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I am playing through with Mage and Kensai(multiplayer). I am going to take my mage to 20 and then dual class to cleric, and take my kensai to 13 and then dual class as swashbuckler(i want the use any item ability!).
At the moment i also have a thief in my party but it's only until my kensai becomes an adept enough mage. I am playing on novice but some parts are still kind of tough.
Also, how would I go about raising the experience cap, as there are only going to be 2 guys in my party in throne of baal.
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On October 16 2010 08:32 travis wrote: I am playing through with Mage and Kensai(multiplayer). I am going to take my mage to 20 and then dual class to cleric
Don't do that. That's really dumb.
and take my kensai to 13 and then dual class as swashbuckler(i want the use any item ability!).
Dual-classing into a kit cannot be done + Show Spoiler +except through altering your save file.
Also, how would I go about raising the experience cap, as there are only going to be 2 guys in my party in throne of baal.
The tweak pack has a component to alter the experience cap.
http://www.gibberlings3.net/bg2tweaks/
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damn, it took more than 1 hour to kill that fucking mage love or whatever he was called (the one of the four warders) in durlag's tower. i think i will stick with my current group consisting of minsk, his bitch, branwen, ajantis, imoen and me as a mage.
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United States47024 Posts
On October 16 2010 08:36 Mindcrime wrote: Don't do that. That's really dumb.
This. Being effectively a level 1 cleric when your party is/needs to be level 20 characters sucks.
IMO if you want access to both Cleric and Mage spells (for the appropriate sequencer abuses), Multiclassing with a race that can do so is the way to go. You get spell access later than pure-classed characters, but you get access to the epic abilities for both classes, and it's not even comparable to having to gimp yourself for 20 levels while you have zero access to your Mage spells (you did know that you have to reach the level of your original class in order to regain access to that class's abilities, right?). Pure-class clerics are awful. Spending 20 levels as effectively a pure-class cleric that's 20 levels behind is even worse.
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On October 16 2010 08:36 Mindcrime wrote:Show nested quote +On October 16 2010 08:32 travis wrote: I am playing through with Mage and Kensai(multiplayer). I am going to take my mage to 20 and then dual class to cleric Don't do that. That's really dumb.
why?
Show nested quote +and take my kensai to 13 and then dual class as swashbuckler(i want the use any item ability!). Dual-classing into a kit cannot be done + Show Spoiler +except through altering your save file. i don't understand what you are saying -.-
everything i have read says i can do this and that other people can do it, what's the problem exactly?
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On October 16 2010 09:56 TheYango wrote:This. Being effectively a level 1 cleric when your party is/needs to be level 20 characters sucks. IMO if you want access to both Cleric and Mage spells (for the appropriate sequencer abuses), Multiclassing with a race that can do so is the way to go. You get spell access later than pure-classed characters, but you get access to the epic abilities for both classes, and it's not even comparable to having to gimp yourself for 20 levels while you have zero access to your Mage spells (you did know that you have to reach the level of your original class in order to regain access to that class's abilities, right?). Pure-class clerics are awful. Spending 20 levels as effectively a pure-class cleric that's 20 levels behind sucks worse.
ah i didn't know i'd lose my spells, i guess i'll go pure mage then
what are you talking about the way to be cleric/mage? im not sure what you mean "a race that can do so". anyways it seems i will be going pure mage then
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United States47024 Posts
On October 16 2010 09:59 travis wrote:Show nested quote +On October 16 2010 09:56 TheYango wrote:On October 16 2010 08:36 Mindcrime wrote: Don't do that. That's really dumb.
This. Being effectively a level 1 cleric when your party is/needs to be level 20 characters sucks. IMO if you want access to both Cleric and Mage spells (for the appropriate sequencer abuses), Multiclassing with a race that can do so is the way to go. You get spell access later than pure-classed characters, but you get access to the epic abilities for both classes, and it's not even comparable to having to gimp yourself for 20 levels while you have zero access to your Mage spells (you did know that you have to reach the level of your original class in order to regain access to that class's abilities, right?). Pure-class clerics are awful. Spending 20 levels as effectively a pure-class cleric that's 20 levels behind sucks worse. ah i didn't know i'd lose my spells, i guess i'll go pure mage then what are you talking about the way to be cleric/mage? im not sure what you mean "a race that can do so". anyways it seems i will be going pure mage then Humans can dual-class (take one class, stop, and then take another). Demi-human races (e.g. all the non-human race choices) get multi-classing, which effectively entails progressing both classes at the same time, but at a slower rate because XP gets split evenly between them.
Dual-classing is better for combinations where you only care about a limited subset of one class's abilities (e.g. you only need just enough thieving skills to deal with the locks/traps in the game; you only need the first few levels' worth of bonuses from the Kensai when considering a kensai/mage). When you actually want the progression of both classes involved (which is probably the case with caster/caster duals), multi-classing is probably better.
