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Best dual classes?

Gel87Gel87 Member Posts: 282
Yo, immagine if you powerplayed the f*** out of this serie, which would be the most fun/fancy/best dual class?

You solo play, legacy of bhaal. True bgee-sod-bg2ee. The idea is to become a powerhouse in the end and accept to struggle max at some points (which is fun as well)

Removed xp cap. Bag of holding via clua console. Paws of cheeta because else to slow :p

So, i usually ends my solo runs in bgee at 2250000 xp. I exploit a lot. And then if you head on to sod you will rather quickly only have to accumulate experience without level up due to not able to choose hla in that game. Sod is ofc optional.

I have a few suggestions:

Stalker - cleric (high druid spells enabled in baldur.lua, modify valgyar armor to be usuable by you)
Stalker level 18-20 somewhere. (3600000 xp)
Allows him to pick 3 HLA, 10+2 profience points. 4x backstab. Haste for summons.
Dual to cleric just before you leave irenicus cave for a 45k xp boost stright away.
Party a mage and learn whatever spells you found so far for xp boost. And then pick up yoshimo and steal the entire town and steal+resell wand for unlimited cash. Also unlock and find all traps you can without fighting. Leaves the ones that require fighting for later. Now party mage again and learn all the spells you stole for xp. Ur cleric will be up at level 20ish very fast ;)
Enjoy loads of powerfull level 7 cleric/druid spells and hla + some of the most important stalker HLAs and all the powerfull cleric HLA’s.

Shadow dancer / Mage:
Sorta same tactic. Make sure you are shadow dancer until you have stolen and unlocked
every achieveble chest and trap without massive fighting. Steal the entire city and make sure you buy and steal all scrolls. Now 3-4 scroll cases learn and forget and learn spells until you have all spells availeble and all xp gained from learning them over and over again.
Enjoy a powerfull use all items/backstab/hide in plain sight/shadow twin/shadow maze/shadow form/greater evasion/avoid death dual wielding mage with all mage HLA’s.

Anything else that have periods of intense struggle only to reap massive benefits in the end? I kinda love the stalker-cleric idea as i loved the cleric/ranger multiclass with «ranger cleric spells: 0» in lua table, but it was a little annoying maxing out at only 4 lvl 7 spells.
We are here talking about spells like:
Summon deva
Energy blades
Firestorm
Sunray
Nature peace
Carrion creepers
Blade shield
Elemental summoning
Implosion
Fighting for those level 7 slots.

I know berserker-mage
Kensai-Mage
Kensai-Thief
Are powerfull as well.
But i already done those :p

Comments

  • sarevok57sarevok57 Member Posts: 6,025
    swashbuckler -> fighter is really good, the only downside beside the wait is your HP will be a bit low ( since you don't get the bigger HP pool/ HP bonus of a fighter ) but your AC, thac0, to damage is insane, especially if you do a swashbuckler 25/fighter 26 which is actually legitimately possible in ToB, although it basically requires almost all 8 million xp, so its pretty good

    another good one, even in a legitimate game is the fighter ( berserker ) -> cleric or druid, if you go the cleric route, you can hit level 13 in fighter then dual over to cleric and you will hit level 14 in SoA and in ToB without level cap still hit level 38 in cleric ( so if you ever make a cleric that isnt a multi class with something else its almost foolish to not let it hit at least level 13 in it's fighter side )

    with the druid side, doing fighter ( or berserker ) to druid is so much better than fighter/druid because your HP will be way higher starting with that fighter HP pool and full mastery in your weapons (although i dont remember if berserkers can be true neutral in the default game or not since i modded mine to be only able to be chaotic )

    even in default bg1 without SoD you can fighter 7 druid 9, which is a very solid class combo, more HP than a level 8 fighter with iron skins, absolutely a unit, and even with SoD you can do fighter 9 druid 11 i believe, even more devastating ( the only thing is you need to have 17 CHA and 17 WIS and 15 STR minimum to do this combo, so it can be a bit tough if you want to have some DEX and CON at the same time )
  • Gel87Gel87 Member Posts: 282
    edited February 21
    sarevok57 wrote: »
    swashbuckler -> fighter is really good, the only downside beside the wait is your HP will be a bit low ( since you don't get the bigger HP pool/ HP bonus of a fighter ) but your AC, thac0, to damage is insane, especially if you do a swashbuckler 25/fighter 26 which is actually legitimately possible in ToB, although it basically requires almost all 8 million xp, so its pretty good

