party formation help-PLEASE CRITICISE before i go
party formation help-PLEASE CRITICISE before i go
so after reading everything many times in the site, i decided to have a 4 men party:
1.Sorcerer
2. Wizard Slayer/CLeric (dual class immediately)
3. Swashbuckler (eventually dual class later)
4. Wizard Slayer/Druid (dual class immediately)
now the main reason is because i like strategy, thieving and spellcasting.
Wizard Slayer will give good attack to my divine spellcasters, weapon proficiencies and lower enemies' magic resistance every hit, such as Golems, Dragons, every rotten difficult bastard.
let me tell you i prefer to see those light flashing in the air (spells)and having a lot of pets than go there and slay with hammeraxes...soooo... please criticise!!!
my questions are:
do i still need a tank? (remind I may count on many interactions between spellcasters)
should i dual class everyone?
or no one?
what are the weaknesses?
i think that i have with this group good strategies for every situation... using also equipment, so on...
1.Sorcerer
2. Wizard Slayer/CLeric (dual class immediately)
3. Swashbuckler (eventually dual class later)
4. Wizard Slayer/Druid (dual class immediately)
now the main reason is because i like strategy, thieving and spellcasting.
Wizard Slayer will give good attack to my divine spellcasters, weapon proficiencies and lower enemies' magic resistance every hit, such as Golems, Dragons, every rotten difficult bastard.
let me tell you i prefer to see those light flashing in the air (spells)and having a lot of pets than go there and slay with hammeraxes...soooo... please criticise!!!
my questions are:
do i still need a tank? (remind I may count on many interactions between spellcasters)
should i dual class everyone?
or no one?
what are the weaknesses?
i think that i have with this group good strategies for every situation... using also equipment, so on...
Wizard Slayer will give good attack to my divine spellcasters, weapon proficiencies and lower enemies' magic resistance every hit, such as Golems, Dragons, every rotten difficult bastard.
wizard slayers lower spell casting chance, it does not lower magic resistance.
it doesnt make much sense to me to have 2 wizard slayers travel with a sorcerer.
i suggest to change the wizard slayer/cleric to a berserker/cleric and change the wizard slayer/druid to some form of a tank.
a Swashbuckler dualed to a fighter is a nice edition
"War does not determine who is right, it determines who is left"
- Cuchulain82
- Posts: 1229
- Joined: Thu Feb 24, 2005 3:44 pm
- Location: Law School library, Vermont, USA
- Contact:
I think you are really hurting for a mage, if only so you will have something to do with all the scroll you get along the way. Also, I personally think that having a high level theif is a good idea, so either keep the swashbuckler single (make him nonhuman) or go with a fighter dualed to theif. As I have said many times before, the fighter dualed to theif is ridiculously, insanely, incredibly powerful, especially at high levels.
Custodia legis
so far...
thanx about the swashbuckler/fighter things, i will do so.
but then maybe i won't need a tank, or will I?
and, about turning my fighter/druid into some sort of thank, i'd rather prefer to have summoning elementals at low level, thus keeping a plain druid or a druid kit. what i would prefer for my druid is that he uses two scimitars(so it is better for him to be a fighter is it?) and whati if the druid begins like druid, then dual to fighter, and then to druid later?
so here it is so far:
1. sorceror (I do prefer spontaneous casting, don't care about XP from scrolls, i will have enough XP the same) which alignment=familiar?
2. swashbuckler/fighter (at what level?)
3. druid (or avenger?)
4. berserker/cleric
this would be enough FUN for the whole game, enough firepower in the beginning and enough in the end, and a lot of strategies applicable... OR?
ANY criticism welcome but remind i do like thieving and spellcasting and i love to see spell light floating in the air ... so i will probably not exclude my nature's friend (druid) or try to donvince me elsewhere. Cleric rocks vs. certain monsters, although i don't like clerics that much...
thanx about the swashbuckler/fighter things, i will do so.
but then maybe i won't need a tank, or will I?
and, about turning my fighter/druid into some sort of thank, i'd rather prefer to have summoning elementals at low level, thus keeping a plain druid or a druid kit. what i would prefer for my druid is that he uses two scimitars(so it is better for him to be a fighter is it?) and whati if the druid begins like druid, then dual to fighter, and then to druid later?
so here it is so far:
1. sorceror (I do prefer spontaneous casting, don't care about XP from scrolls, i will have enough XP the same) which alignment=familiar?