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On October 16 2010 09:57 travis wrote: everything i have read says i can do this and that other people can do it, what's the problem exactly?
The problem is exactly as I have stated. You cannot dual-class into a kit.
You can go kensai -> thief, but not kensai ->swashbuckler. You can go fighter -> druid, but you cannot go fighter -> shapeshifter.
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On October 16 2010 10:19 Mindcrime wrote:Show nested quote +On October 16 2010 09:57 travis wrote: everything i have read says i can do this and that other people can do it, what's the problem exactly?
The problem is exactly as I have stated. You cannot dual-class into a kit. You can go kensai -> thief, but not kensai ->swashbuckler. You can go fighter -> druid, but you cannot go fighter -> shapeshifter.
oh ok well that suckssss
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On October 16 2010 11:30 travis wrote:Show nested quote +On October 16 2010 10:19 Mindcrime wrote:On October 16 2010 09:57 travis wrote: everything i have read says i can do this and that other people can do it, what's the problem exactly?
The problem is exactly as I have stated. You cannot dual-class into a kit. You can go kensai -> thief, but not kensai ->swashbuckler. You can go fighter -> druid, but you cannot go fighter -> shapeshifter. oh ok well that suckssss If you really want a two character party, I would recommand rather something like:
kensai into thief at level 9. warrior / mage. You'll love your warrior HLA later.
You don't really need a cleric. Obviously it's better to have one, but if you have only two characters, it's more important to have a mage, a thief who can really fight.
Now, if you don't know the game that well, I would say that you should also add a cleric ranger.
I usually play 4 party members when I play with no original NPC or in multiplayers. Also, copy paste your save from the multi player save folder into the normal save folder so you don't have to beb bothered by the multiplayer engine (that is, if you just wanna do it alone).
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these greater wolfweres are just crazy, I keep hitting him with like 50 damage for every round, flame strikes, critical hits, magic missiles and special weapons designed to kill them, but he just won't lay down and die. I sometimes get him to injured but the rejuvenation rate is just sick. Even if it's paralyzed I cant really kill it... halp.
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On October 17 2010 01:11 Shauni wrote: these greater wolfweres are just crazy, I keep hitting him with like 50 damage for every round, flame strikes, critical hits, magic missiles and special weapons designed to kill them, but he just won't lay down and die. I sometimes get him to injured but the rejuvenation rate is just sick. Even if it's paralyzed I cant really kill it... halp.
You either need to kill them outright with a massive damage attack or out-damage their regeneration. This means good THACO with strong fighters, or alternatively you could go for a backstab with a damaging weapon and chunk it in one hit. Death magic is useless because their saves are all 1 and 0 and they have decent magic resistance to boot.
If you are doing this already keep in mind that there is a bug in the game that applies the Greater Wolfwere regeneration multiple times if you reload an area or something like that (usually happends when you quicksave and reload a lot). This can lead to it stacking with itself and giving insanely broken hp regeneration. I don't remember if it was patched or fixed in the unofficial patches, but a workaround is to enable the console and ctrl+r the Greater Wolfwere. This will heal him and reset all status changes, which should have the effect of restoring his normal regeneration.
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i only fought one so far but i killed it no problem
pretty sure i got some lucky critical hits though, lol
where are you fighting it at ? u fighting more than one at once? my fight was like a greater wolfwere and then a couple normal ones. I can't remember where that was though
+ Show Spoiler + hardest fights for me so far have been the rakshas at druid grove, the liche at city gates, and that band of adventurers or whatever that were in the dungeons trying to screw me over at windspear hills
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On October 17 2010 01:24 Aquafresh wrote:Show nested quote +On October 17 2010 01:11 Shauni wrote: these greater wolfweres are just crazy, I keep hitting him with like 50 damage for every round, flame strikes, critical hits, magic missiles and special weapons designed to kill them, but he just won't lay down and die. I sometimes get him to injured but the rejuvenation rate is just sick. Even if it's paralyzed I cant really kill it... halp. You either need to kill them outright with a massive damage attack or out-damage their regeneration. This means good THACO with strong fighters, or alternatively you could go for a backstab with a damaging weapon and chunk it in one hit. Death magic is useless because their saves are all 1 and 0 and they have decent magic resistance to boot. If you are doing this already keep in mind that there is a bug in the game that applies the Greater Wolfwere regeneration multiple times if you reload an area or something like that (usually happends when you quicksave and reload a lot). This can lead to it stacking with itself and giving insanely broken hp regeneration. I don't remember if it was patched or fixed in the unofficial patches, but a workaround is to enable the console and ctrl+r the Greater Wolfwere. This will heal him and reset all status changes, which should have the effect of restoring his normal regeneration.