    another good one, even in a legitimate game is the fighter ( berserker ) -> cleric or druid, if you go the cleric route, you can hit level 13 in fighter then dual over to cleric and you will hit level 14 in SoA and in ToB without level cap still hit level 38 in cleric ( so if you ever make a cleric that isnt a multi class with something else its almost foolish to not let it hit at least level 13 in it's fighter side )

    with the druid side, doing fighter ( or berserker ) to druid is so much better than fighter/druid because your HP will be way higher starting with that fighter HP pool and full mastery in your weapons (although i dont remember if berserkers can be true neutral in the default game or not since i modded mine to be only able to be chaotic )

    even in default bg1 without SoD you can fighter 7 druid 9, which is a very solid class combo, more HP than a level 8 fighter with iron skins, absolutely a unit, and even with SoD you can do fighter 9 druid 11 i believe, even more devastating ( the only thing is you need to have 17 CHA and 17 WIS and 15 STR minimum to do this combo, so it can be a bit tough if you want to have some DEX and CON at the same time )

    I agree, i multiclass way to little… i did not understand the concept before. But lets say in playing solo cleric. Even a simple sonner-priestest quest from scratch and that mage is level 2 and can multiclass. That alone will give access to find familiar cast 3 or even 4 times for inzane hp boost. The familiar can pick pocket as well as you can use every wand in the game and robe of vecna in bg2 to shorten those long casting times. It will also give identify and protection from petrification and even burning hands to finnish trolls.
    But why not just make it level 3, adding invisibility/blur etc as well. Ofc more levels bring stronger end product. But level 2 mage is done with zero effort and that alone is a huge bonus even though ur plan is to be a cleric.

    Learn spells for xp in bg2.
    Use mage scrolls.
    Etc
    Post edited by Gel87 on
  • shevy123456shevy123456 Member Posts: 315
    I tend to just go for convenience mostly. As I love the berserk ability, I'd pick fighter as berserker first, then mage, simply because the mage system is a lot of fun. For pure dual-class, I also tend to go more for convenience, say cleric/mage, sometimes cleric/fighter. I don't quite like how the rogue system works; I've found raw warrior much easier than having to rely on stealth.
  • sarevok57sarevok57 Member Posts: 6,025
    Gel87 wrote: »
    sarevok57 wrote: »
    swashbuckler -> fighter is really good, the only downside beside the wait is your HP will be a bit low ( since you don't get the bigger HP pool/ HP bonus of a fighter ) but your AC, thac0, to damage is insane, especially if you do a swashbuckler 25/fighter 26 which is actually legitimately possible in ToB, although it basically requires almost all 8 million xp, so its pretty good

    another good one, even in a legitimate game is the fighter ( berserker ) -> cleric or druid, if you go the cleric route, you can hit level 13 in fighter then dual over to cleric and you will hit level 14 in SoA and in ToB without level cap still hit level 38 in cleric ( so if you ever make a cleric that isnt a multi class with something else its almost foolish to not let it hit at least level 13 in it's fighter side )

    with the druid side, doing fighter ( or berserker ) to druid is so much better than fighter/druid because your HP will be way higher starting with that fighter HP pool and full mastery in your weapons (although i dont remember if berserkers can be true neutral in the default game or not since i modded mine to be only able to be chaotic )

    even in default bg1 without SoD you can fighter 7 druid 9, which is a very solid class combo, more HP than a level 8 fighter with iron skins, absolutely a unit, and even with SoD you can do fighter 9 druid 11 i believe, even more devastating ( the only thing is you need to have 17 CHA and 17 WIS and 15 STR minimum to do this combo, so it can be a bit tough if you want to have some DEX and CON at the same time )

    I agree, i multiclass way to little… i did not understand the concept before. But lets say in playing solo cleric. Even a simple sonner-priestest quest from scratch and that mage is level 2 and can multiclass. That alone will give access to find familiar cast 3 or even 4 times for inzane hp boost. The familiar can pick pocket as well as you can use every wand in the game and robe of vecna in bg2 to shorten those long casting times. It will also give identify and protection from petrification and even burning hands to finnish trolls.
    But why not just make it level 3, adding invisibility/blur etc as well. Ofc more levels bring stronger end product. But level 2 mage is done with zero effort and that alone is a huge bonus even though ur plan is to be a cleric.