2. swashbuckler/fighter (at what level?)
3. druid (or avenger?)
4. berserker/cleric
this would be enough FUN for the whole game, enough firepower in the beginning and enough in the end, and a lot of strategies applicable... OR?
ANY criticism welcome but remind i do like thieving and spellcasting and i love to see spell light floating in the air ... so i will probably not exclude my nature's friend (druid) or try to donvince me elsewhere. Cleric rocks vs. certain monsters, although i don't like clerics that much...
- fable
- Posts: 30676
- Joined: Wed Mar 14, 2001 12:00 pm
- Location: The sun, the moon, and the stars.
- Contact:
Have you played the game before? If so, then you should know that any party, if well-led, will succeed. Some are simply more of a strategic challenge than others, and for BG2 veterans, the more challenge, the better.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
yea you are right, sense you have a thief/fighter and a fighter/cleric you are pretty much set for the tanks and such. a druid would be very nice.
for the berserker/cleric you should dual him at level 9
for the swashbuckler/fighter you should dual him at level 10
for the berserker/cleric you should dual him at level 9
for the swashbuckler/fighter you should dual him at level 10
"War does not determine who is right, it determines who is left"
[QUOTE=beralios]so here it is so far:
1. sorceror (I do prefer spontaneous casting, don't care about XP from scrolls, i will have enough XP the same) which alignment=familiar?
[/QUOTE]
Check this site for all your answers:
http://www.sorcerers.net/Games/BG2/familiars.php
(I hope it's not forbidden here to link to 'competitive sites, feel free to remove the link/post if it is)
1. sorceror (I do prefer spontaneous casting, don't care about XP from scrolls, i will have enough XP the same) which alignment=familiar?
[/QUOTE]
Check this site for all your answers:
http://www.sorcerers.net/Games/BG2/familiars.php
(I hope it's not forbidden here to link to 'competitive sites, feel free to remove the link/post if it is)
well you could just post the details instead of a link, just in case
IMO Lawful Neutral with the ferret is the best choice
IMO Lawful Neutral with the ferret is the best choice
Lawful Good - Pseudo Dragon, -2 AC, 24 HP, 50% magic resistance, renders victims unconscious, casts Blur
Neutral Good - Pseudo Dragon, -2 AC, 24 HP (same as above)
Chaotic Good - Fairy Dragon, 4 AC, 24 HP, 32% magic resistance, casts Invisibility 10' Radius & Mirror Image 1/day
Lawful Neutral - Ferret, 0 AC, 24 HP, 50% magic resistance, 75% Pickpocket, 40% Stealth, 20% Detect Traps
True Neutral - Rabbit, -4 AC, 16 HP, 50% Detect Traps, 30% Stealth,
75% resistance to fire, cold, electricity
Chaotic Neutral - Cat, 0 AC, 24 HP, Pickpocket, 99% Stealth, 50% magic resistance
Lawful Evil - Imp, 2 AC, 18 HP, Polymorphs, 25% magic resistance
Neutral Evil - Dust Mephit, 6 AC, 24 HP, Casts Glitterdust 2/day, 10% magic resistance
Chaotic Evil - Quasit, 2 AC, 24 HP, Casts Horror, 25% magic resistance
"War does not determine who is right, it determines who is left"
why at level 9?
[QUOTE=Raumoheru]yea you are right, sense you have a thief/fighter and a fighter/cleric you are pretty much set for the tanks and such. a druid would be very nice.
for the berserker/cleric you should dual him at level 9
for the swashbuckler/fighter you should dual him at level 10[/QUOTE]
thanx for your efforts, you're all really nice.
can you nonetheless explain to me why dual classing berserker/cleric at 9?
does the berserker get something at level 9? will i have then enough xp to access all the clerics spells?
Thanx again.