That is probably what happened, because it went from injured to uninjured every damned round. Finally I got him with a lot of greater malison and similar spells and then just spam wands and flame arrows. It took a lot of tries however.
And Travis, it's a bit different, it was on Balduran's Isle. Sword Coast, not BGII.
Also, anyone have tips for defeating the cult tanari thingy at Ulgoths beard? I've just tried to venture into their lair a few times but all my party members died instantly, it wasn't even close.
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On October 17 2010 01:46 Shauni wrote:Show nested quote +On October 17 2010 01:24 Aquafresh wrote:On October 17 2010 01:11 Shauni wrote: these greater wolfweres are just crazy, I keep hitting him with like 50 damage for every round, flame strikes, critical hits, magic missiles and special weapons designed to kill them, but he just won't lay down and die. I sometimes get him to injured but the rejuvenation rate is just sick. Even if it's paralyzed I cant really kill it... halp. You either need to kill them outright with a massive damage attack or out-damage their regeneration. This means good THACO with strong fighters, or alternatively you could go for a backstab with a damaging weapon and chunk it in one hit. Death magic is useless because their saves are all 1 and 0 and they have decent magic resistance to boot. If you are doing this already keep in mind that there is a bug in the game that applies the Greater Wolfwere regeneration multiple times if you reload an area or something like that (usually happends when you quicksave and reload a lot). This can lead to it stacking with itself and giving insanely broken hp regeneration. I don't remember if it was patched or fixed in the unofficial patches, but a workaround is to enable the console and ctrl+r the Greater Wolfwere. This will heal him and reset all status changes, which should have the effect of restoring his normal regeneration. That is probably what happened, because it went from injured to uninjured every damned round. Finally I got him with a lot of greater malison and similar spells and then just spam wands and flame arrows. It took a lot of tries however. And Travis, it's a bit different, it was on Balduran's Isle. Sword Coast, not BGII. Also, anyone have tips for defeating the cult tanari thingy at Ulgoths beard? I've just tried to venture into their lair a few times but all my party members died instantly, it wasn't even close.
Aec'LeTec or whatever? You basically have to play that a bit cheesy because he is much too strong to just go in and melee, plus your clerics won't have all the defensive spells to stop his abilities nor the level to prevent him from simply dispelling them.
A good way to cheese this fight is to sneak an invisible character downstairs and pick off the sacrificial acolytes with arrows. If SCS is not installed you can kill the cultist mage with one good backstab, if it is installed just remove her from the fight with a wand of paralyzation or something because she will have stoneskin up. As for Aec himself once he's isolated you can just drown him in summons from the Wand of Monster Summoning and take him down with ranged attacks and your best melee fighters. Memorize some remove paralysis on your cleric, and maybe death ward if you're using tutu. Also if someone gets hit with the "dying" affect of his gaze just shoot them with an arrow of dispelling to get rid of it, I think death ward should be good enough to protect your melee fighters for the most part.
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If you don't have baldurash or other patch installed, greater werewolves are bugged and regenerate instantly.
So that's not supposed to be normal that killing this random monster is harder than killing Firkraag, just that you know
In BG1, I would recommand people not to underestimate spells, since at high level, you wizard start slowly to be really efficient. Spells like lightning is an absolute killer (if it doesn't come back to you).
I can't recommand enouugh emotion: hopeless after great malison. That's basically the best spell combination for both BG1 and BG2 against every humanoid which doesn't resist magic. Especially if you have like 4 casters and you cast it multiple time.
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For vicious people, there is a combination of spells which make your character absolutely invincible (I mean literraly invincible since your opponent can't make you any damage).
Work only with fighter/mages though:
Major invisibility + resisting against magic weapons + protection against magic energy + protection against divination + protection against abjuration + profit,
... and you have an unkillable character, whatever your opponent tries. Add protection against negative energy if you have some vampires around.
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For how many rounds though?
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I tell you, get the "ADD ON" its so much better with it!
One of the best games i've ever played in my life (expect starcraft ofc).
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On October 17 2010 05:40 Biff The Understudy wrote: For vicious people, there is a combination of spells which make your character absolutely invincible (I mean literraly invincible since your opponent can't make you any damage).
Work only with fighter/mages though:
Major invisibility + resisting against magic weapons + protection against magic energy + protection against divination + protection against abjuration + profit,
... and you have an unkillable character, whatever your opponent tries. Add protection against negative energy if you have some vampires around. Pretty sure bards can pull that off too, no?
Anyways, Aran Linvail at the start of Chapter 3 gives you the Amulet of Power which provides neg plane protection, so that's covered easily.
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