Solo Cavalier the easiest playthrough?
histamiini
Member Posts: 1,473
I'm currently chapter 3 at SoA and I feel like I just murder everybody without a sweat. Using only EET with level cap removed and SCS difficulty. You can get Cavalier to 100MR and/or 93DR with the best Saving Throws. Of course you can tweak abilities here and there, but this is potentially the most powerful version I think:
Cavalier Base
18/00 STR (-3TH)
18 DEX (-4AC)
18 CON (+4HP)
17 THAC0
6 AC
14 HP
12/14/13/13/15 Saving Throws
Items
30MR Purifier +5 (ToB)
20DR 1AC Defender Of Easthaven (SoA)
10MR 1ST Amulet Of Seldarine (SoA)
10MR 2AC 2ST Ring Of Gaxx (SoA)
3AC 3ST The Warder's Signet (SoA)
1ACb Full Plate Mail (BG)
1AC 1ST 1TH 5HP Helm Of Balduran (BG)
22STRb Girdle Of Fire Giant Strenght (ToB)
10HP Paladin's Bracers (SoA)
7MR Star-Strewn Boots (SoD)
25MR 1ST Cloak Of Balduran (BG)
5MR Machine Of Lum The Mad (SoA)
10HP Deck Of Many Things (SoA)
10MR 2ST -1DEX -2HP Hell Trials (SoA)
2STR STR Tome, MoLTM (BG, SoA)
2CON CON Tome, MoLTM (BG, SoA)
2DEX DEX Tome, MoLTM (BG, SoA)
40DR Hardiness (lv18, lv20 10 rounds)
25DR Armor Of Faith (lv28, 31 rounds)
97 Magic Resistance
85 Damage Reduction
10 Saving Throws
22 STRb
1 DEX
2 CON
-6 THAC0
-6 AC
23 HP
Cavalier Potential Lv28
22 STR
19 DEX
20 CON
-11 THAC0
-10 AC
215HP (233HP lv34)
97 Magic Resistance
85 Damage Reduction
-9/-7/-8/-8/-6 Saving Throws
Only thing I can see being a problem is Imprisonment spells, which you can avoid directly with Protection From Magic-scrolls or Spell Turning from Book Of Infinite Spells. Every other danger there's an common item to use I think. Soloing you can use the best equipment, not bother with squishy companions or micro management, fly through the map with with Boots of Speed and Oil Of Speed, and you're almost always very well leveled to any baddie.
Are there more powerful characters?
Cavalier Base
18/00 STR (-3TH)
18 DEX (-4AC)
18 CON (+4HP)
17 THAC0
6 AC
14 HP
12/14/13/13/15 Saving Throws
Items
30MR Purifier +5 (ToB)
20DR 1AC Defender Of Easthaven (SoA)
10MR 1ST Amulet Of Seldarine (SoA)
10MR 2AC 2ST Ring Of Gaxx (SoA)
3AC 3ST The Warder's Signet (SoA)
1ACb Full Plate Mail (BG)
1AC 1ST 1TH 5HP Helm Of Balduran (BG)
22STRb Girdle Of Fire Giant Strenght (ToB)
10HP Paladin's Bracers (SoA)
7MR Star-Strewn Boots (SoD)
25MR 1ST Cloak Of Balduran (BG)
5MR Machine Of Lum The Mad (SoA)
10HP Deck Of Many Things (SoA)
10MR 2ST -1DEX -2HP Hell Trials (SoA)
2STR STR Tome, MoLTM (BG, SoA)
2CON CON Tome, MoLTM (BG, SoA)
2DEX DEX Tome, MoLTM (BG, SoA)
40DR Hardiness (lv18, lv20 10 rounds)
25DR Armor Of Faith (lv28, 31 rounds)
97 Magic Resistance
85 Damage Reduction
10 Saving Throws
22 STRb
1 DEX
2 CON
-6 THAC0
-6 AC
23 HP
Cavalier Potential Lv28
22 STR
19 DEX
20 CON
-11 THAC0
-10 AC
215HP (233HP lv34)
97 Magic Resistance
85 Damage Reduction
-9/-7/-8/-8/-6 Saving Throws
Only thing I can see being a problem is Imprisonment spells, which you can avoid directly with Protection From Magic-scrolls or Spell Turning from Book Of Infinite Spells. Every other danger there's an common item to use I think. Soloing you can use the best equipment, not bother with squishy companions or micro management, fly through the map with with Boots of Speed and Oil Of Speed, and you're almost always very well leveled to any baddie.
