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Joined: Jul 2014
Location: Vienna, Austria
Wolfen2 Offline OP
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Joined: Jul 2014
Location: Vienna, Austria
I will be starting a new game and I would like feedback/suggestions with my 2 lone wolf builds. I want to play a ("Undead") Fighter/Mage, where the magic is used mainly for support & summons and where most of my damage will come from melee. I was also thinking of taking my Witchcraft to level 3, for some of the "cooler" spells & summons, but I do not know if it wise to do that. Any suggestions?

My 2nd character will be a full mage, who will also be my crafting/blacksmithing character. I am not sure if my Talents are good or completely useless on them, but I think they are good. I am also stuck with choosing my 7th talent for my mage.

Here are the stats and other information. (FYI: I will be playing on Normal)

Fist character: ("undead" Battlemage)
ATTRIBUTES
Strength 14
Dexterity 5
Intelligence 8
Constitution 6
Speed 6
Perception 6

SKILLS
Two-handed 4
Armour Specialist 4
Body Building 4
Willpower 4
Aerotheurge 2
Geomancer 2
Man-at-Arms 5
Pyrokinetic 2
Witchcraft 2
Leadership 1

TALENTS
1. Bully
2. Light Stepper
3. Lone Wolf
4. Pet Pal
5. Picture of Health
6. Sidewinder
7. Weather the Storm

 
Second character: (Full Mage)

ATTRIBUTES
Strength 5
Dexterity 5
Intelligence 15
Constitution 8
Speed 7
Perception 5

SKILLS
Body Building 3
Willpower 3
Aerotheurge 4
Geomancer 4
Hydrosophist 4
Pyrokinetic 5
Witchcraft 1
Leadership 1
Blacksmithing 2
Crafting 2
Loremaster 2

TALENTS
1. Courageous
2. Far Out Man
3. Glass Cannon
4. Lone Wolf
5. Scientist
6. Stench
7. ????

Last edited by Wolfen2; 03/08/14 08:23 AM.
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Strength 7(Start)
Dexterity 5
Intelligence 8(Start)
Constitution 5(Increase to 7 ASAP)
Speed 5
Perception 5

SKILLS
Body Building 3
Willpower 3
Aerotheurge 5 (OR Pyrokinetic 5 if other character is Witchcraft 5)
Man-at-Arms 5
Blacksmithing 3

TALENTS
1. Bully
1. Lone Wolf
5. Glass Cannon
7. Lightning Rod OR Weather The Storm.
11. Sidewinder OR Weather The Storm.

Second character: (Full Mage)

ATTRIBUTES
Strength 5
Dexterity 5
Intelligence 8 (Start)
Constitution 5 (Increase to 7 ASAP)
Speed 5
Perception 7 (Start)

SKILLS
Hydrosophist 5
Pyrokinetic 5 (OR Witchcraft 5 if other character is Pyrokinetic 5)
Charisma 3
Leadership 3
Crafting 3 (Be Pragmatic)

TALENTS
1. Pet Pal
1. Lone Wolf
5. Glass Cannon
7. Far Out Man
11. Elemental Affinity

Last edited by Incendax; 03/08/14 09:31 AM.
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Hello there, I'm currently playing a simillar build with 2 lone wolves 1 built toward being a battlemage 2 hander ("vampire") and one hybrid mage with more support in him.

I have just finished with cyseal and entered Luculla, both my characters are level 10 and with the build I have, so far it has still been way too easy for me.

I am playing on hard and i'm always leaving bosses the last to die in boss encounters i also don't buff up before fights start with 1 small exception AND i never let one of the characters die in battle. The versatily they have and sheer power makes it all a breeze , so x= what i have, y= what i will have ( so x---> y)

I have made up my mind about some things as being a must, others i am still considering so i'm going to 'mostly' note on the things i am sure to get and i'm still sure to reset my characters before the end portion of the game to clear out pet talent and other non combat stuff

FIRST CHARACTER:
FREYA ( teh battlemage vampire who refuses to use 1handed or shields, two handed weapons are her love , oh and she even ate ishamael! raw!)

ATTRIBUTES
Strength 10--->15
Dexterity 5
Intelligence 8--->13
Constitution 5
Speed 5
Perception 8
( the constitution speed and perception will be modified in one way or another depending on gear to maximize my starting action points and synergy with the glass cannon talent)

ABILITIES
(no weapons abilities ,will invest in tenebrium)
Aerotheurge 2--->4 or 5
Geomancer 2--->4 or 5
Hydrosophist 1--->3
Man-at-Arms 3--->5
Pyrokinetic 2--->5
Witchcraft 3--->4 or 5

Bartering 1base (and another +1 from egotistic)
Leadership 1base ( +1 righteous)--->6 (either from gear or points i must get to the cap )
Lucky Charm 1

Telekinesis 1

Sneaking 1base (+1 cautious) --->5( one way or another it has to stay at 5 for the 1 ap cost)

