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apprentice
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OP
apprentice
Joined: Jul 2014
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Hey guys, in my last forum request (Found here: http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Main=45704&Number=527519#Post527519), I was inquiring about building a Fighter/Thief and I was basically told that it was 渡ot worth it due to how multiclassing works in the game. This lead me to think of some other methods to develop a character that could act as a rogue, but is not a rogue and I came up with this idea. I would basically be a 2-handed fighter (Man-at-Arms), with the support of magic (Aerotheurge) to perform the thieving tasks (Invisibility) buffing myself (Become Air, Farseer) and drawing enemies either closer to me or away from my other character (Teleportation, Feather Drop). My 2nd character will be a full mage (all 5 schools). This lead to me to consider taking another school of magic to further increase the support, however I am not sure which one, if any. The other problem that I foresee is that I need to have at least a minimum of 8 Int. and I would also want to have max AP for both characters and both characters would be lone wolves. So how could I build him to be effective and not gimp him, considering it is a hybrid class? or I am doomed from the start and I just do not know it yet? Any help is appreciated!! Thanks in advance!! P.S. I would also like to have each character with a summon, if possible
Last edited by Wolfen2; 29/07/14 10:03 AM.
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veteran
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veteran
Joined: Apr 2013
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I don't think trying to spend the level-up points and points from books and so on you can find in the game across all the classes for a jack of all trades is doable....you'll just suck at everything rather than being proficient at one thing....the game lets you screw it all up but it's more of a trap than actual freedom to play as you like. If you really want to enjoy playing a mix of all classes then use a trainer and be done with it.
Hell I also think making a mage proficient in all five schools of magic is stupid because...well...you just won't have enough points to do that without sucking at all of them.
Last edited by Darth_Trethon; 29/07/14 10:18 AM.
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apprentice
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OP
apprentice
Joined: Jul 2014
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I don't think trying to spend the level-up points and points from books and so on you can find in the game across all the classes for a jack of all trades is doable....you'll just suck at everything rather than being proficient at one thing.... But in reality, it is more of a battlemage, with a focus on melee and magic to support that melee. use a trainer and be done with it. That is not what I am interested in. I am interested in trying to figure out a way to make it work and be awesome at the same time. Hell I also think making a mage proficient in all five schools of magic is stupid because...well...you just won't have enough points to do that without sucking at all of them. How do you figure this? Please explain, because I see it this way: If I plan to take 1 of them to level 5, and the rest to level 4, I fail to see how I am going to 都uck at it. This would cost me a total of 55 points and with lone wolf, I have 68 to use, so I still have 13 points to play around with. Even if I took 2 of them to 5, I still would have enough.
Last edited by Wolfen2; 29/07/14 10:32 AM.
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enthusiast
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enthusiast
Joined: Jul 2014
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In terms of Ability Points, it's actually kind of amazing how effective you can be at spreading yourself thin. A lot of the best skills, like Tactical Retreat, Fast Track, Blind, Minor Heal, Rain, Teleportation... all level 1, and if you include level 2 the list more than doubles. With the way ability point investments work in the game, going jack-of-all trades as far as that goes is actually quite doable.
It's the Attribute Points which are a bit of a deal-killer. Getting enough Strength, Dexterity, or Intelligence to use a skill (and the corresponding gear, for most non-spells) is rather tricky, and represents lost Constitution, Speed, or Perception. This means you might be able to do more different things, but you get to use less of them per turn.
I feel the one case where hybrid is justified (and even quite good) is Strength/Intelligence. You don't need AP to wear awesome plate armour or to block with a shield, so you're still getting something (defense!) out of the points you put in Strength, while having access to spells. So I don't think the core of your character concept is a bad one, honestly... although I'd be looking towards Explode and 120% Fire resistance if you're serious about the hybrid, which admittedly isn't a very, um, subtle combat strategy. (It does work great with Feather Fall, though!)
However, the thing I've found about Str/Int hybrids is that they tend to be "armoured casters" more than they are "spellcasting fighters." You can't really be dedicated to melee damage and spellcasting damage at the same time, and shields truly are a Str/Int hybrid's best friend. Two-handers are more of a pure fighter thing (with higher Strength requirements, too).
Last edited by ScrotieMcB; 29/07/14 10:37 AM.
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apprentice
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OP
apprentice
Joined: Jul 2014
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In terms of Ability Points, it's actually kind of amazing how effective you can be at spreading yourself thin. A lot of the best skills, like Tactical Retreat, Fast Track, Blind, Minor Heal, Rain, Teleportation... all level 1, and if you include level 2 the list more than doubles. With the way ability point investments work in the game, going jack-of-all trades as far as that goes is actually quite doable.
