Most powerful and least powerful classes
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What do you think is the most powerful and least powerful class in Baldur's Gate series?
I think the mage is the most powerful and the thief is the least powerful.
I think the mage is the most powerful and the thief is the least powerful.
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If we are talking combat ability, then I think the thief is consistently last in terms of power is still unfair. I'd like to see a lv1 Sorcerer (who would be many people's pick for the strongest class over the course of the saga), taking out a Thief with a bow if he were out of spells or if Sleep is saved or disrupted. You can't exactly rest after every hobgoblin you come across... well you could, but that'd become very tedious very quickly. Even once that sorcerer is higher level and has Stoneskins, Mirror Image etc... that Thief could use Dispelling Arrows followed by Biting Arrows to ruin your day.
... And without meaning to, I've demonstrated that circumstances, stages of the game, play style, itemisation and tactics all play a huge part in the usefulness (or otherwise) of character classes in battle. Hence this question is too broad to answer in a meaningful way.
Mages that barely can cast some grade 4 spells arent really that strong (yet)
In BG2, a mage or fighter/mage IS the strongest, and thieves have some troubles later ingame (backstab immunes, true sight, low etw0 )
Most powerful
Start of BG1: Barbarian
Middle of BG1: Sorcerer
End of BG1: Sorcerer
Start of BG2: Sorcerer
Middle of BG2: Sorcerer
End of BG2: Sorcerer
ToB: Sorcerer
Least powerful
Start of BG1: Monk
Middle of BG1: Monk
End of BG1: Monk
Start of BG2: Fighter
Middle of BG2: Fighter
End of BG2: Fighter
ToB: Fighter
Also, there is a wonderful poll here: http://forum.baldursgate.com/discussion/30508/which-is-the-most-difficult-solo-single-class-kit-or-no-kit-for-bg-saga#latest
The class I've struggled to find a use for overall is the Bard. It just seems like anything they can do, some other class can do better, and the lore bonus doesn't interest me much because it doesn't offer anything that Identify or a Priest can't already do. I wish it at least contributed to unique dialogues or more background info in quests.
My opinion is rather, erm, convoluted. First of all, mind the semantics--what does 'powerful' mean? A class with the highest potential? The most consistently strong class? Also, timing/level window matters a lot (a monk at level 6 is a total pushover, while a monk at level 16 is a force of nature).
Either way, I can say with a very high degree of certainty that Barbarian and Blackguard are the easiest and the fastest to beat BG1 with (I can do it with either on Insane in 90 minutes, give or take, without resorting to speedrunner's arsenal of tricks). In BG2, it becomes tricky. I think Assassin/Fighter and dual-/multi-classed Mages (e.g.: Kensai/Mage) are at the very top of the list, with Blackguard being a not-so-close second. Sorcerers are nice, sure enough, but please remember these guys are basically nerfed Mages without the all-important ability to dual-/multi-class. They really shine in poverty/item-restricted solo runs, of course, but that's extremely niche, I believe.
Least Powerful Fighter: Wizard Slayer, without a doubt. He has really harsh restrictions without any real bonuses.
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Most Powerful Thief: Not too sure, they are pretty balanced. I'd say bounty hunter, if you know how to use him.
Least Powerful Thief: Vanilla thief, because eventually they can't backstab anyone of importance and their thief skills get maxed out so the extra points don't help that much.
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Most Powerful Mage: Wild Mage if you are willing to re-load
Least Powerful Mage: Wild Mage, if you are not willing to re-load
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Most Powerful Druid: Totemic Druid- very nice bonuses for no real drawbacks
Least Powerful Druid: Shapeshifter, for reasons that have been done to death
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Most Powerful Cleric: Lathander - the bonuses stay useful as you level and aren't as easily replicated
Least Powerful Cleric: Vanilla cleric - no bonuses, and the kits have no downsides
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Most Powerful Ranger: Archer - the hands down best ranged class in the game
Least Powerful Ranger: Beastmaster - big downsides, very few bonuses which are situational at best
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Monks are all about equal. I've used all 3. Sunsoul is great for hit and run attacks. Darkmoon are defensive, and the vanilla monks can wreck face with their stunning and instakill.
Spellcasters are the most powerful classes. As soon as a wizard/sorcerer can cast 3rd level spells the balance of power starts to go entirely in their favor.
