Which class combo would you choose for a two-member party?
Rik_Kirtaniya
Member Posts: 1,742
( Note: This poll is with reference to the IE games, namely the BG saga and IWD.)
It's very evident that the most "basic" classes are the Fighter, the Mage, the Cleric (or Druid, as you like), and the Thief. Of course, it is possible to do a play-through without any one or two (or even three or all four) of these classes. However, I plan to do a two-member party play-through (in both the BG saga and IWD) and wanted to incorporate all of these four classes within two multi-classed (or dual-classed) characters. That's really interesting, but, there are several possible combinations, each with their pros and cons. Which combo do you think is the most optimum and powerful, and why?
(If you prefer a combo different from the options given, please state it.)
It's very evident that the most "basic" classes are the Fighter, the Mage, the Cleric (or Druid, as you like), and the Thief. Of course, it is possible to do a play-through without any one or two (or even three or all four) of these classes. However, I plan to do a two-member party play-through (in both the BG saga and IWD) and wanted to incorporate all of these four classes within two multi-classed (or dual-classed) characters. That's really interesting, but, there are several possible combinations, each with their pros and cons. Which combo do you think is the most optimum and powerful, and why?
(If you prefer a combo different from the options given, please state it.)
- Which class combo would you choose for a two-member party?21 votes
- Fighter/Cleric (or Fighter/Druid) and Mage/Thief42.86%
- Fighter/Mage and Cleric/Thief23.81%
- Fighter/Thief and Mage/Cleric23.81%
- Fighter/Mage/Thief and Cleric (or Druid) (may be kitted)  4.76%
- Fighter/Mage/Cleric and Thief (may be kitted)  4.76%
Post edited by Rik_Kirtaniya on
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FMT & FMC is my answer
That's why I later wrote at the end:
But actually, did you consider a ranger cleric?
Also, with respect to each other I would only consider druid single and due to progression
Cleric/Ranger with the "fix" disabled gets the best divine spell selection in the game and is a capable early game combatant and solid late game mage/archer disabler.
Illusionist/Thief is one of the best arcane spellcaster characters in the game and is a phenomenal late game tank and extremely solid all around combatant.
Both can stealth past encounters, their gear selection has very little overlap and includes most of the best weapons in the trilogy.
r/c and thief/illusionist is also really strong.
i did chose Fighter/Mage and Cleric/Thief even if i love the potential of M/C because a fighter with arcane spellcasting has incredible tanking capability while being a strong damage dealer. C/T is also very strong and versatile, backstabs with a longer lasting kai (RM), buffs for fighting, cheap clerical spells to go invisible and backstab and later FoA + Crom to hit hard as a fighter and more, even if with less apr. proficiences for C/T staves, flails, hammers, sling and DW, crom's thac0 benefit combined with the good clerical Thac0 make possible to DW with no problem.
on each level the cleric has healing spells he has other spells way more useful.
Well, except for Maze, since it offers no saving throw. You'd need MR or spell protections to block it.
And except for the Ulitharid's Psionic Blast, which has a -4 save penalty and even subzero saving throws won't necessarily guarantee a successful save.
Same goes for Demon Fear, which also has a -4 save penalty. Plus Psionic Maze. And lots of other things.
And Implosion also offers no saving throw, and unlike Maze, it bypasses MR. So you'd need spell protections or Free Action for that one.
Also, if you're playing with SCS, enemy mages can penalize your saving throws with Greater Malison, so you might need a potion to get your saves back into the negatives.
Of course, potions can be easily dispelled by SCS mages, while Chaotic Commands by a cleric is often very high-level and is much harder to dispel.
And not all classes can reach subzero saving throws without save-boosting potions, and those potions don't last long and are very finite in number. So you'd kind of have to know in advance exactly what kind of disablers you'd be facing and you'd need to make a judgment call about whether the potion was worth, and if things went poorly, you couldn't flee the combat and return later without wasting that precious potion.
So Chaotic Commands isn't strictly necessary. There are other ways to shrug off disablers. But it is really, really good, because it lasts for ages, it covers practically everything, it's hard to dispel, and you don't have to use up limited resources to cast it.
FMT and FMC would undoubtedly be the most powerful, but it feels bad to not be able to cast high level spells as often as one could otherwise with two-class multi-classes. Also the extremely slow progression bothers me a bit (in spite of it being said that the slow and steady win the race).
Having said all that, I do think clerics are better than their reputation, if you know the spells and how to use them. The Cleric/Fighter and Cleric/Ranger and darn good options, too, because there seems to be a lot of synergy between the classes.
Arrrrghhh no restartitis!!! Have mercy, I just made it all the way to werewolf island... nnoooooeeeeuuuurrrgghhhh!!!
it is not an huge advantage, as both mage and cleric have spells to go invisible, but for some playsiyles, like divide and conquer, is a really useful feature. run behind a corner and hide, as many times you like each day, the enemy following you will stand still right near the point where you disappeared as you go to lure an other one behind an other corner. the invisibility spells are on top, to disappear anyway if hiding fails the check or to disappear when you are spotted. the M/T if hasted can backstab twice in a single round.
is not the most powerful choice, but it can be great fun if someone likes to set himself the conditions of a fight, using invisibility to divide enemies or to attack them from the point he likes, and likes rogue tactics to backstab or to waste enemy spells, stand at a step from mage's field of view limit and as he cast run away and hide, every not aoe spell is lost.