    Learn spells for xp in bg2.
    Use mage scrolls.
    Etc

    as far as i know you can only gain find familiar's benefit once for the bonus HP, although, still a solid choice of early mage to cleric for those extra benefits
  • jmerryjmerry Member Posts: 3,960
    edited February 23
    sarevok57 wrote: »
    as far as i know you can only gain find familiar's benefit once for the bonus HP, although, still a solid choice of early mage to cleric for those extra benefits
    Once per game. Importing to a new game (from a save) removes the familiar, without removing the extra HP. So you can have the BGEE familiar bonus, and then later get the SoA or ToB bonus.

    More than that? No. Importing a character from a CHR file rerolls the character's HP. And since the familiar bonus goes directly into base HP, it's gone in the reroll. So you can't loop infinitely casting a familiar and exporting.
  • Gel87Gel87 Member Posts: 282
    edited February 23
    jmerry wrote: »
    sarevok57 wrote: »
    as far as i know you can only gain find familiar's benefit once for the bonus HP, although, still a solid choice of early mage to cleric for those extra benefits
    Once per game. Importing to a new game (from a save) removes the familiar, without removing the extra HP. So you can have the BGEE familiar bonus, and then later get the SoA or ToB bonus.

    More than that? No. Importing a character from a CHR file rerolls the character's HP. And since the familiar bonus goes directly into base HP, it's gone in the reroll. So you can't loop infinitely casting a familiar and exporting.

    Yea this, so 3 times. In legacy of bhaal that familiar has many lifes and you get % of those life, not the excact value listed in description of spell.
    I thought maby sod as well, but guess not :p

    So level 2 mage before ur chosen class is:
    - Familiar x 3 lifebonus(nice pickpocket if lawfull neutral)
    - Robe of vecna
    - Learn spells for xp and use scrolls
    - Loads of wands can be used
    - Identify
    - Protection from petrification
    - Burning hands for trolls
    - Mirror immage
    - Shield

    Thats quite nice bonuses for wasting 2500xp and not beeing able to choose elf(19 dex and 90% immunity to charm)

    Ofc with more levels comes stuff like:
    Blur
    Invisibility
    Haste
    Spirit armor
    Etc etc.

    And lets use cleric as a example:
    You start mage, with familiar and shield. Idenfify is free early scroll.

