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Hello all,

Picking the game up next week when I'm back from abroad - I've researched a ton of info before diving in and came up with the following builds for my first run. All advice would be greatly appreciated!

Dante - Archmage - Dante will be a devastating force of nature, a master wizard; ultimately, he will rake hellfire across the battlefield as his undead minions slaughter any survivors.

Talents:
- Lone Wolf
- Far Out Man
- Glass Cannon (5)
- Save remaining talent(s) (you'll have an extra 5 by saving them to exchange for 10 ability points or 2 stat points each around level 12)

Stat Points (base 5, 15 total to spend through normal leveling) (more through saved talent exchange):
Intelligence to 15 (+10) (normal leveling)
Constitution to 12 (+5 normal leveling, +2 talent exchange or books)
Speed to 7 (books or stat exchange)
You'll want to trade in two talents to get the necessary constitution and speed

Abilities (68 base points with lone wolf) (30 more points with three traded talents) (98 total points = 6.5 abilities mastered):
1. Pyro
2. Hydro
3. Aero
4. Witchcraft
5. Willpower
6. Leadership

Jaye - Nature's Spirit - Jaye stalks her prey from afar, unleashing elemental arrows to devastating effect. Jaye, rarely seen without her trusted wolf companion, is known for ripping apart the earth to swallow enemies whole.

Talents:
Sidestep
Pet Pal
Bully (3)
Weatherproof (7)
Save the rest for talent exchange

Attributes (5 base, 15 through leveling, 4 extra through talent exchange = 19 total to spend)
Dexterity to 13 (+8)
Speed to 13 (+8) (alternate points between dexterity and speed)
Constitution to 8 (+3)

Abilities (49 base, + 10 from talent exchange = 59 points = 3.8 abilities mastered):
Bow
Marksman
Geomancer
Crafting (mastered with items)

Please let me know what you think!

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Note - I would take the warrior companion in the starting city and set them up to be a heavy tank/knight.

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You want to give petpal to your caster character as "mages" talent choises are horrible.

Willpower is not needed as a mage, If something ever reaches you with a lonewolf/glass cannon mage, you are doing something wrong.

You want to make sure that your AP/turn never exceeds you max. AP.

Other then that I think your mage is properly min/maxed.

As far as your Archer is concerned, I think the talent choises are horrible (except for bully)

sidestep is a very low tier talent and wasted on a character that should never be in melee.

Weather the storms is an even lower level tier talent and from my pov should just be ignored.

As said earlier I believe petpal should be on casters as they have less decent talent options.

Then what do I suggest for an archer?

For starters Bully + Guerrillia, then @ level 3 save talent, buy glass cannon @ 5 then @ level 7 save talent and wait till you can buy Quickdraw. (Bully, Guerrillia, Glass Cannon, Quickdraw)

Do not put points into bow (or any weapons for that matter) later in the game a new type of weapon will be introduced making older weapons slightly obsolete. (Do some research on this then decide whether you will or won't go for those weapons.)

Archer with geomancer means that you will need atleast 8 intelligence, while this is doable and lots of fun it does mean somewhere in your character build you will have to fit in 3 int. Usually this will come at the price of dex. With an int of 8 you all you need is probably 1 point is every school to pick up all the low level spells. Preferably also the ones that synergize with bully and even more preferable they also synergize with as you mentioned your archmage.

Examples of level 1 spells to look out for with your archer(If int is 8 that is):

Withcraft: Oath of desecration, w/e, w/e
Pyro: Flare, Wildfire, w/e
Geo: Bless, Midnight oil, Summon spider (@ level 4 might want to throw out bless for Boulder Bash due to synergy with bully talent)
Hydro: Slow current, Minor heal, Rain(synergy with blitz bolt and with mage)
Aero: Teleportation, Blitzbolt(synergy with mage character and with rain, as wet characters have an increased chance to be stunned by electric attacks.), w/e

With an int of 8 you have a pretty good arsenal of spells to use in most situations.

I would strongly consider giving the archer glass cannon aswell.

1: Glass cannon is without any question the best talent in the game.
2: This is also leads to a more favourable stat distribution.

Speaking of the latter, you did not mention Perception, this is a very good stat for an archer and you should make sure it is high enough otherwise your chance to hit over distance will be very poor. Perception also increases crit. chance and initiative and ofcourse you will see more hidden stuff. (There are points in the game where it is possible to miss stuff due lack of perception)

For me an archer needs to divide points between Dex,Per,Con,Speed and if you also want him to cast that means atleast another 3 points to int.

GLHF!

With kind regards,

Rashar.


Last edited by Rashar; 31/08/14 03:05 AM.
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Thanks so much, Rashar.

I'm going to add Glass Cannon, QuickDraw, to my ranger character. I'll keep pet pal on her because it fits her build more I think.

Adding glass Cannon makes speed less important and that way I can focus on dex/con/per/int

Thanks again, very helpful reply.


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