like the Mage. Now it was all about dice luck. Some seconds later Krell managed to land a mighty 28 damage crit followed by another 13 damage hit from Belt who took the Doppleganger down. Krell quickly lured Belt away from Sarevok - otherwise his evil brother might have killed both Dukes easily. Liia - who was already nearly dead - got instantly killed while Belt surived with 25 HP only. That was a close one. Not to mention the number of reloads.
This leaves only Sarevok open. Lets hope Krell will find a way through the upcoming horrors...
Is there a safe way of collecting gold for potions and Stone to Flesh scrolls in the early game? Anything better than ankhegs?
As for gold do you need more than the 9,000 from the Ring of Wizardry? Potions of invisibility that character could collect easily would include:
- Jaheira (I lure her outside and kill her, but you can presumably just recruit her).
- Manor houses in both Beregost and Nashkel.
- possibly Vitiare (may depend on your settings for potion breakage, though it seems pretty reliable in my installation, which includes 2/3 breakage).
- Revenant tomb.
Potions of Mirrored Eyes are on sale at both High Hedge and Ulgoth's Beard.
Edit: I suspect I misunderstood the question. For actual kiting I'll add a map in a minute or two showing my route ...
With only a pearl on offer from Shoal, Bas went straight to Beregost to pick up Algernon's Cloak. She's then moved down to the Valley of the Tombs to get a wand of monster summoning. The combination of those should be sufficient to deal with pretty much everything prior to Sarevok. Here's her record and inventory after charming Meilum.
Davaeorn went down as expected (in my experience at least ). I didn't have farsight, but most of the time I'm able to sight him and retreat before he reacts anyway.
I did though have a near death experience fighting the guard outside the Cloakwood Mine (to ensure he didn't interfere when Bas re-emerged). To save resources Bas was not using wands, but slinging away while the familiar was nipping in and out in melee. That fight had been going on some time, so I wasn't as sharp as I might have been. Nevertheless I found it hard to believe when the blinded guard managed to hit twice in a row (both criticals) in the less than half a second that the familiar was attacking. Looking at the screenshot though the first critical had caused a morale failure, so I guess the familiar wasn't actually retreating when I thought it was.
Normally that would have been game over as you not only lose all the bonus HPs from the familiar, but an additional penalty as well. However, Bas was saved on this occasion by level 1 protection .
Kiting Shoal in the Northern part also works fine for me!
Dont ask me why Davaeorn is reacting different in my installation @Grond0 - its just not working!
After the really rough Palace Ambush i am still dreaming about Berserker -> Totemic Druid. Too bad thats not possible...
I have done this several times with my Fighters - works great even though some rest-repetitions might be needed.
The Sundermaul +3 Hammer is nice and with Knock you can easily open the chest. Its pretty cool when Earthquake triggers and the whole screen takes damage - maybe even knocking several enemies down!
Added Spell Slots to the tables:
Fighter/Mage/Thief
Fighter/Mage/Cleric
Fighter/Mage
Fighter/Illusionist
Illusionist/Thief
We might allow dual classing into kit for no-reload and/or poverty but not for the basic challenge. On the good side it would bring a fresh, new breeze into the challenge. On the bad side it would make the challenges "a bit" easier.
But to be honest: I think that finishing the whole saga Solo + LoB + SCS + no-Reload and/or Poverty would be a huge achievement in any case - even when allowing dual classing into kits. No?
But the Mage will put you through: Wand of Fireball + heavy CC like Web + endless summons.
The best: You can cast Web right before the Crusaders attack which will - if i remember correctly - even prevent the Mages from using their protections. Skeletons are also very strong and can hold the ground for quite some time.
EDIT: Put in Greater Malison and watch them suffer even more!!
Will have to test this more...
Not all multi-kit builds and dual-classes into kits are more powerful than vanilla builds. An Assassin/Conjurer and a Fighter->Shadowdancer are still weaker than a Totemic Druid->Fighter or Fighter/Illusionist.
I'd say that beating the game with a Berserker/Conjurer/Bounty Hunter is impressive, and beating the game with an unkitted Fighter/Mage/Thief is more impressive.