[QUOTE=Raumoheru]yea you are right, sense you have a thief/fighter and a fighter/cleric you are pretty much set for the tanks and such. a druid would be very nice.
for the berserker/cleric you should dual him at level 9
for the swashbuckler/fighter you should dual him at level 10[/QUOTE]
thanx for your efforts, you're all really nice.
can you nonetheless explain to me why dual classing berserker/cleric at 9?
does the berserker get something at level 9? will i have then enough xp to access all the clerics spells?
Thanx again.
well going from level 8 to level 9 my char with 18 con gained 14 hit points. but going from level 9 to level 10 he only gained 3 hit points. at level 9 the berserker also gains another -2 to all saving throws (the lower the better if you didnt know that, its like golf ). so the berserker will have 3 enrage uses per day and can have 1 melee weapon (i recomend the warhammer) maxed out at 5 along with 2 more weapon proficiencies to boot ( i recomend sword and shield style). plus he will be able to use his fighter abilities again in not too long of a time, where as you dual at higher levels you may never get it back.
Remember: clerics can only use blunt weapons and you are wasting a proficiency if you spend one on a sword as a berserker.
Remember: clerics can only use blunt weapons and you are wasting a proficiency if you spend one on a sword as a berserker.
"War does not determine who is right, it determines who is left"
- Deadalready
- Posts: 903
- Joined: Fri Nov 19, 2004 4:37 am
- Contact:
1. sorceror (I do prefer spontaneous casting, don't care about XP from scrolls, i will have enough XP the same) which alignment=familiar?
2. swashbuckler/fighter (at what level?)
3. druid (or avenger?)
4. berserker/cleric
That doesn't look like too bad a group I suppose, a little unusual I must say but still could prove interesting though I'd say push the limits of your current battle knowledge and go even more tactical.
From the sounds of things you don't have TOB and so we'll ignore high-level abilities and such but here's a few suggestions.
~
Swashbuckler/fighter: Swashbucklers haven't got anything interesting the least about them. Changing Swashbuckler to a fighter negates any point of using the swashbuckler. Armour class, bonus combat scores and style abilities are already available to a fighter plus wearing full plate disables the thieving skills.
My suggestion is rather extreme but I think it’s got some very cool potential.
Halfling Thief/Mage
Strength 17, Constitution 16, Dexterity 19, Intelligence 18, Charisma 3, Wisdom whatever left (so you have good lore).
Proficiencies:
Bow - Tunigan +1 - This bow coupled with arrows of biting will nuke out most enemies so fast you won’t believe it. The bow is more for times when you can’t cast invisibility spells or don’t want to advance, the Tanshiron +3 could be better but fires three times slower some enemies won’t be hit by +1 but those times you should use backstab.
Single Weapon Style - When backstabbing critical hits are your friend. The alternative is to use the (only) Buckler +1 and remove it every time you want to use a two handed weapon and waste a point into sword and shield style. Use single weapon style only if you decide to go the Dagger or long sword route though.
Two-handed weapon style, this will decrease time between attacks for your staff or bow; A must have.
Now select one or two of the following, remember that you only have two quick weapon slots.
Dagger - Pixie Prick +3, Poison Throwing Daggers - This will give you a chance put your unsuspecting enemies to sleep with your first attack, removing them from the battle instantly. Poison daggers are also cheap fun ways to mess with mages and clerics too.
Staff - Staff of striking or Staff of Rhynn +4 - Recharge the Staff of striking at a shop keeper and get 25 charges using it only for backstabbing (yes should be able to backstab with it), after a backstab either return to hiding in shadows and backstab again or switch to the Rhynn and bash. The damage you can do with the Staff of striking is potentially 1d6+9x5 = 75 damage or 150 damage on a critical; remember this is only one attack and your first one too. A recharged stave has only 25 charges though -_-.
Long sword – Daystar +2 – My experiments have found the Daystar the best for back stabbing due to it’s evil and undead hurting modifier; having a Sun Strike on possibly your highest level character isn’t bad either. Strangely it seems on average to do more damage than the Sword of Backstabbing.
Short Sword – Short Sword of Backstabbing +3 or Cutthroat +4, these blades are extremely fast and good for if you wish to melee a bit rather than backstab.