    - You go to sonner, kill him with sling or +1 knife and familiar.
    - You deliver bowl to priestess and now you are level 2. (2500 xp)
    - You pick up ring of wizardy and ring +1 on the way up there.
    - You now go to bergeost and talk to marv for 800xp.
    - Now you go to naskel safe route, take ankegg plate to sell, say ur not greywolf for +1 rep and talk to noober loads of times for 400xp.
    - Now you go map left of mines, aid the dog to the boy for 1500 xp. Pick up cloadkill and chromatic orb as well.
    - Now go way left and pick up brage for another 1000 xp, some items and gold.
    - Tada, ur now level 3 and can cast invisibility.
    - Go to naskel mine map and pick up wand, then travel east and pick up scroll of magic protection via dialog, the ring of fire protection and the good gem.
    - Take samuel with you and travel to friendly arms inn and deliver him for gold and 1000-1500 more experience.
    - Now go use ur familiar to pickpocket algernon for cloak.
    - Now to buy invisibility, protection from petrification and some other usefull spells from high hedge.
    - Use invisibility to enter ankegg cave and bring with you all that good gear, espesially wand of fire and body.
    - Deliver body for like 800xp, then talk again and give 100coinz for additional 1,5k xp and +rep.
    - Now charm wizard guarding the friendly arm inn, bring him up and have him fight flamedance ring hogoblin. Attemp last hit on him, but he is not worth much xp. On legace of bhaal hogoblin win and you have to finnish off the last with sling sniping, spells and guards if needed. Stuff like blind/sleep is usefull as well. Flamedance ring quest is 400xp and +rep.
    - Now enter friendly arm inn and take jaheiras pot of invisibility and khalids healing pot. Also get golden pataloons, talk to the 2 quest gnomes.
    - Go to belt ogre, charm a wolf on ur way there as help.
    - Go to high hedge again, charm gnoll slasher, help him kill gnoll for perdue sword and gnoll elite. Then use him to help you kill 1 skeleton for skull. Perdu sword is worth 600xp.
    - Now to go to chicken map. Charm wolf. And rest, then charm another wolf on ur way down. Talk to evil cleric so skeletons becomes passive. Then use the 2 wolves and ur 2 offensive wands to kill him.
    - Now deliver perdue sword in bergeost.
    - Start silke quest and charm here before improved invisibility goes off. use here to block the spiders exit and with barrels and use here to help you fight spiders. Make sure you land last hit on silke for xp.
    - Now travel to friendly arm inn and deliver quest to both gnomes for around 1,5k xp?
    - Now travel south of bergeost again. Charm orgillion and let him help you kill letter orgillion. You can also use him to help you kill quest boots hogoblin, but its better to just charm that hogoblin and let him loose vs all his friends and then take boots. Also go to cave for healing pots.
    - Go 1 more south and pick up amulet if you did not do this first time passing this map.
    - Deliver theese 3 quest items for some experience. Maby 1,5k total.
    - Now go to mine exit map, use invisibility to pick up summon wand and invi pot.
    - Now go do the baslisk at mutanin garden. 14000 experince from greater basilisk, 1400 from mutamin, and (1400x6) from lesser basilisk. Open travel towards to durlags tower, but dont actually go there unless you want to invi urself a way to spells and more wands and such. Which you can do, but i would advise stoneskin and at least minor immage if u want to survive the traps. But you do have scrolls/pots which can save you as well.
    - If you need greater malisin, emotion and improved invisibility you can just travel to ulgoth’s.
    - Anyway you now have 3-4 epic wands, invisibility and a cloak and can do most in the game. Emotion etc will ofc help.
    - Now go do naskel mine, just invi past all the monsters and kill mylahey with ez.
    - also kill greyjoy.
    - Next is to charm algernon and use him to drain some spells from that mage in bergeost. Then kill him.
    - Next step is to do bandit camp.
    - Now you can enter baldur’s gate and buy important spells. More wands. Get wand of polymoprh and wand of paralyze. And buy 3 x crused scroll of ailment. Just avoid north west of baldurs gate for now. You can go there from north though.
    - Now you have access to:
    * 74 scrolls of stone to flesh from temple/friendly arms/naskel/guillykin.
    * 65 ish scrolls from baldurs gate.
    * Protection from petrification (6 hours) from circus or level 4 of iron throne.
    Thats 139 * 7000 + 7000 = 980k experience for when you are ready to dual to cleric. Ur mage level should be quite considerable now and you just have to choose how far you want to to with mage before u dual. There is additional 15 scrolls in candlekeep, and a scroll of petrification protection can be found at level 5 in candlekeep as well as there is a merchant selling in top of tavern in east baldurs gate.

    Using a scroll of protection from magic and make all those 120xp people on chessboard come over and turn into queens (5000xp each) with 4-5 highly magic resistant animate dead skellies to kill them is a valid tactic. 8 x 5000 + all the main mobs on chessboard as well. So ur cleric will have like 1,5mill experience minimum.
    Durlags tower, werewolf island, and lategame kills and quest are loads of experience as well. So ur mate class can go quite high before you convery to cleric and still end up with higher level cleric.

    Level 13 mage is 2 x level 6 spells. (1,125mill xp)
    Level 14 is 1 x level 7 spell. (1,5mill exp)

    Level 13 cleric is 1,125 mill xp
    Level 14 clerix is 1,250 mill xp

    My runs ends up at 2,250mill without experience farming ankeggs or sirens.

    So with exstensive xp farming you may reach 14/14 mage cleric for sarevork, or you can just go cleric style and reach the breakpoint in bg2.
  • jmerryjmerry Member Posts: 3,960
    edited February 23
    Continuing to a new campaign does not work for the familiar stacking. If you beat Sarevok or Irenicus with the familiar in your inventory and then continue to the new campaign, you still have it. If you leave the familiar out somewhere and beat those final bosses, then the familiar won't be available in the new campaign (because it's lost in an old area) but the game will still remember that you have one so you can't summon a new familiar.

