Interesting Dual Class combinations
Interesting Dual Class combinations
I've been playing this game for a long time, and the characters I have had the most fun with have not been the ones that are insanely powerful/over rated. I've had the most fun with odd dual class combinations, to name a few:
Wizard Slayer/Druid
WildMage/Cleric
Wizard Slayer/Conjurer - Went through the first bg with this one
Does anyone else have any odd class combinations that they've played with?
PS
Please, for the love of god, please don't post something about how cool the Kensai/Mage is. Yes, it's extremely powerful. Yes, they're fun to play, and yes, I know you want to be the billionth person to post something about how cool they are, but please, just once, don't.
Wizard Slayer/Druid
WildMage/Cleric
Wizard Slayer/Conjurer - Went through the first bg with this one
Does anyone else have any odd class combinations that they've played with?
PS
Please, for the love of god, please don't post something about how cool the Kensai/Mage is. Yes, it's extremely powerful. Yes, they're fun to play, and yes, I know you want to be the billionth person to post something about how cool they are, but please, just once, don't.
No probalo.
So what was especially fun with the wizardslayer duals? Did you change the dual class rules in order to be able to dual the wildmage or did you use SK? Wildmage duals has their merit but since the game counts your wildmage level when determining wild surges you will likely not be very effective. I can see how it can be fun though hehe.
I once played as a mage/fighter dualed at level 2. Wasn't so bad, didn't lose many hp's and I could use scrolls, wands and wizard only items like amulet of power and staff of magi.
Other than that I feel the cleric/thief multi is a lot of fun. I liked the timetrap harm combination
I once played as a mage/fighter dualed at level 2. Wasn't so bad, didn't lose many hp's and I could use scrolls, wands and wizard only items like amulet of power and staff of magi.
Other than that I feel the cleric/thief multi is a lot of fun. I liked the timetrap harm combination
You can't handle the truth!
- JackOfClubs
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I haven't tried it yet but I am thinking about soloing a Kensai/Cleric. This is about as restricted a class as I can imagine: no sharp weapons, no ranged weapons, no armor, no bracers, no helmet. I'm thinking of giving him 5 stars in clubs and calling him Jack.
Resistance to Tyrants is Service to God.
Ha ha
Arming Jack with clubs is funny (and probably viable, actually) - but I'd think either staves or flails would be more seriously the way to go for a cleric kensai, especially a solo one.
Of course if he (or she) were a dwarf, they could still have a ranged weapon
I've really only done obvious munchkin classes like kensai/mage, kensai/thief, fighter/cleric, ranger/cleric, etc.
Arming Jack with clubs is funny (and probably viable, actually) - but I'd think either staves or flails would be more seriously the way to go for a cleric kensai, especially a solo one.
Of course if he (or she) were a dwarf, they could still have a ranged weapon
I've really only done obvious munchkin classes like kensai/mage, kensai/thief, fighter/cleric, ranger/cleric, etc.
I have given up all lesser evils as inadequate to my purpose.
i've played a dual-class cleric 10/ranger once, in order to get Iron Skins and full warrior thac0/saves. didn't like it, though. maybe if i took her to ToB, the warrior HLA's would make it better
another idea i seem never to develop to the end is the assassin17/fighter, for the x6 backstabs, but i always seem to switch him to kensai/thief at the end...
another idea i seem never to develop to the end is the assassin17/fighter, for the x6 backstabs, but i always seem to switch him to kensai/thief at the end...
Kensai/Cleric is one of the only games I got far into and was never able to finish. Not saying anything bad, I mean, probably one of the most powerful offensive classes I've ever played with. Combine all the buffer spells with an already amazing fighter, you can basicly kill anyone that comes your way, that is, once you get the proper weapons. (Flail of the Ages for mages, and Crom for anything else)
WAMMO! No one can beat you. You kill everyone in your path, no one is safe, no fights are very troublesome.
And then, in the elven city, you encounter a glitch where the computer freezes when you go inside the doors of the temple.