Skills
Backstab is very underrated, soloing the game is possible by using only backstab; Learn the fine art of backstab and you can already solo with just this character if you wanted to. Get 100% Disarm traps and open locks and rest go into hide in shadows. (You could get set snares if you want.)
Equipment
Robe of Good Archmagi
Cloak of Non detection
Ring of Protection +2
Ring of Air Control
Amulet of Power
Staff of Striking
Staff of Rhynn
Wand of Paralysation
Your sorcerer should wear the robe of Venca for the maximum cast reduction but since most of the spells this guy needs are 2 in casting speed and the fact he is in the front lines the amulet of power will be more useful to him. Also your Sorcerer should be using the Staff of the Magi eventually or anything else since having a +4 staff with mage THACO is silly. The rings are totally up to you but I think this configuration isn’t bad but could be much better by far the belt again is up to you.
Spells
Level 1: Armour - Will negate not having armour, in fact will probably have more armour than a normal thief. Also this spell lasts a bloody long time (10 hours) and is extremely cheap.
Level 2: Invisibility - Cheap and fast cast spell that will let you hide in shadows mid battle, a cast speed of 2 means it’s fast but still it’s possible to be interrupted. Stoneskin will help
Level 3: Haste or Invisibility 10 Radius, Haste lets you absolutely annihilate as a backstabber, invisibility 10 is good for hiding as well but scrolls are hard to find. The casting speed for Invisibility 10 radius is about speed 2 as well. Save all those haste potions for your thief and be amazed at the killing power.
Level 4: Stoneskin no need for anything else really.
Final Notes:
This character is highly tactical, use him to scout and then instantly kill a mage with backstab, cast invisibility and then target anything else you want. Consider saving your Staff of Striking for just mages and casters to bring them out of the picture fast. Also since you will become visible after backstab considerusing the wand on any remaining mages instead of hiding ( mages Stoneskin after they see an enemy so backstabbing won’t work).
It might be possible to use a Human Bounty Hunter (L13/14) dual to Mage (L15) but this character can potentially be very useless until he regains his abilities at 1,875,000 experience.
Edited: Backstab Value
2. swashbuckler/fighter (at what level?)
3. druid (or avenger?)
4. berserker/cleric
That doesn't look like too bad a group I suppose, a little unusual I must say but still could prove interesting though I'd say push the limits of your current battle knowledge and go even more tactical.
From the sounds of things you don't have TOB and so we'll ignore high-level abilities and such but here's a few suggestions.
~
Swashbuckler/fighter: Swashbucklers haven't got anything interesting the least about them. Changing Swashbuckler to a fighter negates any point of using the swashbuckler. Armour class, bonus combat scores and style abilities are already available to a fighter plus wearing full plate disables the thieving skills.
My suggestion is rather extreme but I think it’s got some very cool potential.
Halfling Thief/Mage
Strength 17, Constitution 16, Dexterity 19, Intelligence 18, Charisma 3, Wisdom whatever left (so you have good lore).
Proficiencies:
Bow - Tunigan +1 - This bow coupled with arrows of biting will nuke out most enemies so fast you won’t believe it. The bow is more for times when you can’t cast invisibility spells or don’t want to advance, the Tanshiron +3 could be better but fires three times slower some enemies won’t be hit by +1 but those times you should use backstab.
Single Weapon Style - When backstabbing critical hits are your friend. The alternative is to use the (only) Buckler +1 and remove it every time you want to use a two handed weapon and waste a point into sword and shield style. Use single weapon style only if you decide to go the Dagger or long sword route though.
Two-handed weapon style, this will decrease time between attacks for your staff or bow; A must have.
Now select one or two of the following, remember that you only have two quick weapon slots.
Dagger - Pixie Prick +3, Poison Throwing Daggers - This will give you a chance put your unsuspecting enemies to sleep with your first attack, removing them from the battle instantly. Poison daggers are also cheap fun ways to mess with mages and clerics too.
Staff - Staff of striking or Staff of Rhynn +4 - Recharge the Staff of striking at a shop keeper and get 25 charges using it only for backstabbing (yes should be able to backstab with it), after a backstab either return to hiding in shadows and backstab again or switch to the Rhynn and bash. The damage you can do with the Staff of striking is potentially 1d6+9x5 = 75 damage or 150 damage on a critical; remember this is only one attack and your first one too. A recharged stave has only 25 charges though -_-.
