Favorite and Interesting Character Builds.
- Crenshinibon
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Favorite and Interesting Character Builds.
Inspired by the most recent Kensai/Thief thread, I decided to make this one. Why? Well for no other reason that each person here has their own playing style and has experimented with builds other people haven't, so I thought that it'd be interesting to share these builds. I'm primarily looking at dual class characters as you can't really go anywhere with a single classed Monk or a Fighter/Thief. So, yeah, post your build, show us something different and feel free to explain the details, using math and code information if need be.
For me, a character I'm currently playing is a Shapeshifter (15)/ Fighter (28), still in chapter 3, all done with the side quests and Watcher's Keep. I have to say, this character is one hell of a fighter. Sure, he may not have the attack power of a Kensai (19)/Mage (xx) but he has an AC of -20 (should be about -23 or -24 by the end of the game) and all resistances 50%-75% (which should increase by 25% by the end of the game). Not only is he hard to hit, but he has a natural five attacks per round, has pretty high resistances, some backup spell casting and should do around 60 damage by the end of the game, although he would have to sacrifice 4 AC. Even then, he'd be at what, -20 AC? So he doesn't get hit often and of course Iron Skins protects from a few blows (two Stoneskins for the Gargoyle Boots in ToB could be used too). Anyway, using him as a pure fighter I beat the final Watcher's Keep group within a matter of minutes, completely unaffected by any of the spells. I have to say, this was probably the easiest time I had with them.
For me, a character I'm currently playing is a Shapeshifter (15)/ Fighter (28), still in chapter 3, all done with the side quests and Watcher's Keep. I have to say, this character is one hell of a fighter. Sure, he may not have the attack power of a Kensai (19)/Mage (xx) but he has an AC of -20 (should be about -23 or -24 by the end of the game) and all resistances 50%-75% (which should increase by 25% by the end of the game). Not only is he hard to hit, but he has a natural five attacks per round, has pretty high resistances, some backup spell casting and should do around 60 damage by the end of the game, although he would have to sacrifice 4 AC. Even then, he'd be at what, -20 AC? So he doesn't get hit often and of course Iron Skins protects from a few blows (two Stoneskins for the Gargoyle Boots in ToB could be used too). Anyway, using him as a pure fighter I beat the final Watcher's Keep group within a matter of minutes, completely unaffected by any of the spells. I have to say, this was probably the easiest time I had with them.
[font="Times New Roman"]“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”[/font]
- Crenshinibon
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They're more difficult with a non mage character. The claws can be dispelled.
[font="Times New Roman"]“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”[/font]
Crenshinibon wrote:Inspired by the most recent Kensai/Thief thread, I decided to make this one. Why? Well for no other reason that each person here has their own playing style and has experimented with builds other people haven't, so I thought that it'd be interesting to share these builds. I'm primarily looking at dual class characters as you can't really go anywhere with a single classed Monk or a Fighter/Thief. So, yeah, post your build, show us something different and feel free to explain the details, using math and code information if need be.
For me, a character I'm currently playing is a Shapeshifter (15)/ Fighter (28), still in chapter 3, all done with the side quests and Watcher's Keep. I have to say, this character is one hell of a fighter. Sure, he may not have the attack power of a Kensai (19)/Mage (xx) but he has an AC of -20 (should be about -23 or -24 by the end of the game) and all resistances 50%-75% (which should increase by 25% by the end of the game). Not only is he hard to hit, but he has a natural five attacks per round, has pretty high resistances, some backup spell casting and should do around 60 damage by the end of the game, although he would have to sacrifice 4 AC. Even then, he'd be at what, -20 AC? So he doesn't get hit often and of course Iron Skins protects from a few blows (two Stoneskins for the Gargoyle Boots in ToB could be used too). Anyway, using him as a pure fighter I beat the final Watcher's Keep group within a matter of minutes, completely unaffected by any of the spells. I have to say, this was probably the easiest time I had with them.
Yah I have something similar, works pretty well, though the claws being only +4 can be a pain in the ass. Is that your AC pre or post spell buffs? If its post, what equipment are you using? I only seem to come out with an AC of -18 pre buffs.
- Crenshinibon
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Good to see people are posting here.
Poke0: a Shapeshifter/Mage is not a legit class, but would be powerful nonetheless. The most powerful shapeshifting options are availible to the mage through the Shapeshift spell, so it makes Greater Werewolf obsolete.
