NPC tactical analysis (real long)
Posted: Wed Apr 04, 2001 2:46 pm
Hi all,
I’ve been reading a lot of threads recently that have gone into some detail about the different strategic uses of the NPC’s in the game. What I really enjoy about BG2 is the tremendous variety of strategic options it offers and how they can all play together to make a different gaming experience every time I play. One of the most interesting things I’ve noticed about the way people relate to the game are the “what is the best NPC?” and “rate the NPC” threads. I find that this line of reason misses the rather obvious point that NPC’s only work as well and as intelligently as the player is able to use them.
I have played through the game a few times and have formed my own opinions on the NPC’s, and I would like to create a primer for how to use the NPC’s in BG2 to the maximum tactical effect. In any case since I may be biased in my rating I would like to see if any of you feel differently about how NPC’s may be used, and comment on any omissions I make.
To start I rate every NPC based on three separate criteria, which for the purposes of this I will define as: Tank, Artillery and Support. Tank is simply the ability to draw damage and withstand punishment. Artillery represents the ability to deal out substantial damage at a range. Support is a bit more nebulous, I gauge that as the ability to repair or prevent damage from occurring to the rest of the group. I rate ability (from worst to best) as none, weak, average, good, superior.
Keep in mind though, with proper equipment, any charcter can fulfill almost any role in the group, you could give Keldorn the gloves of Dexterity a few proficiency points in Shortbow and have him stand in the back row plunking away at enemies. I doubt that would be the most efficient use for him, but it may be a fun option!
So let’s take a look at the NPC’s based on this criteria:
Aerie:
Tank: None to Weak
I suppose you could give her the girdle of fortitude and have her memorize all defensive spells and stick her in the front, but even then she wouldn’t have a lot of hit points or be able to do much but stand there.
Artillery: Average to Good
Can use slings when not spellcasting, but I find the slings the weakest of the missle weapons. Mage spell ability is adequate and if you can get her a sequencer she can sequence Mage and Cleric spells, which opens up a host of weird tactical options. (Anyone every sequence three holy smites?)
Support: Average to Good
Cleric spells prvide much needed healing, and can help the party defensively nicely. To be honest most of the high level Cleric spells are not that great, so you could probably get by with just Aerie and a druid of some sort as healers.
Anomen:
Tank: Average
Fighter background gives him good hit points and he’s decent with some melee weapons. There are better tanks out there though…
Artillery: Average
Give him the sling with the strength bonus and he can be a fairly effective ranged attacker. Some Cleric spells can be used as attack spells.
Support: Good
He levels well as a cleric, (and can get better if his quest is done properly). Turn undead ability is best in the game (I prefer outright destroy to Viconia’s joining.)
Cernd:
Tank: Weak to Average
In human form he sucks as a tank, but as a werewolf he will do in a pinch.
Artillery: Weak
Some druid spells do ranged damage, but not much, sling limitation with limited specialization a problem.
Support: Good to Superior
Druid spells can be very, very useful. Insect plague is probably one of the three best spells in the game and only him and Jaheira have access to it. In addition the healing is nice and Summon Fire Elemental is one of the better summons in the game as well. I would tend toward using him as a dedicated spellcaster.
Edwin:
Tank: None to Weak (see Aerie)
Artillery: Superior
He is the best NPC spellcaster in the game. Period.
Support: Average
Liberal use of summon spells can save the party a lot of heat, and he can cast a lot of them!
Haer’Dalis:
Tank: Average
Defensive spin used properly can tie up melee attackers for a while. The real problem here is the low hitpoints…
Artillery: Weak to Average
Access to some low level mage spells can be useful, but there are many, many better spellcasters.
Support: Average
High Lore, Bard song, and the use of certain items (notably that confusion harp, which can be useful in certain circumstances…)
Imoen
Tank: None to Weak
Artillery: Good to Superior
Access to all mage spells and extra spells make her a good spellcaster. She can also use a shortbow, making her somewhat effective when not casting spells.
Support: Average
Thief skills are adequate to get you by a lot of traps… Indispensable if not a thief or not using Jan.
Jaheira
Tank: Good
High hit points, low AC. A few better ones, but not many…
Artillery: Average, some druid spells, but can gain specialization in slings, making her use of them much more effective.
Support: Good. Druid spells, see Cernd.
Jan
Ah, the much maligned Mr. Jansen. I’m not sure why people dislike him so much, he is one of the most tactically flexible units in the whole game.
Tank: None.
Lack of access to high level protection spells, low constitution and strength. If oyu stick him in front you are crazy.
Artillery: Superior
I know I am going to get some arguments on this, but I give him superior because he is able to adapt to almost any ranged situation and can be effective in every battle from a distance. Flasher bruiser mates stun almost anything, and while crossbows have a low ROF, they have a variety of interesting and useful ammunition. Put a point in shortbows and you can give him Gesen’s or Tasheron’s and have him plunk away when not doing anything else. A decent mage to boot!
