1.) Give me some info about Ranger dual to cleric. Do I need to get to a certain level before the druid spells will become accessable, or can I dual right when the game starts?
2.) My long-time question: Can long swords be used to backstab? If I use two sword method, do both count in the backstab?
3.) Is the bard more useful in the offensive singing kit or the party-helping singing kit worth it more? (I really don't know how to word this question).
4.) In my previous game I chose some bad proficiencies and ended up with a party that had a very bad time with killing those dastardly "you can't hurt me; your sword is only +3 hahahahaha" monsters. Other than the bigass Paladin sword, Crom hammer, Flail of Ages, Staff of Magi... what is useful for those monsters?
5.) What is the best mage, a normal one or specialty?
Thanks for all help.
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1.)info about Ranger dual to cleric: I never played one, can't help.
2.)Can long swords be used to backstab? Yes.
If I use two sword method, do both count in the backstab? No. I think you have a certain amount of time and the first attack that connects will be the backstab.
3.) Is the bard more useful in the offensive singing kit or the party-helping singing kit worth it more?: I wish you could have worded this better too ( ). I think the party helping bard is better.
4.)Other than the bigass Paladin sword, Crom hammer, Flail of Ages, Staff of Magi... what is useful for those monsters?: Melf's Minute Meteors, Fire Tooth Crossbow, Improved mace of Disruption for Liches, +5 sling from Joluv.
5.) What is the best mage, a normal one or specialty?: Specialty is better if you know what spells you can do without (ie someone else in the party can cast it better, or you would never use those spells anyway). However, if you REALLY know what spells you want, then sorceror is better.
Thanks for all help: No problem.
2.)Can long swords be used to backstab? Yes.
If I use two sword method, do both count in the backstab? No. I think you have a certain amount of time and the first attack that connects will be the backstab.
3.) Is the bard more useful in the offensive singing kit or the party-helping singing kit worth it more?: I wish you could have worded this better too ( ). I think the party helping bard is better.
4.)Other than the bigass Paladin sword, Crom hammer, Flail of Ages, Staff of Magi... what is useful for those monsters?: Melf's Minute Meteors, Fire Tooth Crossbow, Improved mace of Disruption for Liches, +5 sling from Joluv.
5.) What is the best mage, a normal one or specialty?: Specialty is better if you know what spells you can do without (ie someone else in the party can cast it better, or you would never use those spells anyway). However, if you REALLY know what spells you want, then sorceror is better.
Thanks for all help: No problem.
May you walk on warrrrm sannd....
1 - Dual at level 9 or 13 for maximum benefit. Go for 13 if you have Throne of Bhaal or have a lot of patience and like melee more than spellcasting.
2 - Wasn't there a very short period in which your stealth was still active after you backstab? I vaguely remember you could backstab with your off-hand if you were really quick (try Belm or Kundane).
3 - You're probably referring to the Jester (which confuses and stuns opponents) and the Skald (which gives better bonuses to party members than regular Bards). Skalds get some minor but nice combat bonuses as well. Jester song tends to be not all that useful later in the game (enemies save too often). All Bards get access to an enormously improved bardsong at high levels if you have Throne of Bhaal, which basically makes the Skald ability obsolete. Have you considered Blade? They fight much better.
4 - Staff of Rhynn +4, Improved Mace of Disruption +2 strikes as though it was +5. If you have Throne of Bhaal you can buy a +4 shortsword at Watcher's Keep. Note that there are only two creatures in the whole of SoA that require +4 or better, and you don't need to be even proficient in the right weapon to kill them. Just go for what you like and don't worry about those two creatures; they're not worth messing up your proficiencies.
5 - Specialist Mages get bonus spells, but cannot cast spells from a certain School. Conjurers will not be able to cast Identify and True Sight, but if you have some Glasses of Identification and an Inquisitor or Cleric, you don't even need those anyway.
2 - Wasn't there a very short period in which your stealth was still active after you backstab? I vaguely remember you could backstab with your off-hand if you were really quick (try Belm or Kundane).
