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High Level Abilities - Your Recommendations Wanted!

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ElvenKing
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High Level Abilities - Your Recommendations Wanted!

Post by ElvenKing »

Hello all.
I'm currently cruising through SoA with ToB, Baldurdash, Gaider Mods and Ascension installed. My party consists of the following characters.

1) Minsc
2) Anomen
3) Jaheira
4) PC Archer
5) Imoen
6) Jan (to be replaced by Sarevok)

My question is which of the high level abilities would you recommend focusing on for this party, and more specifically, per class? Going through the manual it is my impression that some of the abilities are pretty useless (Tracking, Deathblow, Alchemy and War Cry come to mind). Your thoughts?

Thanks,
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Sojourner
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Post by Sojourner »

Here are my recommendations:
  • Minsc - Greater Whirlwinds and 2-3x Hardiness
  • Anomen - Mass Raise Dead and Energy Blades
  • Jaheira - Greater Whirlwinds, 2x Hardiness, and Greater Elemental Summoning
  • Your PC - same as Minsc
  • Imoen - All except Comet, get Dragon's Breath & Summon Planetar first
  • Jan - Use Any Item, Spike Traps, and the bonus spells
  • Sarevok - same as Minsc
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StigTC
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Post by StigTC »

What have you got against Comet? :confused:
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Post by UserUnfriendly »

i dont much like hardiness, and comet is not all that good for lich hunting, they seem to resit that more than dragon breath.

why is hardiness so good???
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Post by Sojourner »

@StigTC - It's not that I have anything against Comet, it's that your mage/sorceror has a limited number of 9th level spell slots (unless he's hacked :) ), and I would rather use them on a mass area effect that bypasses magic resistance. Dragon's Breath does this, whereas Comet doesn't.

@UserUnfriendly - Hardiness is the warrior's version of Armor of Faith, but lasts much longer, and helps out a lot in those tough battles. It's nice to have your warriors fighting, instead of drinking a healing potion every 2 seconds. :)
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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Post by Bruce Lee »

Originally posted by UserUnfriendly
i dont much like hardiness, and comet is not all that good for lich hunting, they seem to resit that more than dragon breath.

why is hardiness so good???
User you who like cheese should love hardiness seeing as it stacks with itself!!! Three hardiness means damage actually heal you character. Or get a fighter thief and get jans armour and abuse hardiness to be invulnerable.
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ElvenKing
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Post by ElvenKing »

Last night while cleaning up my saved games folder I accidentally erased my Archer game that I had originally started this post for! Talk about stupidity...
Anyway, looks like I'm going to have to start over and this time I'll be using a Half-Elf Blade instead. What would your recommendations be for the Bard high level abilities? I'm thinking along these lines - Improved Bard Song, Use Any Item, Set Spike Trap and Greater Evasion. Your thoughts on this?
Also, any tips you may have in terms of useful spells, equipment or strategies for a Blade would be greatly appreciated! I usually play through with the warrior types so I am a magic user neophyte in terms of player characters - I usually don't have the patience...

Thanks for listening,
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Post by Crosswind »

Greater Evasion is pretty useless if you're a blade; you already have defensive spin (-10 AC), a good natural AC(-11 or so), and Improved Bard Song (-10 AC).

I suppose it's ok, if you want to waste 2 rounds getting both that and your offensive spin up, but I went for mostly spike traps.

-Cross
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ElvenKing
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Post by ElvenKing »

I see your point about Greater Evasion being overkill. In that case, how useful is Avoid Death? The extra 20 hit points and immunity to finger of death, etc. sounds like it could come in handy.
On a bard related question, why wasn't the Jester's Chain +4 given the ability to cast spells from? Its description says that it was designed specifically for a bard, but the fact that it blocks spellcasting ability makes it basically pointless. Too bad, because it is a cool item. Wonder if someone made a mistake?