    So, in a normal playthrough, it's two instances of the familiar HP bonus. If, rather than continuing, you start new in SoD and ToB importing from a previous campaign save, you can get additional instances of familiar HP ... at the cost of resetting all of your recruited companions and losing everything they were carrying.
  • Gel87Gel87 Member Posts: 282
    jmerry wrote: »
    Continuing to a new campaign does not work for the familiar stacking. If you beat Sarevok or Irenicus with the familiar in your inventory and then continue to the new campaign, you still have it. If you leave the familiar out somewhere and beat those final bosses, then the familiar won't be available in the new campaign (because it's lost in an old area) but the game will still remember that you have one so you can't summon a new familiar.

    So, in a normal playthrough, it's two instances of the familiar HP bonus. If, rather than continuing, you start new in SoD and ToB importing from a previous campaign save, you can get additional instances of familiar HP ... at the cost of resetting all of your recruited companions and losing everything they were carrying.

    So it is possible, im always solo. But i would not bother with imports as my char is automaticly transfered to sod anyway after beating sarevork :P And very often i just import from sarevork to bg2.
  • JQuailmanJQuailman Member Posts: 49
    Best dual class is multi class
  • Gel87Gel87 Member Posts: 282
    edited February 25
    JQuailman wrote: »
    Best dual class is multi class

    Yep they are nice :D
    I love theese:
    Cleric/ranger (with cleric ranger spell '0' in baldur.lua which allows for all druid spells ammoung the arsenal).
    Thief/Mage
    Mage/cleric
    Fighter/Mage
    F/M/T is nice as well. F/M/C i dno if i like to much... :P
    Fighter/Druid is ofc a very valid option as well

    And the 2 most underated singleclass builds are Shaman and Monk. I love them both.
    Monk may not be very good in a full team, espesially early. But they are very nice for solos. It's a struggle in the start, but they have a very good improvement all the way to level 40.
    I did basilisk exploit with a monk, in legacy of bhaal. And he was level 10 after. Went to naskel mines and lost a duel vs a single kobolt, because i thought i could do that without using skills. Ofc i needed to reload and use stunning palm :P

    Anyway, many people try out Rashad and think monk are bad, rashad has low stats and is the worst kit for monks^^

    A nice rebalancing mod for monks would be to put all 3 monk kits into 1 clab table. Change rashaad's boots to be used by all monks. Then monks are super fun to play :D
    Blur
    Mirror immage
    blind
    stunning palm
    Fire palms
    Cold palms (stackable)
    Fire shield (just for the fire resists, the burning damage never hits)
    Greater sun = Nice mass blind tool.
    Quilvering palm = Best. (in legacy of bhaal greater one tap HLA can not one tap anything because all is more than 12HD).
    I also added 2-3 shadow steps albility, and 2-3 invisibility in to clab table. And i made monk fist progression up to +5.

    But my vampire monk is really fun :D
    https://www.youtube.com/watch?v=Bf2wX8nMEHs
  • KhyronKhyron Member Posts: 639
    Not among the best, I guess.. depends on what you want really, but one of my favorites is Wizard Slayer -> Thief

    Why? Well.. the casting failure debuff is actually very interesting.
    It will be applied as long as you hit. PfMW for example does not protect.
    Stoneskin does not protect.. you do zero damage, but still apply 25% spell failure (stacking) on every hit.
    This is hilarious paired with any type of ranged weapon.

    Now.. thief, aye? HLA - UAI of course.

    15% MR from Wizard Slayer, Paladin bastard sword is 30%?, human skin armor is 20%? Tear of Bhaal for 10%, amulet of power is 5%? Ring of Gaxx is 20%'ish?

    Ya get spell failure on hit, full thief skills and HLA (spike trap, UAI, fun stuff), 100% magic resistance..

    Oh and dualwielding Foebane and Purifier is quite fun too..