Divine casters are quite powerful as well, although I never regarded them as weapons of mass destruction. Divine spells are better at helping your party or creating problems to your enemies than actually destroying them.
Anyway, as was said a few times already, most powerful depends on how you define powerful and what the problem that needs solving is.
I'd say kensai 21 mage 22.
I'm actually a big fan of dual, and we can do some sweet thing, even with hated class (like ws) if you don't fear to dual late.
For example, Ws into thief is somthing pretty good aswell. not as physically strong as defender, but much better against magic (easy 100+ magic resist), and with an elemental weapon, you just cancel the first round spell of enemy mage, and then ignore them, as you could stack enough misscast on them that they will never cast an other spell the whole fight long.
I tend to find druids pretty weak, as the only awesome spells they have (above cleric people) is the plague, which is so slow that you can actually make a whole fight in a corridor, before it reach you.
Btw, about monks, darkmoon is really big, compare to the 2 other, :
The ice fists are stacking, and spell such as miror image is just awesome on monks.
And realistically, unless you're a shadow dancer, going to 200 with the two stealth skills is redundant... around 100 each will comfortably get the job done in most circumstances.
I agree. I've never needed to have a thief with points like that.
* Locks and disarm traps? Absolutely you need that.
* Set traps? I love set traps. Yes, that is great to have.
* Detect illusions? It's...not that necessary. You need to stop fighting to use it. And true sight is not that hard to get. There is the gem of truesight. The book of infinite spells. Keldorn. Well, any caster NPC really.
* Hide and Sneak? You don't need to make them 200 each. 100 is just fine. Even if it means that once in awhile you will fail a hide...you usually only need to pass it when it is safe. And there are enough invisibility pots to use when you absolutely must succeed.
* Pickpocket? There are only a rare few NPCs who you should pickpocket. I tend to take a potion of master thievery when it is needed. Otherwise, it's not that useful a skill.
My point is, a thief can be quite good with 500ish points allocated. And that is taking into account having a pretty high pickpocket. Even fewer points are needed if you want a thief who is only 'good.'
@ Matrice
The thing about monks is that they all have very different functions. You can't play them the same way and expect similar results.
Vanilla Monks are backstabbers. Hide, sneak up to a mage/enemy and stun them. You want to kill an enemy? Nothing feels quite as good as having your foe just stand there while you beat them down.
Sun Soul Monks are guerrilla fighters. I've used Rasaad to great effect this way. Sneak up, and nuke everyone. Run, hide and nuke them again. The undead really suffer from his abilities.
Dark Moon Monks are front liners. They throw up defensive spells, wade in with the warriors, and tear people apart.
All of them are good. They just require a different playstyle to get the most out of them.
I would also say that, while sorcerers are good, They don't work on everything. I often find my magic users annoyingly worthless in the Underdark, where even the baby children have like 60% MR. It is extremely rare that you find a thing for which hitting it with big weapons will not kill it.
I always end up having my casters being there just to do two things: (1) remove the protections of the enemy, (2) buff up my fighters with haste/improved haste, and (3) to once in awhile cast a crowd disperser like comet.
Big weapons kill everything. Got a dragon problem? Have your mage strip it of protections and go to work with your sword. Now it's just a big lizard. Got a mage problem? Strip him of his protection for a few seconds and fill him with blades/arrows. Got a fighter problem? Out-fighter him!
Swords for everyone! Rejoice!
You can buy Mercykiller Ring in the Adventurer's Mart from Deidre (the bonus merchant), it's a ring which offers +20% to move silenty, hide in shadows and set traps.
I prefer all my char's to have some kind of magic, so I use alot of duals/multi's; F/D (Jaheira), C, F/C or F-C (Anomen), bards (haer'dalis), T/I (jan), M/C (Aerie) etc etc and CHARNAME Sorc, F/M, F-M, T/M, F/M/T etc. Sometimes I take on NPC's for their quests, like Korgan, or keep Minsc around for fun, but they are expendable and interchangable. I do like Keldorn though. I wish pala's and rangers got access to more divine spells, challeging F/C's and F/D's even more in effectiveness.
Spells are fun! Spells for everyone! 6 spells per round! Rejoice!
I like that idea typo_tilly