Are there more powerful characters?
Post edited by histamiini on
1
Comments
*EDIT*
As to "Are there more powerful characters" Its depends on what you want. There are other classes that are better a different things. Paladins get some of the best saving throws, so its hard for them to hit with "save or else" abilities. Beserkers can just flat out ignore certain effects (dumbest, cheesest class in the game in my opinion". Wizards and Sorcerors can layer nigh impenetrable defenses while sowing mass debilitations, summons, and damage. Druids get arguably two of the cheesiest spells in the game. Bards can hit with basically any tactic according to what the situation calls for (super underrated). Thieves can set instakill traps as well as being the single best utility. etc.
If the series were to be played 100% through, I think Solo Cavalier would do it in shortest time, hence the easiest playthrough.
And lets not forget the most powerful class in the game, the BLADE. Able to layer spell protections on top of an innate that will hit the AC cap at high levels without even trying, best burst tanking in the game. Add in their offensive spin and they burst for damage comparable to a fighter as well. Did I mention that they get many many castings of these innates via level up? They can also pepper in some disabler spells while they are at it. Access to wands and scrolls, Blades can handle any situation the game throws at them.
Blade I have to look up.
Another question: what will happen without removing the level cap and without BG1 items in BG2, like the Cloak Of Balduran.
Fighter/Illusionists will have even better saves and will have much more reliable physical defenses from mid-BG1 to ToB due to Mirror Image and Stoneskins, and will also be able to use Wands of Fire and Wands of Monster Summoning, which are enough to conquer vast swathes of BG1 and SoD.
Berserker/Mages are more or less the "optimal" powergaming class, but they're definitely not the easiest class to play because of the dual-class level gap.
Cavaliers are great, but there are other kits with even more advantages. A Cavalier gets immunity to fear and poison and 20% resistance to acid and fire, as well as +3 damage to demons and dragons. Dwarven Defenders get 50% damage resistance at level 1 and stronger saving throws than any other class, and Berserkers get comprehensive immunities and combat boosts at level 1.
Can Fighter/Illusionist dual- or multiclass?
DD's defensive stance is only once per day, for 1 round, 1 additional with every 4 levels, which isn't really that great. Not using it Cavalier has better Saving Throws because of the passive -2 ability, and will end at least 30MR base and 5DR more. I don't see DD being as good.
Don't discount the use of abilities. I'd peg the DD and Blade beating the Cavalier in combat with comparable equipment.
I don’t solo much anymore, though.
Cavaliers start at 0% damage resistance and can get up to 85%: 20% from Defender of Easthaven, 25% from Armor of Faith (only at epic levels), and 40% from Hardiness (only at epic levels).
Dwarven Defenders start at 50% resistance and can get up to 90%: 20% from Defender of Easthaven, 50% from Defensive Stance, and 20% from his passive resistance (5% at levels 5, 10, 15, and 20). It's far higher at every stage of the game.
Dwarven Defenders are dwarves and therefore get +5 to their saves vs. spells, death, and wands if they have 18 Constitution or higher. Cavaliers are humans and get no such racial bonuses. Even if you somehow ran out of Defensive Stance uses, the dwarf still has +3 saves over a paladin.
The extra MR is excellent but usually mages are better dealt with using Carsomyr than Purifier. That way, you can dual-wield Foebane or Celestial Fury or the Flail of Ages with the Defender of Easthaven instead of relying on the Purifier.
Cavaliers do, notably, have Draw Upon Holy Might, but paladins suffer an undocumented -7 or -8 caster level penalty, just like rangers, so the benefit is smaller than one would expect. Also note that the Cavalier's immunity to poison and fear make it much stronger against spiders, Belhifet, and various demons as well as dragons, especially Morentherene in Siege of Dragonspear.
Advantages:
May use Defensive Stance once per day. Gains one use at level 1, one use at level 4, and an additional use every every 4 levels thereafter. For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a -2 bonus to Saving Throws, and a 50% movement rate penalty. Does not stack with Hardiness high level ability.
EDIT: mixed up turns and rounds.