    So i'd say it's of course quite a distance away from being "best" (Berserker -> Mage kinda wins by a country mile no matter what you compare it to..) .. but it sure is a lot of fun and certainly not bad.
  • Gel87Gel87 Member Posts: 282
    edited February 26
    Khyron wrote: »
    Not among the best, I guess.. depends on what you want really, but one of my favorites is Wizard Slayer -> Thief

    Why? Well.. the casting failure debuff is actually very interesting.
    It will be applied as long as you hit. PfMW for example does not protect.
    Stoneskin does not protect.. you do zero damage, but still apply 25% spell failure (stacking) on every hit.
    This is hilarious paired with any type of ranged weapon.

    Now.. thief, aye? HLA - UAI of course.

    15% MR from Wizard Slayer, Paladin bastard sword is 30%?, human skin armor is 20%? Tear of Bhaal for 10%, amulet of power is 5%? Ring of Gaxx is 20%'ish?

    Ya get spell failure on hit, full thief skills and HLA (spike trap, UAI, fun stuff), 100% magic resistance..

    Oh and dualwielding Foebane and Purifier is quite fun too..

    So i'd say it's of course quite a distance away from being "best" (Berserker -> Mage kinda wins by a country mile no matter what you compare it to..) .. but it sure is a lot of fun and certainly not bad.

    I modded my game to have cloak of balduran availeble.
    So:
    Paladin Sword = 50% actually
    Ring of gaxx = 10%
    Amulet of Power = 5% (some other amulets are 5% as well)
    Cloak of balduran = 25%
    Armor of faith (Spell) = up to 25% if really high level.
    Slayer shape is 40% to every single res in the game.
    There are HLA with Magic res, for fighter catergory, might be others i have forgotten about now.
    Flesh of evil is 20%

    Example, my shaman. There is 1 spot in Watcher's Keep Maze level i could not win at all. All demons rushed me within 1 second of entering that portal and i had no spells fast enought to set myself up to win that level.

    But by then travelling to spellhold i can contniue campaign to recieve 2 crucial things which can win me that room.
    1. Staff of woodland (Summons mounds) - Will give me time to set up with clone and spells.
    2. Slayer shape! By combining several features such as: Potion of power(probarly least relevant), potion of magic resist, armor of faith, favoured by the spirits, belt of interial barrier, and slayer change (40% magic res and reduce) i tested that i could survine slayer shape, which is interesting. I can then make myself immune to nearly all as a slayer!
    Slayer shape + armor of faith = 65% resistance to ALL.
    I have 11 spiritual immunities ready, due to lack of other HLA to pick. (50% damage reduction for 1 hour).
    So i now heal from physical damage.
    Then we add inn that spell which reflecs missles.
    We can add scrolls/pots/items to pretty much become immune to all....
    Example:
    Slayer 40% all
    Armor of faith 25% all
    Belt of inerial barrier (25% magic, 50% missle reduce)
    Protection from cold and lightning (50% cold + 50% fire)
    Protection from fire (100% fire, for more absorb life back)
    Protection from lightning (100% lighning)
    Spiritual Immunity(50% all physical)
    Cloak of balduran (25% magic res)
    Ring of gaxx (10% magic res and improved haste)
    Favoured by the spirits (immune to all slay/petrify/prison etc effects + seconds chance if i somehow is about to die)
    Amulet of power (5% magic res)
    Boots for any ele or boosted AC or boosted speed.
    I can even add shield of dragons or whatever, but i think this should be unrelevant.
    Armor i can use something with internal resists.
    Helm of the rock etc...

    So my slayer shape will basicly be a multiimmune healbot, and theese demons will go down with ez ;)

    So yes, magic res is nice, but there are attacks which bypass it. Elemental/physical immunity/magic immunity is on another level! ;)

    In this episode, watch from around 57min and 5 minute further you will see a failed attemp of surviving slayer change, and a successfull attempt. If you watch the entire video you can see i earlier also make myself immune to magical damage from a beholder.
    https://www.youtube.com/watch?v=NPks3bDHxcY&list=PLfa5iQnAHsbHWsGQTxfLqqpzIaYAzkaiX&index=36
  • KhyronKhyron Member Posts: 639
    edited February 26
    Gel87 wrote: »

    I modded my game to have cloak of balduran availeble -> why?
    So:
    Paladin Sword = 50% actually - Yes, the two-hander.. not the bastard sword, that's 30%.. or 20.

