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mein gott this early game bit up to the friendly arm inn is boring as hell. Coming from POE2 back to this, especially when you're trying to nurse a Berserker up for that future dual class is a bit of a pain in the behind
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# ? Jun 13, 2019 18:30 |
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# ? Jun 3, 2024 23:45 |
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People playing Baldur's Gate for the first time in 2019, I love that and I'm also a bit jealous
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# ? Jun 13, 2019 18:32 |
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fargom posted:2nd edition is wacky, doing Berzerker 7 -> Dual to druid in BG2 SoA. When I did the swap, I had 2 pips in two handed weapons, and 4 pips in Quarterstaff. I did not expect to be able to add a 5th pip to quarterstaff when the druid finally got another proficiency at 11 or so, but I sure did and now I have the staff of Rynn+4 from the wondermart and my druid attacks 5/2 per round, with like 21-26 dmg per hit. I think that can only happen when your fighter levels have been reactivated. But what I really need to know is if I have a berserker/druid with berserker reactivated, can I go berserk and then shapeshift into a berserk bear? Or does the shapeshifting knock the berserk out of me (or prevent shapeshifting)?
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# ? Jun 13, 2019 19:02 |
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rocketrobot posted:I think that can only happen when your fighter levels have been reactivated. Shapeshifting is dumb and never used past level 4/5 the first time you get it.
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# ? Jun 13, 2019 20:04 |
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rocketrobot posted:But what I really need to know is if I have a berserker/druid with berserker reactivated, can I go berserk and then shapeshift into a berserk bear? Or does the shapeshifting knock the berserk out of me (or prevent shapeshifting)? Yeah it works. The big issues with that idea are a) rolling the necessary stats for a Berserker/Druid is a horrendous task, and b) the vanilla Druid's shapeshifting forms aren't very good. What does work very well (for a gimmick build anyway) is an Avenger dualed to Fighter. The Avenger's forms are much stronger than the normal ones, and you get some useful spells to boot. You'll need to pick up the Strength tome in BG1 though, since 17 Strength is required to dual into Fighter.
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# ? Jun 13, 2019 20:07 |
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pentyne posted:Shapeshifting is dumb and never used past level 4/5 the first time you get it. This is not true for IWD quote:5th level: May shapeshift into a winter wolf once per day. I'm surprised Beamdog didn't add that in BGEE. Wolf, black bear and brown bear all (and only) at level 7 in BG is weak. Samuel Clemens posted:Yeah it works. The big issues with that idea are a) rolling the necessary stats for a Berserker/Druid is a horrendous task, and b) the vanilla Druid's shapeshifting forms aren't very good. Sweet thanks. Samuel Clemens posted:What does work very well (for a gimmick build anyway) is an Avenger dualed to Fighter. The Avenger's forms are much stronger than the normal ones, and you get some useful spells to boot. You'll need to pick up the Strength tome in BG1 though, since 17 Strength is required to dual into Fighter. Druids can roll a 17 or 18 str. They just don't get a d100 for exceptional strength when they have str 18. There are bonuses at 17 & 18. rocketrobot fucked around with this message at 20:13 on Jun 13, 2019 |
# ? Jun 13, 2019 20:10 |
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Oh dang is Boon of Lathander a "haste" effect? Will I get +1 attacks/round from it while wielding Flail of Ages? I was thinking about a Fighter dual Cleric. Endure going all the way to Fighter 13 for 2 base APR, then get +1 APR from Grand Mastery, then +1 APR from Boon. +1 APR from dual wielding maxes APR. But if I want to use a shield instead, is there any way to still hit the 5 APR cap?