It's the Attribute Points which are a bit of a deal-killer. Getting enough Strength, Dexterity, or Intelligence to use a skill (and the corresponding gear, for most non-spells) is rather tricky, and represents lost Constitution, Speed, or Perception. This means you might be able to do more different things, but you get to use less of them per turn.
I feel the one case where hybrid is justified (and even quite good) is Strength/Intelligence. You don't need AP to wear awesome plate armour or to block with a shield, so you're still getting something (defense!) out of the points you put in Strength, while having access to spells. So I don't think the core of your character concept is a bad one, honestly... although I'd be looking towards Explode and 120% Fire resistance if you're serious about the hybrid, which admittedly isn't a very, um, subtle combat strategy. (It does work great with Feather Fall, though!)
However, the thing I've found about Str/Int hybrids is that they tend to be "armoured casters" more than they are "spellcasting fighters." You can't really be dedicated to melee damage and spellcasting damage at the same time, and shields truly are a Str/Int hybrid's best friend. Two-handers are more of a pure fighter thing (with higher Strength requirements, too). In your opinion, is it still possible to just get the min int. that I need to cast the low level spells (level 1 & 2) and go the 2-handed sword route? I just think the idea of being able to use some of the low level spells in certain situations, would be useful, if not fun.(like Invisibility & Teleportation)
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veteran
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veteran
Joined: Apr 2013
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Well let's do the math: to take four skills to level four you have 4*10=40 points and then to take one skill to level five you need 15....that's 55 points out of 56 you get over 20 levels and your character would otherwise know absolutely nothing else....no bodybuilding or willpower to resist status effects and damage....it'd be a sponge for damage and too easily incapacitated....a pathetically easy kill at higher levels and the fact he/she has no other skills beyond magic would mean that all the non-combat abilities would need to be spread among the other three which would detract from their own ability to fight. Your jack of all trades would simply not be a match against specialized opponents either.
So yeah, you've got problems. That's not how you go about building characters. Like I said, either get a trainer or forget about it.
Last edited by Darth_Trethon; 29/07/14 10:54 AM.
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apprentice
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OP
apprentice
Joined: Jul 2014
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Well let's do the math: to take four skills to level four you have 4*10=40 points and then to take one skill to level five you need 15....that's 55 points out of 56 you get over 20 levels and your character would otherwise know absolutely nothing else....no bodybuilding or willpower to resist status effects and damage....it'd be a sponge for damage and too easily incapacitated....a pathetically easy kill at higher levels and the fact he/she has no other skills beyond magic it'd mean that all the non-combat abilities would need to be spread among the other three which would detract from their own ability to fight. Your jack of all trades would simply not be a match against specialized opponents either.
So yeah, you've got problems. That's not how you go about building characters. Like I said, either get a trainer or forget about it. WOW... thanks for such "wonderful" advice... So I have 2 options according to you. 1. Forget about it 2. Cheat and use a trainer BTW: you completely miss the fact that I stated twice, that I want to try it with lone wolf, which gives you more skills points... but okay
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enthusiast
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enthusiast
Joined: Jul 2014
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no bodybuilding or willpower to resist status effects and damage....it'd be a sponge for damage and too easily incapacitated.... It's a little amazing how good elemental resistances and blocking are when used as damage mitigation. Still, in terms of Bodybuilding and Willpower, I feel that's one of the primary weaknesses of Lone Wolf. With a party of four characters, you can normally get one player statused and still do well enough, maybe use a status-curing skill to get that character back up again; Bodybuilding and Willpower are still good for some light investment, but you don't need to go heavily into them. But with Lone Wolf (especially double Lone Wolf), a single disabling status is backbreaking, even if you can recover it during your other character's next turn. It's almost like you need to dump all, or at least most, of those 20 extra points you get into saving throws in order to be viable. That said, I think hybrid is still viable even without Lone Wolf. You don't need 5 in any of the spellcasting abilities for them to be good (the only unlocked talent worth anything is Lightning Rod); in most of them, you don't even need 4. edit: He might have been using the Lone Wolf skill point distribution. Without Lone Wolf you get 49 points at level 20. I'm guessing he was aiming for some level below 20... or something.
Last edited by ScrotieMcB; 29/07/14 11:01 AM.
