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The real benefit of Lone Wolf is in the extra ability points it grants. Extra AP is OK, extra HP is good. However, at level 20, you'll have 20 extra ability points to spend, that's enough to max out one extra ability and take another one to level 2. And that's without having to sacrifice talent points and such.

Taking two Lone Wolves may be a problem because you'll have to spend at least some points in crafting (without crafting, you close some major income avenues to yourself at least). One LW plus one regular character lets you have a slave monkey for crafting, and a competent third for fighting. If all three characters take Witchcraft 3, you can summon three Armored Decapitators (INT does not matter for summons). Take Farsight and keep it up at all times so you can get the drop on most enemies. Summon the Decapitators close to your enemies and let them take the alpha strike. Then move in and go nuts with AoE. In my experience, the Decapitators are scary enough that they hold aggro as long as they are alive (even if they are frozen or knocked down). For more versatility, learn other summons in case the enemy happens to be weak vs. an element. If the summons die and you need a break, go invisible for a few turns (Walk in Shadows, Invisibility), wait for the summons to come off the cooldown, rinse and repeat. You'll never miss the fourth character.


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You all talk about how taking lone wolf is wasting AP. True on paper but in a real fight, it's often the contrary. Why?

Because if your toon is not godly enough you will have to do all kind of stuffs: buffing, running, teleporting and cleansing etc... and waste tons of AP. Right now, either of my toons can wipe the entire group by just using battling ram. WW and DD are overkill.

In a long battle, that may not hold true anymore. However, if your fight only last one or two rounds then 4 toons are actually worse.

Edit: anyone knows how much ini the last boss has? I want to kill it in one round without letting it use a single ability.

Last edited by haxingW; 05/08/14 04:20 PM.
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Originally Posted by iru
If you add 1 point in Marksman you can get Tactical Retreat, First Aid and Doctor (although +2AP cost on Doctor)

Because of how my mage is built, those would be wasted skills.

Last edited by tx3000; 05/08/14 04:32 PM.
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Originally Posted by Starthief
Originally Posted by Wayward
I have an all-round LWGC Mage specced in every magic school. Gets shit done and feels good. High-lvl spells included. Never regretted the decision to spec her so.


Ditto. My caster currently has 5 in two magic schools and 3 in all the rest, without neglecting defensive skills.

I really don't feel like having two characters is gimping me in any way. In fact, sometimes I wish I could play with one character. Half the time, my melee fighter's standing around watching the fireworks. I probably should have started raising her INT and giving her a magical school or two to play with.


Exactly, and I didn't feel like playing 4 characters with 1 action point each at all smile i'm also benefitting from a loss of WW, DD abilities and LW bonus level action points as I had to respec on lvl 13 or so. Still waiting for hotfixes.

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Originally Posted by Damar Stiehl
The real benefit of Lone Wolf is in the extra ability points it grants. Extra AP is OK, extra HP is good. However, at level 20, you'll have 20 extra ability points to spend, that's enough to max out one extra ability and take another one to level 2. And that's without having to sacrifice talent points and such.

Taking two Lone Wolves may be a problem because you'll have to spend at least some points in crafting (without crafting, you close some major income avenues to yourself at least). One LW plus one regular character lets you have a slave monkey for crafting, and a competent third for fighting. If all three characters take Witchcraft 3, you can summon three Armored Decapitators (INT does not matter for summons). Take Farsight and keep it up at all times so you can get the drop on most enemies. Summon the Decapitators close to your enemies and let them take the alpha strike. Then move in and go nuts with AoE. In my experience, the Decapitators are scary enough that they hold aggro as long as they are alive (even if they are frozen or knocked down). For more versatility, learn other summons in case the enemy happens to be weak vs. an element. If the summons die and you need a break, go invisible for a few turns (Walk in Shadows, Invisibility), wait for the summons to come off the cooldown, rinse and repeat. You'll never miss the fourth character.


Currently, due to a bug, one will lose all his extra Ability Points if he respecs at any point, even after reselecting Lone Wolf again. Thus, it is not retroactive. Unfortunately it's pretty much impossible for a totally new player to anticipate just what skills and abilities he'll want and how to build his character and even if he wants Lone Wolf (-ves) or not.

I can't agree that 2 LW is a problem, particularly when it comes to Crafting. I have all the roles neatly distributed between the two protagonists. And money is probably the last thing I worry about in the game as it gold literally rains down on player smile

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I also have one my heroes playing all four elements. Because I'm the fucking Avatar! Spreading out my points among Intelligence, Constitution, and Speed (because Speed better AP bonuses than Perception). No Lone Wolf (..yet?). Mostly I just want the ability to cast two synergistic terrain spells (or synergistic status spells) in the order I want.

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