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A little help for the newbie - Paladins

Posted: Wed Dec 03, 2008 10:13 am
by Majorman
Hi there! Just finished BG 1 for the second time (my first character was destroyed by a virus) and installed SoA. I was wondering if someone can give me a few tips about my paladin - like a proper kit (I like the undead destoyer, but I read that only the Inquisitor is worthy) and weapon specialization (wow, now the different types of swords are divided and subdivided to a complete mess) since I don't know which are the most common and the most powerful weapons in the game. I fear that I might start with weapon proficiency in something, that will prove useless in the long run. I also read that paladin kits should specialize in two-handed sword for the Corsomyr, but I would also like to put a few points in a ranged weapon and a weapon that deals blunt damage.

Lastly, are paladins any good in case I want to continue to ToB after completing SoA one day, or should I start with a character that can multiclass?

Thanks for your time and help.

Posted: Wed Dec 03, 2008 2:45 pm
by kmonster
Undead hunter is a great kit, both in SoA and ToB, at least as good as inquisitor, level draining vampires are frustratingly unfair.

I recommend starting with ++ in 2-handed swords, 2-handed weapon style and shortbows, add ++ in quarterstaff when you reach level 9 and 12.

Posted: Wed Dec 03, 2008 4:30 pm
by Crenshinibon
If you know how to deal with them, they're practically harmless.

I personally favor the Undead Hunter over the Inquisitor, although the latter has one hell of a Dispel Magic under his belt. The Undead Hunter, because of his spells, can become a more powerful melee presence than the Inquisitor, due to spells that improve his defense and offense.

I personally think that Carsomyr is overrated and is only good for getting a high magic resistance.

I'd go with two weapon style along with hammer and flail.The proficiency points for the staff are only needed if you have ToB. If you want to start with two handed swords that badly, you can just stick to flails, given that you either or or download the "patch" to get the special edition merchants.

Posted: Wed Dec 03, 2008 4:39 pm
by galraen
Two-Handed Sword, Two-Handed Weapon Style for sure. There's only one Holy Avenger in the game and it's a Two-hander. There's also a couple of other very good 2H Swords, and a decent one right away in the starting dunjeon.

As for kit, well you pays your money and you takes your choice. I'm very fond of Cavaliers personally, the only drawback is the inability to use missile weapons, no worries. For some reason throwing axes aren't classed as missile weapons in this game,and there's an excellent one on sale that you can buy very early in the game; so Axe is also worth a star or two as well no matter what kit you choose.

PS If role playing is important to you, then I'd reccomend downloading the Saerileth mod, as it offers the only way to complete the game for a straight-laced Paladin. Leave picking her up for as long as you can though, there are some tough encounters associated with her.

Posted: Sat Dec 06, 2008 2:12 pm
by Sain
It depends on what annoys you more. Undead Hunter gets it's benifits used more often, as undead are very common, and, except for liches, are laughable. The Cavalire's(or however you spell it) will be used VERY rarely, but Dragons and demons are usally more difficult. And the inquisator is better against mages, who vary from being funny to one hell of a pain. As with Weapons, it is not neccessary to Use the Holy Avenger, as the game designed Keldorn to use it if the PC can't.

Posted: Sat Dec 13, 2008 6:54 pm
by Thrifalas
If it's a power test, the Inquisitor definitely wins it. His dispel magic affects twice his current level, meaning that at level 20 it has an affect level of 40. Compare that to Carsomyrs dispelling on hit ability which is, iirc, 10 and 20 upgraded. An Inquisitor's Dispel ability will almost always have 95% chance of success, meaning that in terms of power the Inquisitor is a top notch character when it comes to power-gaming.

Also, Carsomyr is terribly overrated. The Dispel on hit is worthless and so is most of it's abilities. The 50% MR is fine, but you can get that with Purifier, Ring of Gaxx and Amulet of the Seldarine. And if you really like you can hit 80% while having a damage output way greater than Carsomyrs.

However, without any difficulty mods, you can easily take whatever class you want. The cavalier or undead hunters are both very powerful, eventhough they're not close to the Inquisitor. :) And about weapons, go either Two-handed/Two-handed weapon style or Bastard Sword/Two-weapon style. You can't lose that way.

Posted: Sat Dec 13, 2008 7:09 pm
by kmonster
Dispel magic dispells friend and foe alike, so if you use it you can say goodbye to haste, protection from evil and the other buffs you cast. Not that great.

Posted: Sun Dec 14, 2008 7:06 am
by Thrifalas
For being able to dispel generally speaking anything in the game, that is a minor drawback.

Posted: Sun Dec 14, 2008 9:03 am
by GawainBS
Thrifalas wrote:For being able to dispel generally speaking anything in the game, that is a minor drawback.
I agree. This saved my hide numerous times, because dispelling the opponents buffs generally is worth dispelling your own buffs and debuffs, like Insect Swarms, Charms and Dominates.