Long sword – Daystar +2 – My experiments have found the Daystar the best for back stabbing due to it’s evil and undead hurting modifier; having a Sun Strike on possibly your highest level character isn’t bad either. Strangely it seems on average to do more damage than the Sword of Backstabbing.
Short Sword – Short Sword of Backstabbing +3 or Cutthroat +4, these blades are extremely fast and good for if you wish to melee a bit rather than backstab.
Skills
Backstab is very underrated, soloing the game is possible by using only backstab; Learn the fine art of backstab and you can already solo with just this character if you wanted to. Get 100% Disarm traps and open locks and rest go into hide in shadows. (You could get set snares if you want.)
Equipment
Robe of Good Archmagi
Cloak of Non detection
Ring of Protection +2
Ring of Air Control
Amulet of Power
Staff of Striking
Staff of Rhynn
Wand of Paralysation
Your sorcerer should wear the robe of Venca for the maximum cast reduction but since most of the spells this guy needs are 2 in casting speed and the fact he is in the front lines the amulet of power will be more useful to him. Also your Sorcerer should be using the Staff of the Magi eventually or anything else since having a +4 staff with mage THACO is silly. The rings are totally up to you but I think this configuration isn’t bad but could be much better by far the belt again is up to you.
Spells
Level 1: Armour - Will negate not having armour, in fact will probably have more armour than a normal thief. Also this spell lasts a bloody long time (10 hours) and is extremely cheap.
Level 2: Invisibility - Cheap and fast cast spell that will let you hide in shadows mid battle, a cast speed of 2 means it’s fast but still it’s possible to be interrupted. Stoneskin will help
Level 3: Haste or Invisibility 10 Radius, Haste lets you absolutely annihilate as a backstabber, invisibility 10 is good for hiding as well but scrolls are hard to find. The casting speed for Invisibility 10 radius is about speed 2 as well. Save all those haste potions for your thief and be amazed at the killing power.
Level 4: Stoneskin no need for anything else really.
Final Notes:
This character is highly tactical, use him to scout and then instantly kill a mage with backstab, cast invisibility and then target anything else you want. Consider saving your Staff of Striking for just mages and casters to bring them out of the picture fast. Also since you will become visible after backstab considerusing the wand on any remaining mages instead of hiding ( mages Stoneskin after they see an enemy so backstabbing won’t work).
It might be possible to use a Human Bounty Hunter (L13/14) dual to Mage (L15) but this character can potentially be very useless until he regains his abilities at 1,875,000 experience.
Edited: Backstab Value
Warning: logic and sense is replaced by typos and errors after 11pm
Spoiler
, it has yet to return
Swashbuckler/fighter: Swashbucklers haven't got anything interesting the least about them. Changing Swashbuckler to a fighter negates any point of using the swashbuckler. Armour class, bonus combat scores and style abilities are already available to a fighter plus wearing full plate disables the thieving skills.
Swashbuckler gets +1 to hit/damage/AC every 5 levels
at level 10 it will have +2 to hit/damage/AC and be able to open ANY lock and disable ANY trap in the game. and wearing LIGHT armor with high dexterity it will have as high of ac as a full plate suit, the fighter will greatly improve its THACO also.
besides there are already a couple mage thieves in the game why add more?
"War does not determine who is right, it determines who is left"
so...
this was written by DeadAlready:
"
Swashbuckler/fighter: Swashbucklers haven't got anything interesting the least about them. Changing Swashbuckler to a fighter negates any point of using the swashbuckler. Armour class, bonus combat scores and style abilities are already available to a fighter plus wearing full plate disables the thieving skills.
My suggestion is rather extreme but I think it’s got some very cool potential.
"
I would say:
-consider i would prefer having a high-skilled thief (bounty hunters get only few percentage thieving skills)
- i am one of those who underrate backstab... but you made me think of it, maybe i will chose the simple thief instead of the swashbuckler, but i still would want to use two katanas++.... and two weapon fighting style +++ and the bow.
- i already have three spellcasters in my party... why do i need another?