Support: Good.
Best thief in the game. Highest find traps and locks, and gets better over time. Automatic detect invisibility with items, can cast invisibility on himself for sneaking.
Keldorn
Tank: Good to Superior
Lot’s of hit points, can wear any armor his little heart desires. Carsomyr.
Artillery: Weak
Could shoot some crossbow bolts I guess. may be useful in specific situations.
Support: Good
True Sight and Dispel Magic are terrific.
Korgan:
Tank: Superior
Most hit points in the game, any armor, rage makes him immune to lots of things.
Artillery: Average
Surprisingly, if you arm him with a throwing axe he can do a fair bit of damage from a distance. Useful in some specific situations.
Support: None
Mazzy:
Tank: Good
Ok constitution, great dex, low AC lots of hit points.
Artillery: Good to Superior
Five stars in shortbow makes her a demon when she finds the rith one!
Support: Weak, a few special abilities, nothing to write home about.
Minsc:
Tank: Good to Superior
Good hit points, can wear any armor.
Artillery: Weak to Average
Proficiency in long bow makes him OK, but he is such a good tank…
Support: Weak See Mazzy
Nalia:
Tank: None to Weak (see Aerie)
Artillery: Good
There are better mages, but she’s overall not bad and can advance to a pretty high level.
Support: Weak:
Can access some good summons, but can’t cast enough to make them really useful.
Valygar:
Tank: Average
Can’t wear good armor makes him very annoying to use as a tank. Deals out nice damage though, especially with Celestial Fury.
Artillery: Average
You could give him some specialties in longbow I guess…
Support: Weak
Viconia:
Tank: Average
Can wear good armor, but low Constitution a real hindrance.
Artillery: Average
Slings only, but a few cleric spells could be useful in this capacity.
Support: Superior.
Best cleric in the game hands down. Lot’s of healing and party enhancing spells.
Yoshimo:
Tank: Weak
Low hp and lack of armor makes this problematic.
Artillery: Good
Traps and shortbows.
Support: Good
Thief abilities very adequate.
Some thoughts:
I find it’s easiest to play with a balance of Tanks, Artillery and Support, and very difficult to play with a preponderance of only one. It can be fun to make parties up that specialize in two of the three areas, and can lead to some interesting and different gameplay.
In any case I’m curious to see how your views on the tactical analysis of the NPC’s may differ…
Cheers,
UberJason
I’ve been reading a lot of threads recently that have gone into some detail about the different strategic uses of the NPC’s in the game. What I really enjoy about BG2 is the tremendous variety of strategic options it offers and how they can all play together to make a different gaming experience every time I play. One of the most interesting things I’ve noticed about the way people relate to the game are the “what is the best NPC?” and “rate the NPC” threads. I find that this line of reason misses the rather obvious point that NPC’s only work as well and as intelligently as the player is able to use them.
I have played through the game a few times and have formed my own opinions on the NPC’s, and I would like to create a primer for how to use the NPC’s in BG2 to the maximum tactical effect. In any case since I may be biased in my rating I would like to see if any of you feel differently about how NPC’s may be used, and comment on any omissions I make.
To start I rate every NPC based on three separate criteria, which for the purposes of this I will define as: Tank, Artillery and Support. Tank is simply the ability to draw damage and withstand punishment. Artillery represents the ability to deal out substantial damage at a range. Support is a bit more nebulous, I gauge that as the ability to repair or prevent damage from occurring to the rest of the group. I rate ability (from worst to best) as none, weak, average, good, superior.
Keep in mind though, with proper equipment, any charcter can fulfill almost any role in the group, you could give Keldorn the gloves of Dexterity a few proficiency points in Shortbow and have him stand in the back row plunking away at enemies. I doubt that would be the most efficient use for him, but it may be a fun option!
So let’s take a look at the NPC’s based on this criteria:
Aerie:
Tank: None to Weak
I suppose you could give her the girdle of fortitude and have her memorize all defensive spells and stick her in the front, but even then she wouldn’t have a lot of hit points or be able to do much but stand there.
Artillery: Average to Good
Can use slings when not spellcasting, but I find the slings the weakest of the missle weapons. Mage spell ability is adequate and if you can get her a sequencer she can sequence Mage and Cleric spells, which opens up a host of weird tactical options. (Anyone every sequence three holy smites?)
Support: Average to Good
Cleric spells prvide much needed healing, and can help the party defensively nicely. To be honest most of the high level Cleric spells are not that great, so you could probably get by with just Aerie and a druid of some sort as healers.
Anomen:
Tank: Average
Fighter background gives him good hit points and he’s decent with some melee weapons. There are better tanks out there though…
Artillery: Average
Give him the sling with the strength bonus and he can be a fairly effective ranged attacker. Some Cleric spells can be used as attack spells.
