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I'm very new to this and the first game I made was a total bogus + the one I made in co-op with a friend smirk so I would really like some help to start a new game that wouldn't turn out complete garbage.

So I was thinking about making two pure damage casters or such (sounds like that would be easier to do by what I've read), but I'm not quite sure how to go about as I haven't experimented much with the builds.

Thanks in advance <3

wizard1
attributes: intelligence x10
abilities: hydrosophist (water) x? + aerotheurge (air) x? + ? or water/fore?
talents: ? + ?
starting skills: ? + ? + ?
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wizard2
attributes: intelligence x10
abilities: geomancer (earth) x? + pyrokinetic (fire) x? + ? or earth/water?
talents: ? + ?
starting skills: ? + ? + ?

PS. what about Loremaster? Should one of my characters have that or is there a better/smarter way to get your stuff identified?

Last edited by fiskefyren; 14/08/14 07:40 PM.
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As a mage you'll want points in all disciplines, but specializing in one or two won't hurt at all.

Early game you want both casters to have:
-Summon spider
-Light heal
-Rain
-Ice Shard
-Blitz Bolt
-Teleport
-Wildfire

As you can see, that's almost entirely Aero/Hydro, with some dips into pyro and geo and nothing essential from withccraft. Your basic strategy is to make everything wet with Rain, wildfire yourself for Haste, get spiders out to be disposable tanks for you, then stun (blitz bolt) and freeze (ice shard) everything until the fight is over. Teleport anything that gets to0 close to you, or drop enemy casters next to your spiders.

Fire attack spells do lots of damage, but will thaw frozen enemies and dry out wet enemies- destroying your crowd control.

As for talents, early on you want both to have Far Out Man. Maybe one with Pet Pal, since it's fun. Save Know It All for when you have 15 INT to put you up to 16. Take Glass Cannon as soon as you can and you'll have ridiculous amounts of AP to use each turn after your first. Other than that, talents aren't very important for mages.

It's hard to go wrong with mages. Just put everything into INT and the spell schools and you'll be fine. Switch to con after you max INT.

Last edited by gritz; 12/08/14 07:41 PM.
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Originally Posted by gritz
As a mage you'll want points in all disciplines, but specializing in one or two won't hurt at all.

Early game you want both casters to have:
-Summon spider
-Light heal
-Rain
-Ice Shard
-Blitz Bolt
-Teleport
-Wildfire

As you can see, that's almost entirely Aero/Hydro, with some dips into pyro and geo and nothing essential from withccraft. Your basic strategy is to make everything wet with Rain, wildfire yourself for Haste, get spiders out to be disposable tanks for you, then stun (blitz bolt) and freeze (ice shard) everything until the fight is over. Teleport anything that gets to0 close to you, or drop enemy casters next to your spiders.

Fire attack spells do lots of damage, but will thaw frozen enemies and dry out wet enemies- destroying your crowd control.

As for talents, early on you want both to have Far Out Man. Maybe one with Pet Pal, since it's fun. Save Know It All for when you have 15 INT to put you up to 16. Take Glass Cannon as soon as you can and you'll have ridiculous amounts of AP to use each turn after your first. Other than that, talents aren't very important for mages.

It's hard to go wrong with mages. Just put everything into INT and the spell schools and you'll be fine. Switch to con after you max INT.


Disciplines? What are those?

But summon spider is a Geo, wouldn't it be better to have +2 points in either Aero or Hydro form the get go? What you suggest seems like I have to spec in 4 different abilities, wouldn't that be wasteful if I've to max them all?

So "Far Out Man" for both and "Pat Pal" for one of them... and the last one? Would be silly to give them both "Pat Pal".

What about willpower and such?

Also, who would you suggest I give what to? Giving the same stuff to both mages would be silly, wouldn't it?

Overall if sounds like you want me to make both classes exactly the same? I thought it would be better if I specilized them like e.g. one if earth/fire and the other is water/air or such, like I suggested with wizard1 and wizard2.

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I'd say get all magic schools up to at least 2. There are several great early access spells from all schools and as you will be focusing on intelligence you gain the most from them.

Your specialization would come in choosing which schools you wanna bring up to 4 or 5.

Far Out Man is the best starter talent for mages, no doubt. Pet pal gives you access to a bunch of extra quests and may also have clues to help you figure puzzles out. Other than that I'm not terribly impressed by the starter talents.

Glass Cannon is extremely strong in easy and normal mode. It's still good in hard mode but you will really feel squishy until you get your Constitution up. This talent will make the game a bit too easy according to many. You have been warned.