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Post by DaJir »

Why bother with avoid death? You can spell/potion up your saving throws or just have a cleric/plantear cast death ward. Or just have that cloak of mirroring and be invul. And can't bards cast spell immunity?
I'd use the high level abilities for use any item, enhanced bard song and the rest on spike traps. Too bad bards can't backstab and don't get assasination :( . my fav high level ability outa all the classes, with greater whirlwinds and the high level summons in a close second.
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Post by Andarian »

Why should your main be a bard, especially a blade? Just take Haer'dalis with you, and you should be set with all your bard's needs.... and trap needs too if ya get him lots of spike traps, which lets the boss die pretty easily if you use the save-wish trick.
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Post by Sojourner »

Blades are a lot of fun to play, I've played one myself. High-level abilities I recommend getting:
  • Use Any Item (of course)
  • Improved Bard Song
  • Spike Traps
  • Several Time Traps (if playing solo)
Avoid Death is nice, but bards can cast Spell Immunity:Necromancy, which lasts much longer, so don't bother with it.

For strategies on playing a bard, read Two's thread about his solo skald, No deaths, no reloads.
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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Post by ElvenKing »

Sojourner - As always, you are a font of information. Thanks for the link to the 'No Death, No Reloads' thread. Very interesting stuff, and some good tips to boot!
You mentioned that you have used the Blade before. Any particular spells and/or spell strategies that I should not miss? Ideally, I would like to use this guy as more of an offensive force, and leave all the magery to Imoen and Jan (at least until ToB when Sarevok takes Jan's spot).
Since I won't be able to use helmets for a long, long time will Ioun Stones protect against critical hits? Since he doesn't have as many hit points to fight with compared to my accidentally destroyed Archer, any armour or equipment you would recommend as a must have?
Also, I discovered that Bards can have a familiar. Is this a flaw (I thought they were a mage-only benefit) or can I carry around a little friend with no worries or guilt about exploiting a loophole? If so, those 12 extra hit points (24 for ToB) will be greatly welcomed!
Lastly, is Set Time Trap very useful for a non-solo game? I intend to play through with a full party and have never, ever used time stop in any previous games as a viable strategy. Once again, I think this falls under the explanation that I've never had the patience to properly understand and use the magic-user part of the game. Usually I just go melee and range weapon crazy. Any tips on how to get more out of the magic experience would be welcomed...

Cheers,
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Post by Ode to a Grasshopper »

Ioun Stones protect against critical hits just as well as helms. If you can cast mage spells you can have a familiar without fear of exploiting the system (not that that's ever bothered me anyway). IMHO bards perform best as backup mages, to identify items and when singing the Improved Bard Song.
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Post by Sojourner »

Like Ode to a Grasshopper said, Ioun Stones protect against critical hits, and there are some good ones to be found. Bards having a familiar is not a flaw - since they cast mage spells, too.

I recommend having your blade dual-wield (and download the Blade Offensive Spin Ability Fix).

Equipment:

Melodic Chain - best armor for a bard throughout SoA, and best of all, you get it doing your stronghold quest. In ToB, you can replace it with Aslyferund Elven Chain +5.

Pale Green Ioun Stone - boost hit points. Replace it with upgraded Thieves' Hood, Lavender Ioun Stone, or Wong Fei's Ioun Stone in ToB.

Gauntlets of Weapon Skill or Expertise, until you get the Wondrous Gloves.

You'll also eventually want to get the Amulet of the Master Harper, Montolio's Cloak, and the Boots of Speed.

Weapons:

There are sooo many to choose from. Leave the two-handers to the warriors in your party.

There a lot of good Short Swords in SoA, including Arbane's Sword, which does a lot more than shield you from Hold Person, and there's Kundane, which gives you an extra attack.

Long swords and axes would also be good, and in ToB, you may want to put a * in bastard swords to wield Foebane.

Ranged weapons: bows or daggers (There's a really good throwing dagger in the Underdark), or, if you're playing the evil route, go for crossbows, and get the Big Metal Unit made. :D

High-level abilites: UAI, Improved Bard Song, and loads of Spike Traps. Since you're playing with a party and don't normally use Time Stop anyway, you may not want to bother with Time Traps.
There's nothing a little poison couldn't cure...

What happened here was the gradual habituation of the people, ... to receiving decisions deliberated in secret; to believing that the situation was so complicated that the government had to act on information which the people could not understand, or so dangerous that, even if he people could understand it, it could not be released because of national security.
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Post by UserUnfriendly »

sorry bruce, hardiness does not a stack after installing balderdash patch. but hardiness will add itself with armor of faith, so i use both. good prebuff...

yeah, hardiness is worth it, good for minsc and jahira, so they stack with armor of faith.
They call me Darth...

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Muwahahahahhahahha!!!
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