    Also.. timestop traps, spike traps and simulacrum.

    I don't really like the Carsomyr, seing how it "sets" MR to 50%.. that's annoying, having to unequip/re-equip everything if you swap weapons. I use it only when i have a character that either has no other MR items or just doesn't use any other weapon.

    Also.. Magic Resistance and Resistance to Magic Damage are two different things.
    Afaik Armor of Faith does not give MR

    Slayer sets resistance, not stack.. so that's 40% + your passives like tear of bhaal.
    Fighter HLA is the same.. sets resistance, not stack (have to unequip/re-equip items to stack)
    Absolutely annoying and completely the reason why my WS->T build is even worthwhile :D
  • Gel87Gel87 Member Posts: 282
    Khyron wrote: »
    Gel87 wrote: »

    I modded my game to have cloak of balduran availeble -> why?
    So:
    Paladin Sword = 50% actually - Yes, the two-hander.. not the bastard sword, that's 30%.. or 20.

    Also.. timestop traps, spike traps and simulacrum.

    I don't really like the Carsomyr, seing how it "sets" MR to 50%.. that's annoying, having to unequip/re-equip everything if you swap weapons. I use it only when i have a character that either has no other MR items or just doesn't use any other weapon.

    Also.. Magic Resistance and Resistance to Magic Damage are two different things.
    Afaik Armor of Faith does not give MR

    Slayer sets resistance, not stack.. so that's 40% + your passives like tear of bhaal.
    Fighter HLA is the same.. sets resistance, not stack (have to unequip/re-equip items to stack)
    Absolutely annoying and completely the reason why my WS->T build is even worthwhile :D

    Hehe, yes the set function can be annoying. But re-equipping items in the name of victory is still a win :P
    And the 1 or 2 points in a game where i have to do such to win its fine.
    But its always fun to try new stuff. Last time i killed kangaxx, i was a paladin kit, made with the specific purpose of wielding casomyr, but still just went and killed kangax with +3 lilacor in hands.
    Felt super cheezy thought.
    Cloned myself with helm. Made sure to have fire damage potions in quickslots and protection from undead.
    Clone summoned Deva. Clone casted protection from undead on deva and himself. Then i ran to the corner and deva + clone easely killed his first shape, then i made visual contact and clone protected me from undead right after, and i killed his demi-lich shape with fire breath potions. xD
  • DinoDinDinoDin Member Posts: 1,610
    Fighter (berserker) at level 7 -> Druid or Cleric imo is very strong. Not just for the late game power, but as soon as the dual class is unlocked it can be devastatingly good.

    You have the potential to have five pips in the weapon of your choice and even two points in two-weapon style (or whichever weapons style) as soon as you hit level 8 on your divine caster level. This can be the tail end of BG1 for a druid (124k XP) or the start of BG2 (174k XP) for a cleric. Giving you all of shadows of amn with a character that has maximum prowess with a weapon and level four spells. Focus on buffing and quick-casting spells and you will be a powerhouse.

    Probably a little tricky to pull this off for the cleric build in a full saga run, as you'll have to slog through the end of BG1 -- which can be challenging -- with a gimped cleric. But it can work with a new character starting SoA.

    Many good weapon options here. For the cleric, obviously flail or warhammer will do just fine. Dagger likely the ideal for druid, but good options on scimitar too. Even a quarterstaff focus could work.
  • jmerryjmerry Member Posts: 3,960
    DinoDin wrote: »
    Fighter (berserker) at level 7 -> Druid or Cleric ...

    You have the potential to have five pips in the weapon of your choice and even two points in two-weapon style (or whichever weapons style) as soon as you hit level 8 on your divine caster level.

    Not in the EE; there's a cap on weapon proficiencies based on your highest level. You can't have five dots in anything until you reach level 9 in some class. So if you want to put that level 8 proficiency dot into your primary weapon, you need to hold the dual-completing level-up until you hit enough XP for level 9 as a cleric/druid.