Changing the subject off of past experiences, Cleric/Thieves are cool. In fact, I'm playing a Priest of Helm/Thief right now (Seeking Sword, backstabbing, all the other summoned weapons, backstabbing, able to use shields, able to wear helmets, once you get to ToB can finally start using swords again... Sigh)
WAMMO! No one can beat you. You kill everyone in your path, no one is safe, no fights are very troublesome.
And then, in the elven city, you encounter a glitch where the computer freezes when you go inside the doors of the temple.
Changing the subject off of past experiences, Cleric/Thieves are cool. In fact, I'm playing a Priest of Helm/Thief right now (Seeking Sword, backstabbing, all the other summoned weapons, backstabbing, able to use shields, able to wear helmets, once you get to ToB can finally start using swords again... Sigh)
No probalo.
- JackOfClubs
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Re: Ha ha
And yes, staves would be a decent choice as well, and consistent with my Tarot-based title "Knight of Staves".
I thought of that, actually, but then a dwarf multi-class couldn't legally be a Kensai. Not that I have any problem with using Shadow Keeper to make little changes like that, but I wasn't sure how the originator of this thread would have taken the suggestion.Originally posted by nephtu
Arming Jack with clubs is funny (and probably viable, actually) - but I'd think either staves or flails would be more seriously the way to go for a cleric kensai, especially a solo one.
Of course if he (or she) were a dwarf, they could still have a ranged weapon
And yes, staves would be a decent choice as well, and consistent with my Tarot-based title "Knight of Staves".
Resistance to Tyrants is Service to God.
Originally posted by CrownHead
Changing the subject off of past experiences, Cleric/Thieves are cool. In fact, I'm playing a Priest of Helm/Thief right now (Seeking Sword, backstabbing, all the other summoned weapons, backstabbing, able to use shields, able to wear helmets, once you get to ToB can finally start using swords again... Sigh)
Cool, how do you use the cleric part of this character? I played a priest of helm dualed to mage once and it was okay.
You can't handle the truth!
Well, I use a lot of parts of it.
1. Buffing spells. Helps tip the odds in your favor when your forced to fight one on one. Plus, most of the best buffing spells for a priest (Draw Upon Holy Might, Champions Strength, etc) are fairly low level spells, so it's not to much of a sacrifice to your experience to be at a high enough level to have these spells before you dual class.
2. Other spells. There's actually a few good priest spells for a thief, Wondrous Recall, the buffing spells, summoning spells, and my personal favorite, Sanctuary. Since it's an invisibility spell, it can be used to backstab, and it's also a level one spell so you'll have lots and lots of them.
3. Summoned weapons. Because of the fact that a thief has only two weapons that can backstab that a cleric can use, a club and a quarterstaff (I am right, right?), you don't get much variety in your weapons for backstabbing. All the summoned weapons (except for the Spiritual Hammer, which still comes in handy even though it can't backstab) can backstab, including the Priest of Helms innate ability, Seeking Sword. And since the Seeking Sword is a +4 weapon, you can pretty much guarantee a nice backstab.
Other than that, I enjoy being able to use shields and helms as a thief, and you can make up for not having a whole lot of life to be soloing with your own healing spells. Oh yeah, and True Seeing helps out a whole lot as an innate ability so you can have even less trouble with mages and the like.
1. Buffing spells. Helps tip the odds in your favor when your forced to fight one on one. Plus, most of the best buffing spells for a priest (Draw Upon Holy Might, Champions Strength, etc) are fairly low level spells, so it's not to much of a sacrifice to your experience to be at a high enough level to have these spells before you dual class.
2. Other spells. There's actually a few good priest spells for a thief, Wondrous Recall, the buffing spells, summoning spells, and my personal favorite, Sanctuary. Since it's an invisibility spell, it can be used to backstab, and it's also a level one spell so you'll have lots and lots of them.
