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Joined: Feb 2010
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Well having just finished Divine Divinity with my Warrior I'm moving onto Beyond Divinity. I must say I am having a blast. Thank you Larian for creating such wonderful games.

With Beyond Divinity I found myself asking the question, what is a Death Knight and what is a Paladin?

The answers I came up with were these. A Death Knight is a warrior who uses unholy magic to reign destruction and chaos down upon his foes. A Paladin is a warrior who uses Holy Magic to bolster himself and his allies.

Using the above definitions as a guide I set about working out a build for my characters. Of course I have no idea if these builds will work, so any advice would be warmly appreciated.

First off, both characters will start with the Warrior as their base class for stats and skills.

The Death Knight will specialise into 2H weapons, and the Paladin will end up using 1H weapons and a shield.

For the melee specialisations I'm thinking of investing into Damage and Critical Hit. I'm also thinking of having Paladin focus on slashing weapons and the Death Knight focus on crushing.

I plan to give invest in the Whirlwind skill for both characters focusing on Extra Damage. I plan on giving the Death Knight the 'Berserk' skill and the Paladin the 'Shield Block' skill.

Moving onto magic I plan on having my Paladin focus on Body Magic Defensive skills, and the Death Knight invest into Shaman Magic - 'Lightening Storm' and Etheral Magic - 'Fireball'

With regards to Stat point distribution I plan on having Str, Agl, and Con as primary stats to invest in and Spd and Sur as minor stats to invest in. I plan on bumping intelligence and mana with charms.

Anyway those are my thoughts pre-game. As I said any feedback, advice, etc would be warmly appreicated.

Regards,

Raven

Last edited by Raventiger; 08/03/10 11:03 AM.
Joined: Mar 2003
Location: Canada
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A slashing/crushing combo is what I did for most of the first act (where there were lots of skeletons around). Once I reached the citadel, I switched my hero to being an archer full time (two warriors is also a viable strategy). Playing again I'd have my DK be a bow archer, to concentrate on agility.

The act 1 summoning doll (available on the second level, after you jump down the pit in the arena) can equip a crossbow, and kept out of harms way (melee combat) could provide good support. I only used it a couple times, for tough fights, but it did come in handy.

The DK doesn't need strength for armour requirements, so depending on weapon requirements, may be able to devote a little more to intelligence (Shaman magic is the way to go; you may find Hammer to be a better targeted spell than Fireball, but I never played a mage, so that is mostly speculation based on stuff I kind of remember reading).

The math appendix in the Beyond Divinity Strategy Guide has some general comments on stat point distribution. There are many viable builds, so you kind of have to adjust things as you go, based on the equipment you find, your playstyle, etc.


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