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Fighter/Illusionist and Ranger/Cleric duo
Posted: Mon Oct 02, 2006 5:33 pm
by TheNightMayor
Hey, I know that I posted this in the BG1 forum as well, but I figured it would be appreciated if I kept the info I Recieved separate. I want to know if this duo is viable to take through BG2. I've only ever run full parties or solo characters through, so I'm unsure of how a duo would change the feel from solo. I'm pretty sure that any combination can make it through the game, so I guess I'm asking if this combo can make it through the game without any frustrating, ripping your hair out of your head fights. The Ranger/Cleric combo will be a multi-class as well, if that makes a difference as to your decision. Our playtime will be limited so we don't want to be hung up on one battle for an incredibly excessive amount of time. Thanks for your input!
Posted: Mon Oct 02, 2006 5:43 pm
by Onkel Bob
Only problem I see is that I like to have a rogue. Even if it's only Nalia. But they are not really necessary I suppose. Besides you could just pick up Yoshimo long enough to disarm the trap and pick the lock on the door to the twisted rune fight. I believe that's one trap you'll want disarmed...
Posted: Mon Oct 02, 2006 6:13 pm
by Pellinore
You may want to take Imoen along since she is good with traps/locks and in prett5y much part of the story...
Posted: Mon Oct 02, 2006 8:41 pm
by VonDondu
Having a Thief in your party won't help you avoid "any frustrating, ripping your hair out of your head fights", but it's nice to have a Thief in your party who can find traps and unlock traps. I suppose you can use the Priest spell Find Traps and the Wizard spell Knock, but you might have to rest frequently.
I still think I would try a Fighter/Thief and a Cleric/Illusionist as I suggested in the BG1 thread, but a Cleric/Ranger and a Fighter/Illusionist should do very well if you use all of their tricks.
If you install the Ascension mod, you might want to bring along an extra tank for the final battle. Just a suggestion.
Posted: Mon Oct 02, 2006 9:43 pm
by Ian Kognitow
VonDondu wrote:Having a Thief in your party won't help you avoid "any frustrating, ripping your hair out of your head fights", but it's nice to have a Thief in your party who can find traps and unlock traps. I suppose you can use the Priest spell Find Traps and the Wizard spell Knock, but you might have to rest frequently.
Besides also laying their own traps, if you load a thief up in 'detect illusion' points early on, it can make a lot of potential situations in Ch.2 a lot easier, when your mages/clerics might not have access to true sight.
And of course in the late game/ToB, thieves probably benefit the most from their high level abilities, with Use any Item and spike/time traps making making them both immensely versatile (and hence most capable of overcoming frustrating situations) and veritable powerhouses in their own right.
Posted: Mon Oct 02, 2006 9:48 pm
by Crenshinibon
Well, if you're a thorough player, like me, you'll do every quest availible and be a higher level than you should be. Now, I wouldn't really suggest starting as a multiclass, but instead start with the illusionist and dual class later on. For the Fighter Illusionist I'd go as the mage until you can cast level 6 spells. If you want a helper buddy then go until you can cast eighth level spells for Simulacarum. Then you should go fighter. The only reason why I'd choose a fighter is for better THAC0 and extra health. It's alright if you don't get Whirlwind or Greater Whirlwind as Improved Haste Makes up for it, provided you're using the right weapons. The simulacarum is also a potent ally as 60% of the level is not that bad (not to mention there is a bug to make it the same strength as the original).
For the Cleric multiclass would be alright, if you don't want the hassle of figuring stuff out for yourself, but I would play the mage until he or she can cast level 9 spells, for Chain Contigency as it's pretty useful to place Priest Spells in it. One of my favorites is Abi Dazim's, two of them, on self and a Ressurection, just in case. My cleric/mages are suicidal. With a Simulacarum you can have twice the offensive/ defensive power and keep your own repertoire of spells handy for an emergency as well as save a wand's charge for later use.
I think you should be able to solo the game with no trouble at all... depending on what paths you take.
For multiclass characters my personal favorite is an Illusionist/Thief. They are the fastest XP gainers in the BG series.The mage spells provide support, and even without using the bugs that this combination has, it's a very powerful class. Experience from traps AND scrolls, that you can steal without a problem right after getting out (assuming you put points into the appropriate skill). You're all set for the game.
Posted: Tue Oct 03, 2006 11:47 am
by Ian Kognitow
Crenshinibon wrote:
For the Cleric multiclass would be alright, if you don't want the hassle of figuring stuff out for yourself, but I would play the mage until he or she can cast level 9 spells, for Chain Contigency as it's pretty useful to place Priest Spells in it. One of my favorites is Abi Dazim's, two of them, on self and a Ressurection, just in case. My cleric/mages are suicidal.
If you're concerned enough about health to use a chain contingency spot on resurrection, wouldn't it be better to go with the cleric regeneration spell instead? Combined with a regular contingency of improved haste, you really won't have to worry about damage for the duration of the spell.
Posted: Tue Oct 03, 2006 12:55 pm
by Crenshinibon
The way I play, I usually just make a suicide bomb. Your spells will hurt you as well, so the Ressurection spell is just in case. It heals you as well, so it's a plus. Improved haste I'd only use when I was about to go meele and actually fight them with a weapon.
Posted: Tue Oct 03, 2006 4:41 pm
by Deadalready
You could make a Thief/Illusionist that'd be quite easy. Though the fighter/Illusionist is more than capable of handling the traps, it's just two or more slots could have to be devoted to the spell knock to get past everything.
Posted: Tue Oct 03, 2006 5:26 pm
by LordTerror
VonDondu wrote:I still think I would try a Fighter/Thief and a Cleric/Illusionist as I suggested in the BG1 thread, but a Cleric/Ranger and a Fighter/Illusionist should do very well if you use all of their tricks.
I tried this combo twice in BG1 and once in BG2. It's very, VERY borring for the Fighter/Thief. The caster has to pause to cast spells (unless you slow the game down or hotkey everything). The fighter just runs up and wacks monsters.
Deadalready wrote:You could make a Thief/Illusionist that'd be quite easy. Though the fighter/Illusionist is more than capable of handling the traps, it's just two or more slots could have to be devoted to the spell knock to get past everything.
Yea, or you could be a Thief/Conjuror by being a solo thief in BG1 and dual classing in BG2 (about level 12-18). This would be good because:
-Mages aren't very good in BG1, so multiclassing to mage is unnessicary
-Slightly better spell selection than an Illusionist
-More life than multiclass
-Fighter/Illusionist can't wear a good armor because they need to cast...Thief and Mage classes are more "compatible" armor wise
-Can use a kit in BG2
-Can attain a very high level of a Mage in BG2.
-Instead of spreading your buffs on two players, you can focus them on the Cleric/Ranger. The Cleric/Ranger is a better fighter than a Fighter/Illusionist, anyway (due to better AC and HP). Also, the mage will generally be too busy casting spells to fight.
The build has the downsides of not getting thief HLAs (unlike Deadalready's build) and not being a fighter (unlike TheNightMayor's build). It just depends on which one you like. If you don't mind having one boring character, I would reccomend VonDondu's build.
Posted: Wed Oct 04, 2006 7:14 am
by Klorox
I did a FMT and CR duo once. There was NOTHING they couldn't handle, and with ease.