    If you're dual-classing to cleric, that level 7 dual also doesn't line up well with the BG1 campaign's experience cap. Hit level 7 as a fighter, dual to cleric, and for the remainder of the campaign you're an underleveled cleric with extra HP. A druid at least can make it all the way to F7->D9 within the cap.
  • Gel87Gel87 Member Posts: 282
    edited March 3
    DinoDin wrote: »
    Fighter (berserker) at level 7 -> Druid or Cleric imo is very strong. Not just for the late game power, but as soon as the dual class is unlocked it can be devastatingly good.

    You have the potential to have five pips in the weapon of your choice and even two points in two-weapon style (or whichever weapons style) as soon as you hit level 8 on your divine caster level. This can be the tail end of BG1 for a druid (124k XP) or the start of BG2 (174k XP) for a cleric. Giving you all of shadows of amn with a character that has maximum prowess with a weapon and level four spells. Focus on buffing and quick-casting spells and you will be a powerhouse.

    Probably a little tricky to pull this off for the cleric build in a full saga run, as you'll have to slog through the end of BG1 -- which can be challenging -- with a gimped cleric. But it can work with a new character starting SoA.

    Many good weapon options here. For the cleric, obviously flail or warhammer will do just fine. Dagger likely the ideal for druid, but good options on scimitar too. Even a quarterstaff focus could work.
    jmerry wrote: »
    DinoDin wrote: »
    Fighter (berserker) at level 7 -> Druid or Cleric ...

    You have the potential to have five pips in the weapon of your choice and even two points in two-weapon style (or whichever weapons style) as soon as you hit level 8 on your divine caster level.

    Not in the EE; there's a cap on weapon proficiencies based on your highest level. You can't have five dots in anything until you reach level 9 in some class. So if you want to put that level 8 proficiency dot into your primary weapon, you need to hold the dual-completing level-up until you hit enough XP for level 9 as a cleric/druid.

    If you're dual-classing to cleric, that level 7 dual also doesn't line up well with the BG1 campaign's experience cap. Hit level 7 as a fighter, dual to cleric, and for the remainder of the campaign you're an underleveled cleric with extra HP. A druid at least can make it all the way to F7->D9 within the cap.

    A cleric and a druid is very powerfull spellcasters. Yes figher-druid can use strong shapeskills, and figher-cleric has Draw upon holy might.
    Ye may get ***** profience to wepon of choice, but at the cost of ** into flexible arsenal.

    But, this thing is fixed by cleric - ranger, ideally multi class cleric/ranger. And setting baldur.lua: Ranger Prirest spell: "0".
    That means you have all all druids and clerics spells avaible.

    Fist of heaven + stoneskin combi as an example.
    You get dual wield for free at start. Super strong starting with command, sanctuary, dual wield maces/war hammers. My second kill on legacy of bhaal was an ankegg, my first was sonner.

    Druid level 1-2 spells suchs. Entagle can be used, but you dont want to spend points on ranged this early or ever.
    Both cleric and dru spell has doom.

    What cleric has in theese levels is super powerfull:
    Sanctuary, command, draw upon holy might, hold person and silence 15 radius. Both has the 50cr/50fr res spell i think

    At level 3 spells druid has call of ligntning, cleric has animate dead and inside offensive spell.
    At level 4 spells druid has OP nymphs
    At level 5 spells druid has: Resists, plague insect, mass invisibility and stoneskin which clerid dont have.
    At level 6 spells druid has fire elementals, meanwhile cleric has flamestrike.
    At level 7 spells druid has creeping doom, and cleric have sunray.
    You also get Both HLA, so you get ur deva, you get ur wirlwind or power strike or critic strike etc, hardiness etc.
    So this is actually a powerhouse :D And really fun to play which is most important.

    But as a devine caster, nothing beats shaman in my point of view. Best flexibility mid fight.
    Legacy of bhaal and i grew a little tired of picking Spiritual Immunity 11 times. But this shaman has crushed its way alone in legacy of bhaal. There was 1 room inside the maze level of watcher's keep i had to delay, else it has rolled over everything. Even though that ment hours of try with shamanic dance inside "no spell area" in watchers keep maze level, which i could bypass, but i dont leave XP behind :P I even killed kangax without using protection of undead, just because i could.

    So for me, if i want a fighter type of devine casting cleric/ranger multiclass is top contender.

    But if i want to play cleric or mage, it wont be dumb to do a little dual class first :D
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