If you are planning on bringing companions I would make Jahan your crafter as he starts with Scientist talent.

As you progress you will be able to trade 1 talent point for 10 ability points and 10 ability points for 2 attribute Points. That means that talents that increase your attribute or ability points are worthless.

Having at least one summon spell per mage is great, especially early on.

Attribute wise you should focus on increasing intelligence, but it's also well worth it to get speed/con up to 7 through gear.

Here's list containing all skills, including spells:
http://divinity.gamepedia.com/Skills

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Made 2 that have been working great. Nuking everything with ease so far...

1 with Pyro and Geo
1 with Witch and Aero

(Took one point in Hydro just for Rain on one on them).

10 starting Int.

Lone Wolf and Leech as starting talents
Then Zombie.
Then Glass Canon.
Next I might pick Far out man....

Last edited by xpanterx; 13/08/14 08:13 AM.
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Iru knows what he's talking about.


Originally Posted by fiskefyren
Disciplines? What are those?


Sorry spell schools

Quote
But summon spider is a Geo, wouldn't it be better to have +2 points in either Aero or Hydro form the get go?


It won't hurt

Quote
What you suggest seems like I have to spec in 4 different abilities, wouldn't that be wasteful if I've to max them all?


Nope, you'll have plenty of ability scores to use and you want as many party members as possible with as broad a skillset as possible. It sucks when only one guy has two spells you need to cast.

Quote
So "Far Out Man" for both and "Pat Pal" for one of them


Right

Quote
What about willpower and such?


Ignore them. Your defense is distance, crowd control, summons and Teleport.

Quote
Also, who would you suggest I give what to? Giving the same stuff to both mages would be silly, wouldn't it?


Nope, give everyone everything. You might have one guy who hits 5 in Hydro first while the other one hits 5 in Aero first, but in the end you want at least 4 schools at 5 on each character (and 3-4 in the 5th school).

Last edited by gritz; 13/08/14 05:24 PM.
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To clarify:

It might seem at first that this is a game that rewards having a party of specialists with defined roles. This is not the case. This is a game that rewards having mages who can do everything and do it very, very well.

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I's rather go with Pyrokinetics with one of the mages. Once you reach level 4, you can get summon Fire Elemental. And with that, you can blast undead very very very easily.

Get Hydrosophist for one of the mages, and pick whatever you want with the remaining points.

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Originally Posted by iru
I'd say get all magic schools up to at least 2. There are several great early access spells from all schools and as you will be focusing on intelligence you gain the most from them.

Your specialization would come in choosing which schools you wanna bring up to 4 or 5.

Far Out Man is the best starter talent for mages, no doubt. Pet pal gives you access to a bunch of extra quests and may also have clues to help you figure puzzles out. Other than that I'm not terribly impressed by the starter talents.

Glass Cannon is extremely strong in easy and normal mode. It's still good in hard mode but you will really feel squishy until you get your Constitution up. This talent will make the game a bit too easy according to many. You have been warned.

If you are planning on bringing companions I would make Jahan your crafter as he starts with Scientist talent.

As you progress you will be able to trade 1 talent point for 10 ability points and 10 ability points for 2 attribute Points. That means that talents that increase your attribute or ability points are worthless.

Having at least one summon spell per mage is great, especially early on.

Attribute wise you should focus on increasing intelligence, but it's also well worth it to get speed/con up to 7 through gear.

Here's list containing all skills, including spells:
http://divinity.gamepedia.com/Skills


Thank you for your reply, that really helped. Though I'm a bit confused on how crafting works, but I guess that's because I really haven't reached that point? I mean, me and my friend only use Jahan for repairing our stuff pt. Also, I kind pick up EVERYTHING, do you use hair, teeth and all the other stuff for blacksmithing?

So no suggestions for the last starting talent? I was considering "Packmule" or something... but that too seems kinda pointless to take... would there be any point in not using the last talent point?

And which spells would you suggest that I use for my mages? A summon spider spell for each one, a heal spell for one of them and for the last remaining spells? Also, which schools are worth specializing and how many can you specialize? I mean, if I should at least get every school at 2 then I guess I can only specialize 1 school for each mage? Also, when you say every school, do you also mean Witch too or just the elemental ones?

Last edited by fiskefyren; 14/08/14 04:33 PM.
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Originally Posted by melianos
I's rather go with Pyrokinetics with one of the mages. Once you reach level 4, you can get summon Fire Elemental. And with that, you can blast undead very very very easily.

Get Hydrosophist for one of the mages, and pick whatever you want with the remaining points.


What should I be aiming for with Hydrosophist?

