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#647921 12/08/18 03:04 AM
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micdy Offline OP
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I want to run a team mainly water magic, and i have planned a bit their stats.
the problem i have is i'm not sure to wich character to put point into Wits to find secrets and traps, and also how much Wits do i need by end game to find everything?

here is my team :

Assassin - Dual dagger
Finesse 30
Constitution 10

Scoundrel 5
Warfare 5
Dial wield 10

Cleric - Sword and Shield
Intelligence 15
Strengrh 15
Constitution 10

Hydrosophist 7
Warfare 10
Necromancy 3

Enchanter - Wand + shield
Intelligence 30
Constitution 10

Hydrosophist 8
Aeroteurge 8
Geomancy 4

Summoner - Wand + shield
Intelligence 30
Constitution 10

Summoning 10
Hydrosophist 5
Geomancy 5

So this is my plan, i just don't know which character i should put wits and how much wits i need.

thank you for advice smile

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If it's *just* for the purpose of spotting secrets, then it doesn't matter much, I guess? Since most of the time your members will stay close to one another when exploring. I'd put Wits on the main character, cause that's the one I will be selecting and moving around most of the time.

But Wits does have combat purposes so it's best if you put Wits points on whoever benefit the most from it in combat. If your casters have Savage Sortilege, their spells can crit and Wits would increase their crit chance with spells. A dual-wielding bruiser with high Wits and Strength and Scoundrel can do a lot of crit damage too.

Another factor that you might want to consider is that Wits increases Initiative, which affects character position in combat queue. From my experience, it's a good idea to have one character with really high Wits, to make sure that that character will always go first in most, if not all, encounters. If you have a character who specializes in crowd-controlling or setting up combos, you could pump Wits on that character. A character who specializes in aoe burst damage can go first too, but usually it's a good idea to have someone else to set things up first, manipulating environment and/or combatant positions and so on, so the other character doesn't have to do anything aside from dishing out damage when his turn comes.

In my playthrough I put a lot of Wits on my assassin Sebille, so she could burst down any squishy critical target right off the bat (usually mages).


"We make our choices and take what comes and the rest is void."
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Try2Handing covered what you need to know about Wits, but I spotted something else.

You have way too much CON into everyone. Your primary defense is armor, and you are not going to need that much CON.

Your cleric is built wrong. Don't split points between STR and INT. You can only do one type of damage at a time, so splitting your points effectively halves your damage. Lose the points into INT.

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micdy Offline OP
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So you say i should put all my points into Int for my cleric and nothing in Str?
Also how much Wits do i need to discover all secrets and traps?

thanks smile

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Originally Posted by micdy
So you say i should put all my points into Int for my cleric and nothing in Str?


No, put your points into STR because you already have two casters

Additionally, feel free to lose some points into STR/INT/FIN if you feel like you don't have enough Memory for the skills you want.


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Also how much Wits do i need to discover all secrets and traps?

thanks smile


I think you need about 15 WIT max in Act 1, 20 in Act 4, but I recommend someone take Pyrokinetic 1 and use Peace of Mind, which gives a bonus of 3-7 WIT based on level. That's very helpful for secret-finding.

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micdy Offline OP
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So i only need to invest 10 points into wits then, i think i will sacrifice a bit of my summoner damage to get the wits

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Originally Posted by micdy
So i only need to invest 10 points into wits then, i think i will sacrifice a bit of my summoner damage to get the wits


No, you only need to invest about 3-5 points into Wits and then have Peace of Mind cast onto you. In this game, all attributes start at 10, you get 2 points to spend each level and you can have a maximum of 40 points in total invested into an attribute before you can't put in any more (bonuses from other sources can take you above the cap).


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