I do agree with kmonster on a theoretical level, though. You have to know what using it will bring about.

Posted: Tue Dec 16, 2008 4:38 pm
by Berethor
As a few have said before me, the Inquisitor wins if looked at from a power-gaming point of view. By the end of the game, you can dispel pretty much anything with it, which means that you don't necessarily need your mage(s) to memorize RRoR, Khelben's, etc.

Personally, I find Undead Hunters and Cavaliers too boring to play, but that's just me. Play as you like.

Posted: Wed Dec 17, 2008 8:33 am
by GawainBS
I found the insta-True Seeing of the Inquisitor quite useful as well.

Posted: Wed Dec 17, 2008 5:53 pm
by Berethor
Indeed.

Misleads/Invisibilities/Shadow Doors etc. are ruined, as is stealth. Makes the fight with a certain dragon in the late-game somewhat easier.

Posted: Wed Dec 17, 2008 7:48 pm
by Crenshinibon
Though the Undead Hunter has an easier takeoff time than any other paladin class due to its' ability to go to areas with undead right from the start (before getting the Amulet of Power).

Posted: Wed Dec 17, 2008 8:19 pm
by Berethor
True enough, and it also helps with the occasional encounters with vampires in Athkatla at night that can be disastrous early in the game. They can also take the vampires in Firkraag's dungeon earlier, though that won't help you get Carsomyr too much faster.

Still, as the game progresses the Inquisitor just leaves the other Pally kits in the dust. Keldorn pretty much ended the fight with "you know who" at the end of the little dungeon-romp in "you know where" near the end of Chapter 4 before it really started. Dispel Magic, game over.

Posted: Thu Dec 18, 2008 5:08 am
by GawainBS
Berethor wrote:True enough, and it also helps with the occasional encounters with vampires in Athkatla at night that can be disastrous early in the game. They can also take the vampires in Firkraag's dungeon earlier, though that won't help you get Carsomyr too much faster.

Still, as the game progresses the Inquisitor just leaves the other Pally kits in the dust. Keldorn pretty much ended the fight with "you know who" at the end of the little dungeon-romp in "you know where" near the end of Chapter 4 before it really started. Dispel Magic, game over.
More than true. The immunity to level drain from the Undead Hunter is nice, but it's only a bother on casters, IMO.

Posted: Thu Dec 18, 2008 6:31 am
by Thrifalas
Immunity to level drain is awesome. It is pretty much the only annoying thing an Inquis can't dispel. However there are a bunch of good items and spells against it in-game. Not a lot, but enough to make the vampire threat arbitrary.

Posted: Thu Dec 18, 2008 2:17 pm
by Berethor
Really, I only find immunity to Level Drain exceptionally useful on casters.

If a Fighter gets drained, they lose a bit of HP and some Thac0, but it doesn't hurt their ability to pummel vampires too much. On the other hand, if a caster gets drained, they lose their higher level spells and therefore their primary source of damage. You also have to re-memorize any spells that were lost.

And as you said, there are quite a few items in the game that grant immunity to Level Drain, basically making fights with Vampires trivial affairs.

Posted: Thu Dec 18, 2008 8:17 pm
by Pellinore
The first and only time I have beaten the game (SoA & ToB) I played a Cavalier Paladin.

Posted: Fri Dec 19, 2008 5:04 am
by Celacena
although only +2, the upgraded mace of disruption gives immunity to level drain, which is very handy for level-crititical characters such as casters - I generally prefer to have a mage use the amulet of power, so the mace is a handy off-hand weapon for a cleric.

my dualled ranger-cleric tended to go with the FotA in the right and MoD in the left v drainers, Def of Easthaven, if non-drainers. she has now got the staff of the ram, which when you are levels 14/23 dualled hits rather frequently - the info on it is wrong - watching an adamantine golem getting knocked into next week by a teensie girly ranger-cleric is fun and happens a lot. in the past, I have even knocked out dragons with it.

I use the ranger's hide in shadows to get first strike too. kaboom!

anyhow - with paladins, immunity to level drain isn't as useful as for regular casters, but it does prevent the risk of death by drain which is there at lower levels. use the mace to avoid it.

Posted: Fri Dec 19, 2008 12:33 pm
by Berethor
I agree, the MoD +2 is an excellent alternative to playing an Undead Hunter. I also play a Ranger/Cleric and when I fight undead I throw MoD+2 in my main hand and FotA in my off hand. Against non-undead, I've got FotA in my main hand and Defender of Easthaven +2 in my off-hand, though that will be replaced by Crom Faeyr in the future.

If you want to play a Paladin the Inquisitor really is the best choice overall.