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# ? Jun 13, 2019 20:13 |
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rocketrobot posted:Druids can roll a 17 or 18 str. They just don't get a d100 for exceptional strength when they have str 18. There are bonuses at 17 & 18. Druids can, but Avengers can't. They're limited to 16 Strength and Constitution at character creation. SuperKlaus posted:I was thinking about a Fighter dual Cleric. Endure going all the way to Fighter 13 for 2 base APR, then get +1 APR from Grand Mastery, then +1 APR from Boon. +1 APR from dual wielding maxes APR. But if I want to use a shield instead, is there any way to still hit the 5 APR cap? You can't dual into a kit, so no Boon for a Fighter dualed to Cleric. If you could, it would be possible to reach 5 APR by casting two Boons, since they stack.
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# ? Jun 13, 2019 20:17 |
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Oh yeah I was fully planning to cheat so I could be a Fighter dual to kit Cleric. I didn't know I could double up on Boons, though.
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# ? Jun 13, 2019 20:20 |
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If I recall the Boon isn't a "haste" effect so even though it gives +1 APR it isn't blocked by Free Action, which is nice.
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# ? Jun 13, 2019 20:23 |
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I can never get a sorcerer build off the ground in BG1. What is a good roll and spell guide?
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# ? Jun 13, 2019 20:32 |
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Samuel Clemens posted:Druids can, but Avengers can't. They're limited to 16 Strength and Constitution at character creation. Ahhh you are correct. Thanks! Lucas Archer posted:I can never get a sorcerer build off the ground in BG1. What is a good roll and spell guide? Sorcerers don't have a primary attribute and don't get bonus spells from Charisma. So, pump up your other abilities as much as you want. I'd go half elf with max physical stats and at least a 9 int for scrolls. I'd probably also go RDD and be more melee capable since the con bonuses would get you into regen levels. But if you just want to hang back and rain fire and ice, stay with regular sorcerer.
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# ? Jun 13, 2019 20:43 |
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Lucas Archer posted:I can never get a sorcerer build off the ground in BG1. What is a good roll and spell guide? Dump CHA as low as you can, it doesnt actually effect anything for spells or saves. CON and WIS are good, DEX too. Spell guides for sorcerers are geared to starting BG2. For example, sleep, charm are phenomenal in BG1 and useless in BG2. You need to pick spells that will be useful all the way to level 20, like armor or magic missile. Anything that scales with levels and doesn't cap will probably be good. A great sorcerer in BG1 can easily become deadweight in BG2.
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# ? Jun 13, 2019 20:46 |
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Chromatic Orb is another good pick for a Sorceror, particularly if you've got another caster who can drop Greater Malison (and a Cleric with Doooooom). Sucks early on, mind you.
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# ? Jun 13, 2019 20:51 |
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Mzbundifund posted:If I recall the Boon isn't a "haste" effect so even though it gives +1 APR it isn't blocked by Free Action, which is nice. Boon also stacks, so once you get the second cast of it at level 11 you can get up to 4APR with +2 hit and +2 damage (conveniently enough to offset the penalties for dual wielding as a cleric) for 90 seconds. Toss in some of those cleric self buffs and you're a melee machine. That's nothing a fighter->cleric couldn't do by default, and have berserker rage as an option too. But still, I love playing single class clerics.
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# ? Jun 13, 2019 20:59 |
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kingturnip posted:Chromatic Orb is another good pick for a Sorceror, particularly if you've got another caster who can drop Greater Malison (and a Cleric with Doooooom). Level 1/2 are pretty bad as far as choices go for sorcerers. Chromatic Orb, Magic Missile, Acid Arrow and defense spells are your best long term options. You can take sleep and then use shadowkeeper to swap it for something else when you start BG2 like the pnp rules if you don't consider that cheating.
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# ? Jun 13, 2019 21:05 |
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I'm pretty sure you get to repick spells at the beginning of BG2, so there is no reason not to pick up sleep for BG1.
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# ? Jun 13, 2019 21:08 |
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There's literally two, maybe three, level 1 spells you'll be casting by mid BG2 so it doesn't matter what you choose so long as you've got magic missile, identify and maybe chromatic orb by the time you're level 8. The difficult choices don't start until spell level 3 imo
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# ? Jun 13, 2019 21:14 |
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Even if you don't get to repick, there are few enough level 1 spells that are consistently useful in BG2 that you can easily afford to take Sleep for BG1. You're just gonna be casting Armor once and then unloading Magic Missiles or Chromatic Orbs anyway, the other slots barely matter.