3 - You're probably referring to the Jester (which confuses and stuns opponents) and the Skald (which gives better bonuses to party members than regular Bards). Skalds get some minor but nice combat bonuses as well. Jester song tends to be not all that useful later in the game (enemies save too often). All Bards get access to an enormously improved bardsong at high levels if you have Throne of Bhaal, which basically makes the Skald ability obsolete. Have you considered Blade? They fight much better.
4 - Staff of Rhynn +4, Improved Mace of Disruption +2 strikes as though it was +5. If you have Throne of Bhaal you can buy a +4 shortsword at Watcher's Keep. Note that there are only two creatures in the whole of SoA that require +4 or better, and you don't need to be even proficient in the right weapon to kill them. Just go for what you like and don't worry about those two creatures; they're not worth messing up your proficiencies.
5 - Specialist Mages get bonus spells, but cannot cast spells from a certain School. Conjurers will not be able to cast Identify and True Sight, but if you have some Glasses of Identification and an Inquisitor or Cleric, you don't even need those anyway.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
Some answers will be repeats probably...
1) dualling a ranger. I like dualling at lvl 9, don't ask why. When the cleric gets to lvl 10, he will regain all his old abilities, including druid spells (but not old item usage)
2)I'm not sure, but I think long swords CAN be used for backstabbing, but it would be easier just to test on some peasants and find out. heh heh.
3)Blades are quite good, because with the right equipment, I believe they are the only kit that can get their AC to the minimum, -30. On the other hand, the skald does give some nice stats with his song.
4)Melf's minute meteors, and, if you are high enough, energy blades. Also, the weapons that do extra bits of cold or fire etc. work (not the base dmg, the extra). I can't really think of any wepons other than the ones you mentioned. Also, a little extra help. When fighting iron/adamantite golems which need +3 + weps, run thru a doorway. The golems are to big and can't fit, then just use meteors.
5)I find that specialists are probably the best, as they get extra spells, but it is a little frustrating when my conjurer can't identify stuff. The normal mages get all the spells, but one to be memorized. I find this is easy to compensate with the 'extra spells' items like ring of W, ring of Acuity and bronze Ioun stone/circlet of netheril.
1) dualling a ranger. I like dualling at lvl 9, don't ask why. When the cleric gets to lvl 10, he will regain all his old abilities, including druid spells (but not old item usage)
2)I'm not sure, but I think long swords CAN be used for backstabbing, but it would be easier just to test on some peasants and find out. heh heh.
3)Blades are quite good, because with the right equipment, I believe they are the only kit that can get their AC to the minimum, -30. On the other hand, the skald does give some nice stats with his song.
4)Melf's minute meteors, and, if you are high enough, energy blades. Also, the weapons that do extra bits of cold or fire etc. work (not the base dmg, the extra). I can't really think of any wepons other than the ones you mentioned. Also, a little extra help. When fighting iron/adamantite golems which need +3 + weps, run thru a doorway. The golems are to big and can't fit, then just use meteors.
5)I find that specialists are probably the best, as they get extra spells, but it is a little frustrating when my conjurer can't identify stuff. The normal mages get all the spells, but one to be memorized. I find this is easy to compensate with the 'extra spells' items like ring of W, ring of Acuity and bronze Ioun stone/circlet of netheril.
'My pantaloons are full of weasels. Inform the Queen, so that she might shoo them away. Here we go 'round the mulberry bush. Go monkey GO!'-Wanev
Have you ever heard any more inspiring or logical words? I sure haven't.
Have you ever heard any more inspiring or logical words? I sure haven't.
1) Dual at level 9. You will get the druid spells at level 10. Fun class to play. I'm running one right now.
2)Longswords can backstab. Only one weapon (the main one) can backstab, as invisibility/stealth is canceled once an attack is made.
3)No clue.
4)Flail of Ages, Crom Faeyr, Celestial Fury, Daystar, Mace of Distruption +2
5)Sorceror.
2)Longswords can backstab. Only one weapon (the main one) can backstab, as invisibility/stealth is canceled once an attack is made.
3)No clue.
4)Flail of Ages, Crom Faeyr, Celestial Fury, Daystar, Mace of Distruption +2
5)Sorceror.
If nothing we do matters, then all that matters is what we do.
If you have Throne of Bhaal, the Ranger/Cleric multi kicks more ass than the dual. Get Greater Whirlwind attacks and all that.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.