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veteran
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Joined: Apr 2013
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no bodybuilding or willpower to resist status effects and damage....it'd be a sponge for damage and too easily incapacitated.... It's a little amazing how good elemental resistances and blocking are when used as damage mitigation. Still, in terms of Bodybuilding and Willpower, I feel that's one of the primary weaknesses of Lone Wolf. With a party of four characters, you can normally get one player statused and still do well enough, maybe use a status-curing skill to get that character back up again; Bodybuilding and Willpower are still good for some light investment, but you don't need to go heavily into them. But with Lone Wolf (especially double Lone Wolf), a single disabling status is backbreaking, even if you can recover it during your other character's next turn. It's almost like you need to dump all, or at least most, of those 20 extra points you get into saving throws in order to be viable. That said, I think hybrid is still viable even without Lone Wolf. You don't need 5 in any of the spellcasting abilities for them to be good (the only unlocked talent worth anything is Lightning Rod); in most of them, you don't even need 4. edit: He might have been using the Lone Wolf skill point distribution. Without Lone Wolf you get 49 points at level 20. I'm guessing he was aiming for some level below 20... or something. Aren't you sort of forgetting about: blindness, frozen, petrified, stunned and you can be dropped to the floor by a number of abilities or spells and there's probably more I'm forgetting about....those mean you cannot attack or do mucch of anything at all. In terms of damage even if burning isn't a great deal due to fire resistance, what are you going to do about bleeding?
Last edited by Darth_Trethon; 29/07/14 11:14 AM.
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veteran
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Joined: Apr 2013
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WOW... thanks for such "wonderful" advice... So I have 2 options according to you.
1. Forget about it 2. Cheat and use a trainer
BTW: you completely miss the fact that I stated twice, that I want to try it with lone wolf, which gives you more skills points... but okay
Lone Wolf for those kinds of builds would be about the dumbest idea I've ever heard. Your characters would be easy prey in combat and completely worthless at anything outside of combat. Even if you spent the extra 20 points from lone wolf on saving throws your jack of all trades would just not be that good and your know it all mage would be torn to shreds by larger mobs.
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apprentice
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OP
apprentice
Joined: Jul 2014
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Lone Wolf for those kinds of builds would be about the dumbest idea I've ever heard. Thanks for providing helpful advice to a new player... Instead of bashing my ideas and saying how stupid they are, you could help me create something that would work better... If you can't do that, please DO NOT reply anymore to my thread. Also, I was not aiming for a "jack of all trades". I was thinking more of a Battlemage character, who would focus on melee and support himself with some basic spells and with some out of combat thieving through using the invisabiltiy spell.
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apprentice
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OP
apprentice
Joined: Jul 2014
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Still, in terms of Bodybuilding and Willpower, I feel that's one of the primary weaknesses of Lone Wolf. With a party of four characters, you can normally get one player statused and still do well enough, maybe use a status-curing skill to get that character back up again; Bodybuilding and Willpower are still good for some light investment, but you don't need to go heavily into them. But with Lone Wolf (especially double Lone Wolf), a single disabling status is backbreaking, even if you can recover it during your other character's next turn. It's almost like you need to dump all, or at least most, of those 20 extra points you get into saving throws in order to be viable. So with Lone wolf, what level should you have Bodybuilding and Willpower for a Fighter (possible fighter/mage) & Mage?
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enthusiast
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enthusiast
Joined: Jul 2014
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At least 4/4; if you plan on using a lot of buffs (Oath of Desecration, Wildfire and the like), 5/5. Like I said, you'd be dumping all those extra Lone Wolf ability points into saving throws. Statuses wreck Lone Wolves.
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veteran
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veteran
Joined: Apr 2013
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Well for a mage yo can start by cutting it down to three or two schools of magic and think about saving throws. Then you have to think about whether you want your lone wolves to be apt at anything other than combat. Charisma? Leadership? Any of the three rafting areas? What about loremaster? Most of the loot you find will need to be identified, are you going to invest large amounts of gold to identify things? Hell to get the big bucks you'll need things identified. That's just one example.
For your fighter-mage you have to think about how to spread your supporting attributes. You need lots of strength for that double handed sword and if you want to be able to take a hit you need constitution. But then you have to think about things like speed(AP recovery/turn) Perception is kind of huge in terms being able to advance a lot of quests and not getting lost because the game already gives you very little help as is and gleefully lets you screw yourself....want to destroy/drop/sell that quest item and be done with capacity to progress the main story? Go right ahead. Oh and by the way you only get about 15 points to distribute among all those.
I actually think the game's leveling system is broken all to hell.