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# ? Jun 13, 2019 21:17 |
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My sorcerer took sleep at level 1, never swapped it out and never missed having that spot for something else. Sleep is way too strong of a spell in BG1 to drop for some theoretical future better spell in BG2. It only matters if you're going to start in BG2 instead of BG1.
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# ? Jun 13, 2019 21:19 |
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Alternatively Thalantyr sells a wand of sleep for like... 3000g? Depending on your reputation of course.
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# ? Jun 13, 2019 21:22 |
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bike tory posted:Alternatively Thalantyr sells a wand of sleep for like... 3000g? Depending on your reputation of course. That's quite a bit of gold for when sleep is at it's most useful. Doesn't hurt to have both though. Chromatic Orb, Magic Missile and Sleep are my top 3 picks for level 1 sorcerer spells.
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# ? Jun 13, 2019 21:23 |
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I like to (eventually) have 16 INT on my PC sorcerer for the tome of golems. I dump WIS for it because I never, ever use Wish. Even in the playthroughs that I "plan" to.
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# ? Jun 13, 2019 21:31 |
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All 18s bhaalspawn special, please -never focus on rolling -never have to plan stats -most stats like int and charisma are just qol dump stats anyway so who cares
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# ? Jun 13, 2019 21:37 |
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Suspicious posted:I like to (eventually) have 16 INT on my PC sorcerer for the tome of golems. I dump WIS for it because I never, ever use Wish. Even in the playthroughs that I "plan" to. You can use potions of insight, can buy 20+ by the time you get to casting and using wish. Wisdom is nice for the bonus to lore, without a bard mages are your best identifiers. Even then, out of 10 times using wish I only ever saw "memorize all spells as if rested" 2 times, so not that useful. Most times I had to pick "random wand appears" and its a wand of frost or magic missile.
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# ? Jun 13, 2019 21:37 |
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I don't like Chromatic Orb. It's bad at low levels because the effects are weak and worse than Blindness or Sleep, and at higher levels you're basically always better off spending your time casting something better. The +6 bonus to saves makes it super unreliable, and if you're loading a tough enemy up with Greater Malison and Doom you might as well throw something actually nasty at them instead of the Orb. I'll admit there's comedy value in vaporizing a dragon with a level 1 spell, but apart from funny gimmicks it doesn't seem worth it at any point in the level curve. For my sorcerers I like Sleep, Magic Missile, Blindness, and Shield, from there just convenience stuff like Protection from Evil, Protection from Petrification, or maybe Identify for convenience.
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# ? Jun 13, 2019 21:39 |
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Meyers-Briggs Testicle posted:All 18s bhaalspawn special, please this you're literally a godchild, just have crazy god stats to go with
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# ? Jun 13, 2019 21:40 |
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Lucas Archer posted:I can never get a sorcerer build off the ground in BG1. What is a good roll and spell guide? Cheat like any sane person would. Spells: Depends on your party and mods you have installed (SCS makes Detect Invisibility all but mandatory) to some extent. You definitely want Sleep unless you're playing a solo character and might actually want to ensure all your spell picks stay relevant. The only other level 1 spells you need in the long run are Magic Missile for its usefulness and Shield and Identify for your sanity. You also obviously want Mirror Image and Stoneskin. You probably want Web, Slow and Greater Malison.
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# ? Jun 13, 2019 21:44 |
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Mzbundifund posted:I'll admit there's comedy value in vaporizing a dragon with a level 1 spell, This is actually the only reason that I like Chromatic Orb, if I'm being honest. I unexpectedly insta-killed one of BG2's many dragons with it once and it stuck with me.
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# ? Jun 13, 2019 21:49 |
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I prefer to vaporize dragons with a barrage of magic missiles from my arcane casters' sequencers.