- i would like to have a thief, who is half a fighter...
- i won't need any full plate, i want only to better my weapon proficiencies.
i may use the bow the same.
your extreme suggestion is really interesting, but simply don't want any few-inches-thief/spellwaster...
in brief: i want a thief who can: do everything from thieving abilities (mainly in the furst part of the game) to handle himself in battle. backstab will have no multiplier, i can stand that as long as my thief can whirl two katanas in any enemy's ass...
plus he can remove traps, open locks, rob people, set snares...
thi will give lots of strategies... and fighting support when needed.
is it so?
this was written by DeadAlready:
"
Swashbuckler/fighter: Swashbucklers haven't got anything interesting the least about them. Changing Swashbuckler to a fighter negates any point of using the swashbuckler. Armour class, bonus combat scores and style abilities are already available to a fighter plus wearing full plate disables the thieving skills.
My suggestion is rather extreme but I think it’s got some very cool potential.
"
I would say:
-consider i would prefer having a high-skilled thief (bounty hunters get only few percentage thieving skills)
- i am one of those who underrate backstab... but you made me think of it, maybe i will chose the simple thief instead of the swashbuckler, but i still would want to use two katanas++.... and two weapon fighting style +++ and the bow.
- i already have three spellcasters in my party... why do i need another?
- i would like to have a thief, who is half a fighter...
- i won't need any full plate, i want only to better my weapon proficiencies.
i may use the bow the same.
your extreme suggestion is really interesting, but simply don't want any few-inches-thief/spellwaster...
in brief: i want a thief who can: do everything from thieving abilities (mainly in the furst part of the game) to handle himself in battle. backstab will have no multiplier, i can stand that as long as my thief can whirl two katanas in any enemy's ass...
plus he can remove traps, open locks, rob people, set snares...
thi will give lots of strategies... and fighting support when needed.
is it so?
I would say:
-consider i would prefer having a high-skilled thief (bounty hunters get only few percentage thieving skills)
- i am one of those who underrate backstab... but you made me think of it, maybe i will chose the simple thief instead of the swashbuckler, but i still would want to use two katanas++.... and two weapon fighting style +++ and the bow.
- i already have three spellcasters in my party... why do i need another?
- i would like to have a thief, who is half a fighter...
- i won't need any full plate, i want only to better my weapon proficiencies.
i may use the bow the same.
your extreme suggestion is really interesting, but simply don't want any few-inches-thief/spellwaster...
in brief: i want a thief who can: do everything from thieving abilities (mainly in the furst part of the game) to handle himself in battle. backstab will have no multiplier, i can stand that as long as my thief can whirl two katanas in any enemy's ass...
plus he can remove traps, open locks, rob people, set snares...
thi will give lots of strategies... and fighting support when needed.
is it so?[/QUOTE]
Then go for a Fighter/Thief... dual at lvl9 (for the extra profiency). You will have :
- More HP (They roll 1d10 instead of 1d6)
- Better Thac0
- Possibility to wear a full plate (But you will have to switch armor to use thieving abilities)
- If you go for a kit (ToB recommended here... because of the High Level Ability "Use Any Items"), you get advantages (Berserk, Kai, Resist Magic, etc.)
- You should reach the same level as a thief, by the end of the game, of a single classed thief (Maybe 1 level under, but that's not alarming!).
- Good backstabb damages + good chance of hitting (Thac0).
- Weapon Grand Mastery (5 stars in Katana, 3 stars (or is it 2?) in two weapon fightning).
Note : I don't recommand dual-wielding with a backstabber. Before backstabbing, just remove your off-hand weapon.
-consider i would prefer having a high-skilled thief (bounty hunters get only few percentage thieving skills)
- i am one of those who underrate backstab... but you made me think of it, maybe i will chose the simple thief instead of the swashbuckler, but i still would want to use two katanas++.... and two weapon fighting style +++ and the bow.
- i already have three spellcasters in my party... why do i need another?
- i would like to have a thief, who is half a fighter...
