Please note that new user registrations disabled at this time.

Advice on party and tactics

This forum is to be used for all discussions pertaining to BioWare's Baldur's Gate II: Shadows of Amn.
Post Reply
User avatar
Amran_X_Kaiser
Posts: 284
Joined: Thu Sep 29, 2005 4:48 am
Contact:

Advice on party and tactics

Post by Amran_X_Kaiser »

I plan to go through BG2 TOB with tactics, ascension, apack installed with only 3 characters.

My favourite 3 characters that I have completed BG TotSC and Icewind Dale with are the following:

1 Fighter - most likely a berserker or barbarian - it was previously a ranger.
2 Thief - most likely an assassin
3 Wizard - most likely a sorcerer but in previous games it was a elf mage.

I would like advice on improvements such as if i should swap out a member for another and why.

Tactics and methods that could be used during this trek through TOB.

I'll appreciate that not many people will attempt something like this but given my knowledge in utilizing these characters and their capabilities I feel I can win and I'm going for it.
User avatar
Klorox
Posts: 1133
Joined: Sat Aug 21, 2004 5:17 pm
Contact:

Post by Klorox »

Since this is AD&D 2e, multiclasses rule the day. I'd suggest either multiclassing or dualclassing all of your characters for a powergaming run, unless you want a sorcerer. Those bada$$es need to be single-classed, and they rule the day!
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson

Baruk Khazad! Khazad ai-mênu!
User avatar
Amran_X_Kaiser
Posts: 284
Joined: Thu Sep 29, 2005 4:48 am
Contact:

Post by Amran_X_Kaiser »

Reply

Only trouble is I find a sorcerer too limited so I may have to opt for a cleric>mage dualled at 14.

The fighter protaganist I'm seriously thinkin of changing to a kensai/druid but ive never tried it or even know its possible.

If someone could tell me the pros and cons and how well it would integrate into the below group that would be great.
User avatar
Ian Kognitow
Posts: 168
Joined: Wed Feb 19, 2003 5:35 am
Location: The Waiting Room
Contact:

Post by Ian Kognitow »

The sorceror shouldn't seem too limiting as long as your spell selections are sound--there are plenty of threads available to give you advice on that. If you really want cleric/druid spells, however, I would recommend just going with a multi-class cleric/mage rather than dual-class. Much of the power of that combination comes in being able to use spell triggers for both arcane and divine spells, so you will want to be able to use as many upper level/HLA of the divine class as possible. Given that you're only running three characters, you should still level up in good time while carrying the multi-class.

Here's a suggestion if you're still concerned about having more versatility on arcane spells: Instead of the fighter *and* thief, try a berserker or kensai dualled to a thief at level 9. The dual would be early enough that you shouldn't have too many problems with traps and locks that would be necessary to deal with very early on. The thief detect illusion ability will also allow you not to worry your sorceror with true sight, freeing up a valuable 6th level spot. And best of all, once the character hits UAI ability at level 23, it can read scrolls, effectively turning it into a Fighter-Mage-Thief. Tactics especially seems to have a lot of random streetfights offer up Mislead scrolls--be sure to stockpile them; in the hands of a Kensai-Thief able to read them, most battles will be a breeze. For the third character then, you could try a Blade, which would then add both fighter support (better than an assassin) and added/more versatile arcane support (the bard can handle summoning and buffing duties to free the sorceror for more focused offensive casting).
User avatar
Redrake
Posts: 54
Joined: Sat Mar 24, 2007 12:17 am
Contact:

Post by Redrake »

For divine spells I would suggest a half-elf ranger/cleric. Is the ultimate divine spellcaster and dual-wielding Crom Faeyr and Flail of Ages makes it a very though tank.
User avatar
Ian Kognitow
Posts: 168
Joined: Wed Feb 19, 2003 5:35 am
Location: The Waiting Room
Contact:

Post by Ian Kognitow »

Redrake wrote:For divine spells I would suggest a half-elf ranger/cleric. Is the ultimate divine spellcaster and dual-wielding Crom Faeyr and Flail of Ages makes it a very though tank.
That is an excellent idea as well to replace the fighter character, though I'd say with the caveats that the other spots would be filled by a sorceror and probably a single-classed thief: since the main tactical advantage to having a limited-number party is fast levelling, I would be opposed to having more than one multi-class character.

Since you bring up particular weapons, one advantage I can point out to my suggested Kensai(or Berserker)-thief/Blade/Sorceror (or mage-cleric) combination is having two characters with UAI. The Blade, for example, would equally be able to dual Crom and FoA, with offensive spins, for comparable effectiveness--or for that matter, Carsomyr. It would have fewer hit points but would also have the added protection--in combination with stoneskins--of being able to use protection from magic weapons. Moreover, if you don't find it overly cheesy to have singing clones, the Blade and Fighter-Thief can be made overpowering in melee combat when the Blade is capable of Enhanced Bard Song--though, again, it is necessary to restrict multi-classing so that UAI and Enhanced Bard song become available as soon as possible, preferably in mid-SoA. While the Fighter-thief will presumably want to stay with weapons capable of backstabbing, that character would otherwise be equally versatile in terms of weapons, and would eventually be able to use stoneskins and Prot-MW via scrolls when needed. Yet another good thing about UAI, particularly with tactics installed, is that it would be quite possible to make at least one of those characters 100%+ resistant to magic, at least by ToB. It may even be possible to have both if one of them is carrying Carsomyr.

That said, I would still recommend multiclassing a mage to replace the sorceror, *if* you find divine spells a necessity. I typically don't, especially with a limited party. You will have more than enough loot to pay for temple healing on only 3 characters if needed; rods of resurrection should be all you need in battle; you will level up fast enough that you will be able to run over any undead with relative ease; and, in my view, the thief HLAs are far superior to the cleric ones.
Post Reply