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Originally Posted by xpanterx
Made 2 that have been working great. Nuking everything with ease so far...

1 with Pyro and Geo
1 with Witch and Aero

(Took one point in Hydro just for Rain on one on them).

10 starting Int.

Lone Wolf and Leech as starting talents
Then Zombie.
Then Glass Canon.
Next I might pick Far out man....


What are your reasons for picking those? Also, I don't really understand how "Lone Wolf" works... it sounds like you can only have one character when you use it.

Last edited by fiskefyren; 14/08/14 04:32 PM.
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Originally Posted by iru
As you progress you will be able to trade 1 talent point for 10 ability points and 10 ability points for 2 attribute Points. That means that talents that increase your attribute or ability points are worthless.


So I shouldn't take "Know-it-All" when I max out my intelligence?

Last edited by fiskefyren; 14/08/14 04:32 PM.
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Oh, I almost forgot! What about Loremaster? Shouldn't one of my characters have that? Or is there a better/smarter way to get your stuff identified?

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Only one character needs to put 1 point in loremaster, the rest comes from two rings, amulet and the trait materialistic. More then 5 loremaster is worthless.
You can't trade talents on the henchmen so may still consider Know-it-All. Also one may prefer one more AP or more HP but I aim for a reliable way to apply the status effects from spells (high INT) especially at the end of the game when melee damage takes a lead and the mage role is more control then damage. The more you progress in the game it becomes easier so don't worry too much.

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Originally Posted by fiskefyren
Originally Posted by xpanterx
Made 2 that have been working great. Nuking everything with ease so far...

1 with Pyro and Geo
1 with Witch and Aero

(Took one point in Hydro just for Rain on one on them).

10 starting Int.

Lone Wolf and Leech as starting talents
Then Zombie.
Then Glass Canon.
Next I might pick Far out man....


What are your reasons for picking those? Also, I don't really understand how "Lone Wolf" works... it sounds like you can only have one character when you use it.



That gives me all the spells I want (might increae hydro later, but healing is useless as a Zombie smile ).

Int is your main stat.

Lone wolf gives you "80% bonus to base vitality, 2 bonus to Recovery and maximum Action Points and an extra ability point on level up." Perfect if you only want to play with two characters.

Glasscanon "Doubles your recovery AP but your total vitality is decreased by 50%" Double AP is amazing, 50% less health is not so bad with Lone Wolf talent.

Leech and Zombie makes you heal from blood and posion. I use one of my mages as the tank, and the other mage cast blodletting on him if he gets hurt, healing him fully!


Last edited by xpanterx; 15/08/14 10:45 AM.
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Originally Posted by xiery
Only one character needs to put 1 point in loremaster, the rest comes from two rings, amulet and the trait materialistic. More then 5 loremaster is worthless.
You can't trade talents on the henchmen so may still consider Know-it-All. Also one may prefer one more AP or more HP but I aim for a reliable way to apply the status effects from spells (high INT) especially at the end of the game when melee damage takes a lead and the mage role is more control then damage. The more you progress in the game it becomes easier so don't worry too much.

Oh, that's cool to know. But would you suggest rather getting 1 in loremaster than just getting someone in town to identify your stuff or maybe it would make more sense to give loremaster to one of Jahan or the other one (because those two have already been pre-speced pretty poorly)?

How would you set your abilities/skills in the character creation? I was thinking just throwing one point in each of the 5 intelligence schools, meaning there isn't enough to put a point into loremaster, also I don't think you really need loremaster before the first town?



When you say henchmen, I'm guessing we're talking about Jahan and the other one? I'm just confused about what iru said:

Originally Posted by fiskefyren
Originally Posted by iru
As you progress you will be able to trade 1 talent point for 10 ability points and 10 ability points for 2 attribute Points. That means that talents that increase your attribute or ability points are worthless.


So I shouldn't take "Know-it-All" when I max out my intelligence?

But you're saying that I should take "Know-it-All" for Jahan when I've maxed his intelligence? And that I shouldn't do it for my two main characters because that would be pointless (for some reason)?

What talents do you then suggest that I should take (both in the start and through the game)?

Last edited by fiskefyren; 15/08/14 03:10 PM.
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Originally Posted by fiskefyren
What should I be aiming for with Hydrosophist?

It's got healing spells, and Rain, which is surprisingly useful, if you combine it with either freezing or lightning spells/arrows, or just to put out the fires you cast (or in other situations).

In Pyrokinetics you have fireball (classic), and a spell that creates fire in a straight line (firefly maybe ? don't remember the name) beside the elemental summoning.


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