- i won't need any full plate, i want only to better my weapon proficiencies.
i may use the bow the same.
your extreme suggestion is really interesting, but simply don't want any few-inches-thief/spellwaster...
in brief: i want a thief who can: do everything from thieving abilities (mainly in the furst part of the game) to handle himself in battle. backstab will have no multiplier, i can stand that as long as my thief can whirl two katanas in any enemy's ass...
plus he can remove traps, open locks, rob people, set snares...
thi will give lots of strategies... and fighting support when needed.
is it so?[/QUOTE]
Then go for a Fighter/Thief... dual at lvl9 (for the extra profiency). You will have :
- More HP (They roll 1d10 instead of 1d6)
- Better Thac0
- Possibility to wear a full plate (But you will have to switch armor to use thieving abilities)
- If you go for a kit (ToB recommended here... because of the High Level Ability "Use Any Items"), you get advantages (Berserk, Kai, Resist Magic, etc.)
- You should reach the same level as a thief, by the end of the game, of a single classed thief (Maybe 1 level under, but that's not alarming!).
- Good backstabb damages + good chance of hitting (Thac0).
- Weapon Grand Mastery (5 stars in Katana, 3 stars (or is it 2?) in two weapon fightning).
Note : I don't recommand dual-wielding with a backstabber. Before backstabbing, just remove your off-hand weapon.
thieving in first levels...
-backstabbing is not important to me, since i'm not soloing and my character will be good neutral aligned (face to face fighting, not flanking know it sound weird though).... however it could be handy...
- well... i think i will appreciate good thieving skills only at the beginning of the game (lots of traps, picpockets, lock picks, set snares), therefore i can dual a fighter over a thief after level 10.
at the very beginning i will still have two enchanters (sorceror and druid) a fighter (berserker), and a half fighter/ranged attacker (thief)...
the game will evolve into me having still two spellcasters (or dualling the druid after level 14 with a fighter, therefore having more firepower), a powerful cleric (berserker/cleric)[cleric skills are more useful when you face vampires], and a powerful fighter (swashbuckler fighter) with still all the thieving skills i will need. no need for a full plate as already explained.
all of what i've written may be wrong since i played SoA and ToB only once, however the party was clearly designed to fit my fun needs , have a lot of available strategies, and cast a lot of spells. however, i think i'm going to decide something during the game (such as dualling the druid ONLY if i see i need firepower, or dualling the thief to a mage instead that to a fighter in case i won't need any firepower, as suggested by DeadAlready)
ps: i don't like full plates, like only comfortable equipment...
i will accept and analyse every suggestion, since i know everyone is more skilled than me...
-backstabbing is not important to me, since i'm not soloing and my character will be good neutral aligned (face to face fighting, not flanking know it sound weird though).... however it could be handy...
- well... i think i will appreciate good thieving skills only at the beginning of the game (lots of traps, picpockets, lock picks, set snares), therefore i can dual a fighter over a thief after level 10.
at the very beginning i will still have two enchanters (sorceror and druid) a fighter (berserker), and a half fighter/ranged attacker (thief)...
the game will evolve into me having still two spellcasters (or dualling the druid after level 14 with a fighter, therefore having more firepower), a powerful cleric (berserker/cleric)[cleric skills are more useful when you face vampires], and a powerful fighter (swashbuckler fighter) with still all the thieving skills i will need. no need for a full plate as already explained.
all of what i've written may be wrong since i played SoA and ToB only once, however the party was clearly designed to fit my fun needs , have a lot of available strategies, and cast a lot of spells. however, i think i'm going to decide something during the game (such as dualling the druid ONLY if i see i need firepower, or dualling the thief to a mage instead that to a fighter in case i won't need any firepower, as suggested by DeadAlready)
ps: i don't like full plates, like only comfortable equipment...
i will accept and analyse every suggestion, since i know everyone is more skilled than me...
- Deadalready
- Posts: 903
- Joined: Fri Nov 19, 2004 4:37 am
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Thieves are great sources of destruction, better than fighters or anything else when used properly. The point of having him a mage and using illusionary mage spells is that they're more reliable than trying to hide in shadow, which means there's less micro management. This character is not at all meant to be a support mage more a tactical fighter (or scroll reader).
I presume you're going to go with Celestial Fury and Kachimo's Sword or some other weapon aren't you? Unfortunately for a thief katana's aren't very good choices, rather bad in fact.