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enthusiast
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enthusiast
Joined: Jul 2014
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Aren't you sort of forgetting about: blindness, frozen, petrified, stunned and you can be dropped to the floor by a number of abilities or spells and there's probably more I'm forgetting about....those mean you cannot attack or do mucch of anything at all. In terms of damage even if burning isn't a great deal due to fire resistance, what are you going to do about bleeding? In order: no I'm not; who cares? In a four-person party, it's totally fine to have some characters with low or no saving throws. You're spread out enough where getting 1/4 of your party immobilized until you can produce a status cure isn't going to wreck you. The main exception to this are "buff receivers;" since you're going to spend AP casting Oath or Wildfire on those characters, it's worse than usual when they're statused, so they should have better saves than usual. I've beaten the game on Hard (without any Lone Wolves) so I know what I'm doing in that department. I still have enough respect for how bad status effects can be on key characters (such as buff magnets) that I'm recommending high investment in Bodybuilding/Willpower for Lone Wolves; I figure both characters are key characters in a dual Wolf setup. I really don't think Lone Wolf is worth it for this reason. It really should either give more ability points, or directly boost your saves so you don't need to invest as much. Probably the latter.
Last edited by ScrotieMcB; 29/07/14 11:59 AM.
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stranger
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stranger
Joined: Jul 2014
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Hey Wolfen,
I have a similar build right now. My party is currently at level 7 with the following:
Lone wolf fighter, 9str,6int. Man at arms 3, Hydro 2. Ranger w/ 1pt each into Geo/Witchcraft/Scoundrel. 3 in Marks Jahan w/ Pyro 2 and fire spells added
The first guy is a bit like yours, but is more solder-heavy. Between a couple spells available early in Hydro, and cure wounds from ManAtArms - I have a ton of self-cast healing. I start a fight with a 2handed weapon and if things get fishy I can switch to shield and use two heals in the same turn. It's really fun! But it might be a little more melee-heavy than you are going for if you're looking for caster heavy. But he can cast rain, two heals, and ice shard effectively without ANY base points into intelligence. Sometimes my +Constitution spell fails, but not often enough that I stop using it.
I think if you want to do an armored caster, without any focus on melee, you could definitely go for 8str8int to wear decent armor/shields early on. Then just decide what magic trees you want to 'mainspec.' I am thinking about getting my Jahan a shield if I can find the proper +str items longterm.
As Scrotie said and I have learned, when you are shopping past level 6 you will see ability books that are like "wow that sounds good, do want." So save your ability points if you aren't sure what you want next. Then you can pop the points into 1-tree to use a very special book you think will work well with your playstyle.
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veteran
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veteran
Joined: Apr 2013
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At least 4/4; if you plan on using a lot of buffs (Oath of Desecration, Wildfire and the like), 5/5. Like I said, you'd be dumping all those extra Lone Wolf ability points into saving throws. Statuses wreck Lone Wolves. Oh and for 4/4 you need 20 points(all the lone wolf's hefty bonus), for 5/5 you need 30 points so those numbers aren't any good....you'll need to have gear enhancing willpower and body building but that's always a mixed bag because the gear that has the points you need might otherwise be worthless and the otherwise awesome gear might be missing something you need. It's hard to really count on the loot/shop system....I hate it and don't like counting on it before I start a game.
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enthusiast
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enthusiast
Joined: Jan 2014
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What "broken" game mechanics do you want to use? - turn invisible/sneak after you have finished attacking (opponents will skip their turn) - leech with or without comback kid (can't be killed by physical damage) - Seller of Secrets bug (you can buy 1 Attribute point and 3 Ability points each level instead of a 1 time deal) - Glass Cannon (20-30 AP each turn, reduced HP only really matters in hard because of the way hp gets calculated) - resistance vs all > 100% through crafting (elemental damage will heal you)
What difficulty do you want to play on? How important are XP for you? (lvlv 20 vs 23 is a difference of 1 Talent point 1 attribute point and 12 Ability points). Your party can also get another 2 attribute point and 6 ability points through items. In addition to that there are items that permanently give +1 int -1 per (of which I found 8 in my last playthrough).
Last edited by eidolon; 29/07/14 12:32 PM.
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stranger
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stranger
Joined: Jul 2014
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Hi Wolfen2, perhaps I can give you some insight on my experience with this and you can decide if its worth trying out. I too wanted to try some serious hybrid action, my favorite playthroughs through Baldur's Gate 2 were with a solo fighter/thief/mage. As has been already discussed, its not really viable to spread yourself so thin in this one - but I believe I have managed to cover a lot of areas with my two lone wolf battle mages. I am not here to argue with the naysayers, I am purely sharing my experience. I have created a separate guide / topic to hopefully answer your questions. Please see : my post
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