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Joined: Mar 2003
Location: Schland
journeyman
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journeyman
Joined: Mar 2003
Location: Schland
So, I'm finally ready to get into my first full playthrough of D:OS and I want to play on Tactician difficulty.

How hard is this mode actually? I read a lot online about guides for tactician and honor mode, power builds etc. which might lead one to believe that you MUST abide by certain character development guidelines or you will get stuck because of overwhelming difficulty at some point.

Is that really the case? Or is it safe to "just play the game"?
I mean, it is obvious that it would be a bad idea to drop all points into lockpicking, pickpocketing and other non-combat related skills but can you mess up really bad in a gamestopping way even if you focus on combat builds for your two source hunters?
Do you really need these very specific builds ("Dual Wielding Grenade Wizard") from the online guides to beat the game on tactician difficulty?

Thanks in advance for any input on the matter described above smile .

Joined: Nov 2014
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Game is "hard" early game, easy end game.

You do not need to follow most builds, because they generally describe endgame builds. They tend to be really good builds for lategame, which is easy anyway (really overkill). Gamers for this genre of game really like to make ultimate builds for the very end of game, so it's like a predisposition.

I would say there's 4 important factors. In order of importance:

- What spell you choose. Some spells are clearly better than others. Also, the level requirement to learn spells are every 3 levels. (1, 3, 6, 9 12 and 15). So if you learn the good ones as soon as possible, you will notice power spikes every 3 levels. There's 3 core attributes related to spells: strength, dexterity and intelligence. You can pick spells that are based on different core attribute if you want, as long as it allows you to invest enough in your main attribute. Defensive and utility spells typically have lower requirement. Summons have none.

- Initiative. Having the initiative is relatively important, and is really helped when you have at least one character with high leadership. Even without "initiative" (the stat), you can prepare fights before hand if need be.

- Learning a little bit what are the crafted items that are worth it (easy and cheap to craft, very powerful). Crafted weapons are OP. Some special arrows aswell.

- Bodybuilding and Willpower. You don't want your characters to be CC'ed, especially in a tiny party (lonewolf).


The first fight is an excellent example to understand how spell selection can radically change how difficult you perceive the game to be. Firefly, Oil, Spider, Regeneration, Bitter Cold, Battering Ram and Crushing Fist make a huge difference. A lot of these spells are CCs. Mage and Man-at-arms spells. After the few first fights, you will arrive at the first town and the marksman will be able to have strong spells aswell. Scoundrels not really. Still, the Walk in Shadows spell is handy to steal everything (but it's an utility spell foremost, so a marksman can take it).


Moderated by  gbnf, Kurnster, Monodon, Stephen_Larian 

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