Still your choice and your evaluation, still I'd like to also suggest a few more things.
~
Get rid of the druid and go for an Archer (7) Dual to Cleric, Druids are pretty poor classes, their only redeeming point is spells. The Ranger Cleric will be able to cast both Cleric and Druid spells but more often and higher level faster, not to mention he'll have all those proficientcies into dual weapon already.
I'm not sure about the fourth person but I bet three people will be more than enough.
Sorcerer - Mage Spells
Thief/Mage - Tactical Fighter, Thief
Ranger/Cleric - Summoner, Fighter, Healer
I presume you're going to go with Celestial Fury and Kachimo's Sword or some other weapon aren't you? Unfortunately for a thief katana's aren't very good choices, rather bad in fact.
Still your choice and your evaluation, still I'd like to also suggest a few more things.
~
Get rid of the druid and go for an Archer (7) Dual to Cleric, Druids are pretty poor classes, their only redeeming point is spells. The Ranger Cleric will be able to cast both Cleric and Druid spells but more often and higher level faster, not to mention he'll have all those proficientcies into dual weapon already.
I'm not sure about the fourth person but I bet three people will be more than enough.
Sorcerer - Mage Spells
Thief/Mage - Tactical Fighter, Thief
Ranger/Cleric - Summoner, Fighter, Healer
Warning: logic and sense is replaced by typos and errors after 11pm
Spoiler
, it has yet to return
[QUOTE=Deadalready]Get rid of the druid and go for an Archer (7) Dual to Cleric, Druids are pretty poor classes, their only redeeming point is spells. The Ranger Cleric will be able to cast both Cleric and Druid spells but more often and higher level faster, not to mention he'll have all those proficientcies into dual weapon already.
I'm not sure about the fourth person but I bet three people will be more than enough.
Sorcerer - Mage Spells
Thief/Mage - Tactical Fighter, Thief
Ranger/Cleric - Summoner, Fighter, Healer[/QUOTE]
thanx you're great help...
i would be pleased to discuss about this still, until i install SoA+ToB again (which will be after easter). yes it would be great to have three characters instead of four, however having 3 serious spellcasters will allow me to have wide variety of spells, everyone specialising in their subjects.
i will tell what i think, then please criticise.
*Sorcerer-mage spells
*Avenger- some interesting mage spells, which the sorcerer won't need to learn - and druid spells.(dual class after 14? with fighter?please tell)
avenger itself can cast web and turn to sword spider, which will be useful early i think...
*Berserker(9)/cleric: fighting machine and divine spellcaster
*Fighter(9)/thief: second fighting machine and thieving associate. yeah i've changed my mind, i will stand not disarming traps at the very beginning of the game. pickpocket will be done by my familiar: cat.
does this all make a sense so far?
the 3 guys party up there isn' it too weak about fighting?
having 4 men means that someone may go into melee while others get prepared... or not?
thanx for your experienced advice, much appreciated.
I'm not sure about the fourth person but I bet three people will be more than enough.
Sorcerer - Mage Spells
Thief/Mage - Tactical Fighter, Thief
Ranger/Cleric - Summoner, Fighter, Healer[/QUOTE]
thanx you're great help...
i would be pleased to discuss about this still, until i install SoA+ToB again (which will be after easter). yes it would be great to have three characters instead of four, however having 3 serious spellcasters will allow me to have wide variety of spells, everyone specialising in their subjects.
i will tell what i think, then please criticise.
*Sorcerer-mage spells
*Avenger- some interesting mage spells, which the sorcerer won't need to learn - and druid spells.(dual class after 14? with fighter?please tell)
avenger itself can cast web and turn to sword spider, which will be useful early i think...
*Berserker(9)/cleric: fighting machine and divine spellcaster
*Fighter(9)/thief: second fighting machine and thieving associate. yeah i've changed my mind, i will stand not disarming traps at the very beginning of the game. pickpocket will be done by my familiar: cat.
does this all make a sense so far?
the 3 guys party up there isn' it too weak about fighting?
having 4 men means that someone may go into melee while others get prepared... or not?
thanx for your experienced advice, much appreciated.