Yeah that makes DD also very powerful.
But now that it's there, it's part of the game, and people would be mighty upset if a patch changed it!
Just off the top of my head:
Fighter/Mage/Thief
Fighter/Mage/Cleric
Fighter/Illusionist
Fighter/Mage
Illusionist/Thief
Illusionist/Cleric
Mage/Cleric
Mage/Thief
Sorcerer
Pretty Much Any Other Mage
Cleric/Ranger
Probably Fighter/Cleric and Fighter/Druid too.
Heck, even Bards are pretty competitive.
Dwarven Defender Base
18/00 STR (-3TH)
17 DEX (-3AC)
19 CON (+5HP)
17 THAC0
7 AC
17 HP
9/11/15/17/12 Saving Throws (Shorty Bonus -5/-5/0/0/-5)
Items
25STRb Crom Faeyr +5 (SoA)
20DR 1AC Defender Of Easthaven (SoA)
10MR 1ST Amulet Of Seldarine (SoA)
10MR 2AC 2ST Ring Of Gaxx (SoA)
3AC 3ST The Warder's Signet (SoA)
1ACb Full Plate Mail (BG)
3DR 2CON Helmet Of Dumathoin (SoD)
10HP Bracers of Perseverance (SoD)
1ST Cloverleaf (SoD)
3ST Lucky Boots (SoD)
25MR 1ST Cloak Of Balduran (BG)
5MR Machine Of Lum The Mad (SoA)
10HP Deck Of Many Things (SoA)
10MR 2ST 2CON 2STR -1DEX -2HP Hell Trials (SoA)
2STR STR Tome, MoLTM (BG, SoA)
2CON CON Tome, MoLTM (BG, SoA)
2DEX DEX Tome, MoLTM (BG, SoA)
50DR 2ST Defensive Stance (1v1, 10 rounds)
20DR Base (lv20)
60 Magic Resistance
93 Damage Reduction
13 Saving Throws
25 STRb
+1 DEX
+6 CON
-5 THAC0
-5 AC
18 HP
Dwarven Defender Potential lv21
25 STR (-7TH)
18 DEX (-4AC)
25 CON (+7HP)
-15 THAC0
-9 AC
225 HP (282HP lv40)
60 Magic Resistance
93 Damage Reduction
-15/-13/-9/-9/-12 Saving Throws
1: Spell Immunity: Abjuration. No, they cannot be dispelled if you're paying attention. And that's assuming they play fair in the first place, assuming they're facing one of a handful of actually threatening mage fights (which is an overwhelming minority of total encounters through the game), and assuming they are actually in a position for a spellcaster to target them. It also assumes that being dispelled is a major issue, rather than a minor inconvenience to the mage's Projected Image (which is about the same time as you pick up your first Weapon Whirlwind).
2: Aren't as fast dealing damage? Fireshields x2 gives 2D8+4 damage that ignores MR per enemy that hits them in melee, per attack, while the mage is doing whatever they like at the same time. Your average level 13 fighter is taking 51+ damage per round just by hitting the mage, who is taking no damage whatsoever. Two level 13 Fighters? 102 damage. Three? 153 damage. GWW enemies? 85 damage each, no save, no MR. The absolute majority of encounters and creatures in Baldur's Gate are melee centric beatsticks which cannot hurt the mage and hurt themselves trying.
3: Have you ever even played a multiclass character? They get HLAs exactly the same time that pure classes do, and get more HLAs because they get an HLA per class level. An F/M/T has 3 HLAs around the time that a Paladin gets their second, and by 8e6 gets 20 HLAs, rather than the Paladin's 16.
The least "certain" of the list would be the three fighter/priest types, which still get to summon devas, shut down casters, spam summons, AOE no-save blind, and generally just "avoid even being in contact with the encounters that might otherwise be a threat".
All the Thief multiclasses get UAI in early SoA for an easy 100% MR, 20D6 spike traps, timestop traps, and access to level 9 spell scrolls even if they happen to be the F/M/T, not to mention Detect Illusions, the best anti-illusion tool in the game.
All the Mages get spells that render entire encounters meaningless, none of which relies on magic items or single use scrolls.
All the Fighter multiclasses get the same HLAs as the Paladin, and combine that with being attached to an actual useful class, so they can be just as good as the paladin's speciality while also being full spellcasters.