Support: Good
He levels well as a cleric, (and can get better if his quest is done properly). Turn undead ability is best in the game (I prefer outright destroy to Viconia’s joining.)
Cernd:
Tank: Weak to Average
In human form he sucks as a tank, but as a werewolf he will do in a pinch.
Artillery: Weak
Some druid spells do ranged damage, but not much, sling limitation with limited specialization a problem.
Support: Good to Superior
Druid spells can be very, very useful. Insect plague is probably one of the three best spells in the game and only him and Jaheira have access to it. In addition the healing is nice and Summon Fire Elemental is one of the better summons in the game as well. I would tend toward using him as a dedicated spellcaster.
Edwin:
Tank: None to Weak (see Aerie)
Artillery: Superior
He is the best NPC spellcaster in the game. Period.
Support: Average
Liberal use of summon spells can save the party a lot of heat, and he can cast a lot of them!
Haer’Dalis:
Tank: Average
Defensive spin used properly can tie up melee attackers for a while. The real problem here is the low hitpoints…
Artillery: Weak to Average
Access to some low level mage spells can be useful, but there are many, many better spellcasters.
Support: Average
High Lore, Bard song, and the use of certain items (notably that confusion harp, which can be useful in certain circumstances…)
Imoen
Tank: None to Weak
Artillery: Good to Superior
Access to all mage spells and extra spells make her a good spellcaster. She can also use a shortbow, making her somewhat effective when not casting spells.
Support: Average
Thief skills are adequate to get you by a lot of traps… Indispensable if not a thief or not using Jan.
Jaheira
Tank: Good
High hit points, low AC. A few better ones, but not many…
Artillery: Average, some druid spells, but can gain specialization in slings, making her use of them much more effective.
Support: Good. Druid spells, see Cernd.
Jan
Ah, the much maligned Mr. Jansen. I’m not sure why people dislike him so much, he is one of the most tactically flexible units in the whole game.
Tank: None.
Lack of access to high level protection spells, low constitution and strength. If oyu stick him in front you are crazy.
Artillery: Superior
I know I am going to get some arguments on this, but I give him superior because he is able to adapt to almost any ranged situation and can be effective in every battle from a distance. Flasher bruiser mates stun almost anything, and while crossbows have a low ROF, they have a variety of interesting and useful ammunition. Put a point in shortbows and you can give him Gesen’s or Tasheron’s and have him plunk away when not doing anything else. A decent mage to boot!
Support: Good.
Best thief in the game. Highest find traps and locks, and gets better over time. Automatic detect invisibility with items, can cast invisibility on himself for sneaking.
Keldorn
Tank: Good to Superior
Lot’s of hit points, can wear any armor his little heart desires. Carsomyr.
Artillery: Weak
Could shoot some crossbow bolts I guess. may be useful in specific situations.
Support: Good
True Sight and Dispel Magic are terrific.
Korgan:
Tank: Superior
Most hit points in the game, any armor, rage makes him immune to lots of things.
Artillery: Average
Surprisingly, if you arm him with a throwing axe he can do a fair bit of damage from a distance. Useful in some specific situations.
Support: None
Mazzy:
Tank: Good
Ok constitution, great dex, low AC lots of hit points.
Artillery: Good to Superior
Five stars in shortbow makes her a demon when she finds the rith one!
Support: Weak, a few special abilities, nothing to write home about.
Minsc:
Tank: Good to Superior
Good hit points, can wear any armor.
Artillery: Weak to Average
Proficiency in long bow makes him OK, but he is such a good tank…
Support: Weak See Mazzy
Nalia:
Tank: None to Weak (see Aerie)
Artillery: Good
There are better mages, but she’s overall not bad and can advance to a pretty high level.
Support: Weak:
Can access some good summons, but can’t cast enough to make them really useful.
Valygar:
Tank: Average
Can’t wear good armor makes him very annoying to use as a tank. Deals out nice damage though, especially with Celestial Fury.
Artillery: Average
You could give him some specialties in longbow I guess…
Support: Weak
Viconia:
Tank: Average
Can wear good armor, but low Constitution a real hindrance.
Artillery: Average
Slings only, but a few cleric spells could be useful in this capacity.
Support: Superior.
Best cleric in the game hands down. Lot’s of healing and party enhancing spells.
Yoshimo:
Tank: Weak
Low hp and lack of armor makes this problematic.
Artillery: Good
Traps and shortbows.
Support: Good
Thief abilities very adequate.
Some thoughts:
I find it’s easiest to play with a balance of Tanks, Artillery and Support, and very difficult to play with a preponderance of only one. It can be fun to make parties up that specialize in two of the three areas, and can lead to some interesting and different gameplay.
In any case I’m curious to see how your views on the tactical analysis of the NPC’s may differ…
Cheers,
UberJason