Gorlam: I have -20 AC without any buffs. The maximum amount of AC that I'd be able to get with this character is -24 AC, without buffs. The claw weapons are considered as "spell weapons", like the Flame Blade and thus can be dispelled. So, while receiving all the bonuses of a Greater Werewolf, you can use your normal weapons, like the Staff of the Ram +6 or whatever else you please. To my knowledge, there are no druid buffs that affect AC. Remember that my character is technically a Great Druid (Shapeshifter)/Fighter. This means that I can use any scale armor (which doesn't add AC but gives a nifty bonus to resistances, like Valygar's armor that you can use for reasons unknown to me) and you can use shields (from the fighter). Currently I use a Shielf of Balduran (makes Beholders harmless), Spectral Brand +4, two Ring of Gaxx (thank you Jan), the Cloak of the Sewers, Boots of Speed, Vhalior's Helm and the Amulet of Power as well as the Gauntlets of Extraordinary Expertise.
GawainBS: Personally I don't see the purpose of the Skald song if any Bard can get the Enhanced Bard song later on. Getting -25 AC isn't as hard as it seems, even without exploiting bugs.
Poke0: a Shapeshifter/Mage is not a legit class, but would be powerful nonetheless. The most powerful shapeshifting options are availible to the mage through the Shapeshift spell, so it makes Greater Werewolf obsolete.
Gorlam: I have -20 AC without any buffs. The maximum amount of AC that I'd be able to get with this character is -24 AC, without buffs. The claw weapons are considered as "spell weapons", like the Flame Blade and thus can be dispelled. So, while receiving all the bonuses of a Greater Werewolf, you can use your normal weapons, like the Staff of the Ram +6 or whatever else you please. To my knowledge, there are no druid buffs that affect AC. Remember that my character is technically a Great Druid (Shapeshifter)/Fighter. This means that I can use any scale armor (which doesn't add AC but gives a nifty bonus to resistances, like Valygar's armor that you can use for reasons unknown to me) and you can use shields (from the fighter). Currently I use a Shielf of Balduran (makes Beholders harmless), Spectral Brand +4, two Ring of Gaxx (thank you Jan), the Cloak of the Sewers, Boots of Speed, Vhalior's Helm and the Amulet of Power as well as the Gauntlets of Extraordinary Expertise.
GawainBS: Personally I don't see the purpose of the Skald song if any Bard can get the Enhanced Bard song later on. Getting -25 AC isn't as hard as it seems, even without exploiting bugs.
[font="Times New Roman"]“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”[/font]
- Crenshinibon
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Yea. Getting that AC is easy without bugs. If the cap wasn't -25, it would be very easy to surpass it. Especially with a Blade. It's a matter of personal preference, so I'd take a Blade over a Skald any day. I usually solo the game and even when I don't, the Skald song, it isn't that useful. In the long run (actually through the entire game) you get the most out of a Blade.
[font="Times New Roman"]“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”[/font]
Crenshinibon wrote:Good to see people are posting here.
Poke0: a Shapeshifter/Mage is not a legit class, but would be powerful nonetheless. The most powerful shapeshifting options are availible to the mage through the Shapeshift spell, so it makes Greater Werewolf obsolete.
Gorlam: I have -20 AC without any buffs. The maximum amount of AC that I'd be able to get with this character is -24 AC, without buffs. The claw weapons are considered as "spell weapons", like the Flame Blade and thus can be dispelled. So, while receiving all the bonuses of a Greater Werewolf, you can use your normal weapons, like the Staff of the Ram +6 or whatever else you please. To my knowledge, there are no druid buffs that affect AC. Remember that my character is technically a Great Druid (Shapeshifter)/Fighter. This means that I can use any scale armor (which doesn't add AC but gives a nifty bonus to resistances, like Valygar's armor that you can use for reasons unknown to me) and you can use shields (from the fighter). Currently I use a Shielf of Balduran (makes Beholders harmless), Spectral Brand +4, two Ring of Gaxx (thank you Jan), the Cloak of the Sewers, Boots of Speed, Vhalior's Helm and the Amulet of Power as well as the Gauntlets of Extraordinary Expertise.
GawainBS: Personally I don't see the purpose of the Skald song if any Bard can get the Enhanced Bard song later on. Getting -25 AC isn't as hard as it seems, even without exploiting bugs.
Yah I know about the claw dispel exploit as well as how great druid removes armor restrictions, was mostly curious about the gear choice. Actually Defensive Harmony gives a +2 bonus to your current ac (druid buff). So you SHOULD be able to get to -26 ac after casting it. Also I think Aura of Flaming Death gives you +4 ac.
- Crenshinibon
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GawainBS: Blades make better fighters than fighters themselves. They're almost unstoppable in melee, given that they properly protect themselves. The lore is hardly a problem with the glasses of identification and 80 lore. Either way, 100 gold isn't that much to lose for so much fighting power. Despite what it says, Offensive Spin DOES stack with Haste and Improved Haste and you CAN move during defensive stance if you have freedom of movement and it DOES stack with itself, so just with that, you're a fortress. Just to add more sugar, you can cast Tenser's Transformation as well as other spells including Stoneskin to make you almost invulnerable, except for the unique foes.