Even the Bard gets some fun, while they fall short of picking up Project Image or the better sequencers, they still get all the above low level spells that wreck encounters, UAI, and invisibility so they can't be targeted by Lower Resistance.
2. I'm fairly sure I'll cut down them faster with profencies in Scimitars/Two Weapons Style, and +3 Scimitars and Oil of Speed, which I'll get level 1. Which means I'll always be ahead of mage in developement.
3. How do they get HLA the same time when they divide xp?
2: Not sure how you expect a Fighter/multi who cares about melee to not have equal proficiencies, nor how you expect a Cavalier to be faster without any way of popping PfMW, nor why you'd bother cheesing Drizzt at level 1 rather than just killing basilisks risk free?
3: A simple "no, I've never played a multiclass character" would have sufficed. HLAs are assigned off total character exp for multiclass characters. At 3e6 total exp, an F/M/T gets their first HLA at Fighter level 12, their second 300k Exp later at Thief level 15, their third 75k later at Mage level 13, and so forth. A Paladin gets their first HLA at Paladin level 18, their second HLA 300k later at Paladin 19, their third HLA 300k later at Paladin 20...
2. I'm not saying that, I'm saying that fighter will not have close 100MR and 100DR, nor the Cleric spells. Solo melee you'll always have enough THAC0 to hit everything, you don't need +2 two from fighter.
3. You asked how does these misconceptions keep coming up? Probably because you need to pull them up from some proud posters, rather than read them in the wiki.
2: Every fighter I mentioned is a multiclass fighter, and most of them multiclassed with "mage". Same specialisation, similar THAC0, and it gets more, better, spells, wands, buffs...
3: You mean the wiki on HLAs? "Each level up exceeding 3,000,000 XP, the character will have one point to spend on their HLA pool, multi-class characters get HLAs each level after their total XP get over the threshold, though there’re limitations that triple multis like F/M/T can't access to all of them from their three classes; dual-classers only get HLAs each level when their current active class has more than 3,000,000 XP."
Not sure how expecting you to rtfm is prideful, but you're welcome for the new knowledge, I guess?
Bear in mind that disrespectful behavior is not tolerated on this forum.
2. Fighter/Mage especially needs to load, because he can't have armor when spell casting. He will also end up with less MR and DR and can't access Carsomyr beginning of SoA.
3. I'm talking about this: "Multi-class Non-human races may choose to multi-class at character creation, advancing in two or three unkitted classes simultaneously. Multi-class characters gain the advantages and abide the limitations of every class, they divide their experience points among their classes, so their progress in levels are much slower than single class characters. Any XP gained are stored in total, the in-game XP values for each class are rounded down numbers after total XP is divided by the class number for display purpose, there’s no XP loss."
Seriously? Do you even think what you write? Didn't think so. Could 've just said I'm very proud...
I don't even think I could pull off any Mage solo currently, not in a no-reload: my play is sloppy in many places. But Cavaliers, DD, and Berserkers are very forgiving for that sloppiness. Mages? Not so much. So by that criteria, non-spellcasters are almost definitely simpler.
Likewise, my response was to disabuse them of their misconception, in response to which they inferred that this information was somehow secret, and that it was unreasonable to expect them to hold a basic level of knowledge on the topic. I have made no personal attacks at this time, and do not take prideful to be an insult, as I am fantastic.
*If Histamiini cares to dispute this and clarify that they have in fact played multiclass characters, but never into HLA levels, or that they in fact spaced out while levelling up characters through all of ToB then I will happily accept the correction.
1: You referred specifically to loading defences before attacking, I have explained this to be false, with mages being perfectly capable of wiping out entire encounters without prebuffing and with single spells. I'm not certain why you are redefining terms.
2: Armour lasts for hours, AC 5 is plenty for most combats, and Polymorph gives 100% MR and immunity to various other things (including vampires if they fixed the bug). Various spells also give effectively 100% damage reduction well before HLAs, and can be cast mid combat with the aforementioned 4.5 APR + Vecna shenanigans. This is discounting the F/M/T, which also gets any gear the Paladin could feasibly get as well.
3: So you need redundancy on the wiki? Go ahead and edit it I guess, just copy from the page explaining HLAs: http://baldursgate.wikia.com/wiki/High-level_class_ability