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# ? Jun 13, 2019 22:06 |
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Sorc stats: 16 con, 18 dex and literally nothing else really matters. I guess pump everything else into int in case a mindflayer is hitting you For spells just quoting this post again: bike tory posted:The spells to focus on in my opinion are:
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# ? Jun 13, 2019 22:12 |
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- Running after horror'ed enemies is no fun. - Slow is far more useful than haste. It turns meat grinders into pushovers. Party friendly. - Why cloudkill? Use the wand(s). - Chaos would be my 2nd pick after breach. It completely ends fights before they start and is party friendly.
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# ? Jun 13, 2019 22:32 |
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Suspicious posted:- Running after horror'ed enemies is no fun. I'd be inclined to pick chaos before breach. Nothing outside the Planar Sphere in Chapter 2 needs Breach in an unmodded game, so you can pick up Chaos for say D'Arnise Keep and grab Breach for wizard fights when those start popping up.
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# ? Jun 13, 2019 22:51 |
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Suspicious posted:- Running after horror'ed enemies is no fun. Sometimes slow might bounce off an enemy saving throw, but haste always works on the party, as well as is useful against mages because of higher interrupt chance. Also nice to use sometimes to move quickly across the map.
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# ? Jun 13, 2019 23:02 |
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I always combined Haste and Slow as much as possible and felt like a tactical genius. It was actually really effective in a lot of fights
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# ? Jun 13, 2019 23:06 |
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If I had to pick between slow and haste I'd pick slow for almost every fight except against golems I guess. I always have an auxillary mage though, and they get to cast haste. Both are obviously better than either one, but if you have to pick, choose slow. There always are oils of speed though. No equivalent for slow.
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# ? Jun 13, 2019 23:09 |
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I would never take Haste on a Sorcerer unless I had no other arcane caster in the party for some reason but that's pretty much why I wrote a lot depends on the particular party.Suspicious posted:- Running after horror'ed enemies is no fun. Wands of Fear aren't hard to come by in BG1, a lot of enemies are straight up immune to panic effects, and Horror has Web and Glitterdust as direct competition.
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# ? Jun 13, 2019 23:14 |
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I initially wrote that as a mage spell guide, so the spells aren't in any particular order. Haste > Slow imo. Haste gives you an assload of extra attacks per round, and can be pre-cast. Slow you basically have to use in combat, can be saved against (or completely resisted by a lot of the enemies you'd want the buff up for) and makes no difference to caster enemies if it can get through their spell protections anyway. Horror lasts for ages, web is a pain in the rear end because it's not party friendly and glitter dust lasts for like, two rounds? For outdoors use horror sucks but most of the toughest battles are inside anyway.
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# ? Jun 13, 2019 23:19 |
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Haste's duration is 3 rounds + 1/caster level which is extremely short and almost immediately results in a fatigued party afterwards when the fight might not even be over. Yeah, you can pre-cast it (don't do it too in advance though lol) and yeah slow can be saved against, but with great difficulty. It being a save vs spell with a penalty of 4, the worst saving throw of the creatures you'd typically use it against. Also nothing stops you from casting slow until it takes. It makes a huge impact on the fight, haste not so much. What made the biggest impression on me was fighting trolls, especially Tor'Gal, straight out of chateau Irenicus. He's a monster if all you got is haste. Slowed though, he's harmless. The difference is night and day.
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# ? Jun 13, 2019 23:26 |
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# ? Jun 3, 2024 23:45 |
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The main benefit of glitterdust is being a low level invisibility breaker with added benefit for bullshit like thieves with a seemingly endless stack of 500gp a pop potions of invisibility Also Oil of Speed is generally superior enough to haste to make it worthwhile to stack on them (and works in a couple situations where haste doesn't iirc), any fight where the oils would be too onerous to bother is rarely hard enough to require haste to begin with, at least in BG (IWD is a bit stingier).
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# ? Jun 13, 2019 23:29 |