3. Summoned weapons. Because of the fact that a thief has only two weapons that can backstab that a cleric can use, a club and a quarterstaff (I am right, right?), you don't get much variety in your weapons for backstabbing. All the summoned weapons (except for the Spiritual Hammer, which still comes in handy even though it can't backstab) can backstab, including the Priest of Helms innate ability, Seeking Sword. And since the Seeking Sword is a +4 weapon, you can pretty much guarantee a nice backstab.
Other than that, I enjoy being able to use shields and helms as a thief, and you can make up for not having a whole lot of life to be soloing with your own healing spells. Oh yeah, and True Seeing helps out a whole lot as an innate ability so you can have even less trouble with mages and the like.
No probalo.
Do you have harm? Great when you get time traps
Sounds like a fun character. I really enjoyd my cleric/thief multi. I was a gnome and had Jan in my party aswell. Might actually try a gnome duo with me and jan... or maybe a trio... cleric/thief, jan and aerie... how is that for melee heavy hehe.
Sounds like a fun character. I really enjoyd my cleric/thief multi. I was a gnome and had Jan in my party aswell. Might actually try a gnome duo with me and jan... or maybe a trio... cleric/thief, jan and aerie... how is that for melee heavy hehe.
You can't handle the truth!
The spell Harm reduces the HP of the target to 1 if you can hit your enemy in melee combat within 2 (?) rounds after casting the spell.
Because clerics don't have the best THAC0 the spell doesn't work that often, however while in timestop (or the effect of time traps) you will always hit.
That's because time stop is essentially "stun-everything-except-the-caster", and stunned creatures can be hit regardless of your THAC0 or the opponents AC.
Because clerics don't have the best THAC0 the spell doesn't work that often, however while in timestop (or the effect of time traps) you will always hit.
That's because time stop is essentially "stun-everything-except-the-caster", and stunned creatures can be hit regardless of your THAC0 or the opponents AC.
There are three kinds of people that no one understands: geniuses, madmen and guys that mumble.
- Snake_Eater
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There's an interesting text document on http://www.sorcerers.net about how the Beserker/Clerics are the best dual-class, and how sorcerers are the best single class.
[url=http://www.cutandpastescripts.com/cgi-bin/randomlinks/randomlinks.cgi?username=Snake_Eater"I will destroy the Patriots, and liberate us all; and we shall all be Sons of Liberty!"
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John 3:16[/url]
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So let me get this straight. One of your time traps go off, you cast harm and it will automatically work, theb they're basically dead. One question though, is this spell targeted at one enemy and it will be used up on that one guy, or can you hit one guy and try to hit another before you run out of time?
No probalo.
It creates a weapon in your hand, much like Seeking Sword, that disappears after your first hit. The "weapon" has an enchantment of +6, but I think the effect itself is magical and can be stopped by magic resistance.
There are three kinds of people that no one understands: geniuses, madmen and guys that mumble.
Well...
As a rule, anyone who says Insert class here is the best class needs to be taken with several grains of salt. Classes interact and choices are also playstyle dependent. Solo play is also different from smaller groups and large/full groups
My 2 gp worth - good gaming!
Originally posted by Snake_Eater
There's an interesting text document on http://www.sorcerers.net about how the Beserker/Clerics are the best dual-class, and how sorcerers are the best single class.
As a rule, anyone who says Insert class here is the best class needs to be taken with several grains of salt. Classes interact and choices are also playstyle dependent. Solo play is also different from smaller groups and large/full groups
My 2 gp worth - good gaming!
I have given up all lesser evils as inadequate to my purpose.
Yes magic resistance can stop harm. If you have a general idea however of who has high MR then it is effective. MR can also be lowered before, dont lower duirng timestop as the effect might not kick in until the timestop ends.
If you equip something like belm in the off hand you should be able to both cast harm, hit the target and finish it off during the timetrap.
If you equip something like belm in the off hand you should be able to both cast harm, hit the target and finish it off during the timetrap.
You can't handle the truth!