Gorlam: With the Shapeshifter/Fighter, you'd be able to get to as much as -31 AC (Defensive Harmony gives +3 and only lasts three rounds, if memory serves), but unfortunately the cap is at -24 (-25 if you're wielding a one handed weapon with Single Weapon style). Again, having a constant -24 AC is enough as you can cast Iron Skins (that should hold about seven hits) and two charges of Stoneskin from the Gargoyle Boots (that also grant an immunity to backstab).
Gorlam: With the Shapeshifter/Fighter, you'd be able to get to as much as -31 AC (Defensive Harmony gives +3 and only lasts three rounds, if memory serves), but unfortunately the cap is at -24 (-25 if you're wielding a one handed weapon with Single Weapon style). Again, having a constant -24 AC is enough as you can cast Iron Skins (that should hold about seven hits) and two charges of Stoneskin from the Gargoyle Boots (that also grant an immunity to backstab).
[font="Times New Roman"]“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”[/font]
Illusionists lose Necromancy, which has Horrid Wilting and Skull Trap. Other than that, you're not really losing anything. I play my F/M (F/Ill)'s with their spells being used to augment their fighting capabilities, not as blasters so it never matters to me.GawainBS wrote:Don't you have to give up two schools for being a specialist? But with an 18 CON and 19 INT, compared to the Elf, you're golden.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
- Crenshinibon
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I find Blades useful from the very start. By the time I hit ten, I am already doing five attacks per round with maximum damage. Again, I usually solo so the song is useless to me and even if I had a party. I don't think that the Skald has any significant advantages over the Blade at all.
I don't really like the multiclasses that much. I'd rather stick with dual classing as it gives you more control. For great damage I usually go as Assassin/Fighter or a Kensai/Thief. Both classes can handle themselves in melee and have amazing backstab damage.
The Fighter/Mage combination, in my opnnion would be better suited for yet another dual class option, the famous Kensai/Mage, only dualed at level 19 for maximum damage output. The armor isn't a problem and if you're casting spells, either way you'll probably have the Robe of Vecna on you. At level 19 you get +6 to hit and damage on top of the +12 to hit and damage gained from six Tenser's Transformations not to mention you get -12 to AC. You're already better than a Kensai or a Fighter/Mage multiclass. The only difference that's present is that a Kensai/Mage gets the Kai ability and the much loved hit and damage bonus at the cost of all non robe armors.
I don't really like the multiclasses that much. I'd rather stick with dual classing as it gives you more control. For great damage I usually go as Assassin/Fighter or a Kensai/Thief. Both classes can handle themselves in melee and have amazing backstab damage.
The Fighter/Mage combination, in my opnnion would be better suited for yet another dual class option, the famous Kensai/Mage, only dualed at level 19 for maximum damage output. The armor isn't a problem and if you're casting spells, either way you'll probably have the Robe of Vecna on you. At level 19 you get +6 to hit and damage on top of the +12 to hit and damage gained from six Tenser's Transformations not to mention you get -12 to AC. You're already better than a Kensai or a Fighter/Mage multiclass. The only difference that's present is that a Kensai/Mage gets the Kai ability and the much loved hit and damage bonus at the cost of all non robe armors.
[font="Times New Roman"]“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”[/font]
Like I said, Blades are to my tastes much to fragile, and since they're bound to be on the front line, this will hinder them much more than a Skald, which you can hold back with a bow. Also, Blades suffer from the max STR of 18 which limits their to-hit in melee (+1), as opposed to 18 DEX (+3). Ofcourse, if your bard is imported and has 19 STR from the tome, this isn't an issue. (Or once you get a Belt or Gauntlets).
I never played solo and probably never will, since I find party-interaction the greatest asset of BG2.
On the issue of Multiclassing: I prefer it because over the course of many levels, you gain more benefits. But indeed, most combinations with Kensai are very strong.
I never played solo and probably never will, since I find party-interaction the greatest asset of BG2.
On the issue of Multiclassing: I prefer it because over the course of many levels, you gain more benefits. But indeed, most combinations with Kensai are very strong.
- Crenshinibon
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I have never thought of bards as frail. Usually, my bards have around ten strength anyway as I use the Strength spell until I get the Girdle of Hill Giant Strength. Strength isn't a problem. As for multiclassing, I think it's very limited. It's is more set in stone that dualclassing and thus doesn't give you a lot of options in how you want your character made. Sure, you might gain more abilities but really, it's all in the class bonuses. Like for the fighter/mage, you don't get the bonus of the Kensai but you get more abilities which in my opinnion, are unnecessary. I'd rather have Kai and the damage bonus. For the mage, you'll probably take them all anyway and if not, what do you really need? An extra sixth level slot for convenience and perhaps Summon Planetar if you're feeling unsure. The abilities are almost useless and sometimes I wonder if people like them because they're "high level".
[font="Times New Roman"]“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”[/font]