Action points at the moment with gear both found and crafted
max 17
starting 10
recovery 16

TALENTS
Glass Cannon
Leech( she likes to suck... blood)
Lone Wolf
Pet Pal (for the extra xp and stuff)
--->Gorilla ( to beat bosses from behind with her strappin dild' em i mean 2hander)
--->Weather the Storm
* still thinking about opportunist but i'm avoiding it until i have everything finished, weatherproof looks good but might be useless if weather the storm completes my resistances near 80%-100% with gear and all...bully seems like a good deal also but not necessary, know-it-all seems nice enough if I would get to 15 intelligence *




SECOND CHARACTER:
BELWAS ( hybrid dex mage for a few key skills, supportive, caring ,the perfect companion to a .... wait what?!)

ATTRIBUTES
Strength 5
Dexterity 6--->8( one way or another, must stay 8)
Intelligence 9--->15 (16)
Constitution 7
Speed 8
Perception 5
(same as with freya constitution speed and perception will be adjusted accordingly..., still Belwas will avoid perception investment as teh plague since he is not benefitting from crits and teh vampire got good eyes as it is)

ABILITIES
(might get some points in shield specialist if i ever find a dex shield and keep a crafted dagger for speed/ max ap)
Aerotheurge 1--->4 or 5
Expert marksman 0--->2( if mute and more support is ever needed)
Geomancer 3--->5
Hydrosophist 3--->4
Pyrokinetic 3--->5
Scoundrel 1
Witchcraft 3--->4 or 5

Leadership 1--->6 (through gear or points i must has it )

Blacksmith 2--->3
Crafting 2 (+1 pragmatic) ( 2 more i always get from gear so i get teh cap )

Action points at the moment with gear both found and crafted
max 19
start 10
recovery 20

TALENTS
Far Out Man
Glass Cannon
Know-it-All
Lone Wolf
*other than the immunity talents most things are meh for teh straight up mage in my oppinion , if i get 1 more talent point available I might get stench to be safe from freya! :O *

BATTLE STUFF ( or how i blew up my vampire before she blew me ):
Making sure the initiative of the mage is higher than the battlemage so Belwas goes first

Starting with fast track on belwas before i enter the battle,
first is Belwas so he'll wildfire teh battlemage then depending what i'm up against and the terrain i'll blind set up an ice wall/midnight oil give an oath and bless on Freya or end with walk in shadows, summon decapitator or one of the elementals etc, usual fights i just boulder bash or do a fireball

Freya's turn she'll throw the boulder Bash and boulder DASH combo if the setup is on fire

or fireball boulderbash if Belwas already did the boulder bash and still have some more points to give Belwas an oath ( she'll stay ranged in the first 2 rounds usually) on boss fights she'll just proceed to do blinds summons and shocks and oils etc

Second round is the decisive fight where i usually unload everything i have, and freya still stays ranged xcept boss fights where she soaks it up with become air and absorb the elements

If the third round exists freya goes into the fray BUT ALL this is pointless since my tactics will get revamped now that i'm level 10 and the support mage will throw the buffed fire shielded vampire to explode and then she runs back out with a lightning strike or battering ram

INVALUABLE STUFF THAT MADE MY LIFE EASY IN TEH BEGGINING

BEWARE SOME SMALL insignificant SPOILERS( you never know with this crowd heh... )

(only hard fight i had, ahem hard as in needing 2 reloads was the one with romeo and juliet undead gang up at the villa since i was outgunned, crowd controlled into oblivion and the challenge remained the same: to kill the boss last and remain alive with both characters, so i had to keep killin his resurections aswell... heh atleast he was busy )

Doin quests and killing cellar rats till i was level 4 before i left Teh city towards teh lighthouse/church, being blunt ,spiritual and forgiving *with both character *, checking back with the traders each level, savescumming at chests guarded by bosses and boss fights before they get the axe to get some loot

savescumming to get some reliable skills at vendors and crafting materials
craft belts rings and amulets before you get out in the wild..
steal everything that isn't nailed down to afford the above

get skills that are very very rare and keep em till after you reset if you plan to fix things and if you aren't sure you better not learn them for a little while longer ( skills include whirlwind , magic poison arrow, dust devil and a few others that cant be crafted nor will you ever find them at a trader/ elemental trader)

(on the topic of save scumming > saving , checking things out and if you dont like it reload for a reset.. I HATE THE RANDOM IN MY RPGS ,sure casual chests can have that, but boss drop? and skills? i'll abuse the system till it's fixed in the way i like it or stay with an older patch if it's fixed in another way , AND NO i never abuse the attribute and ability point books... besides patch 1.81 got it fixed so temptation is gone as well hehe )


ALSO WOLFEN2 for starting i went with the following

freya the battlemage (knight preset for 2 hander)
5 strength
5 dexterity
8-intelligence
5 constitution
5 speed
7-perception (to see shiny stuff early and have start ap bigger )

abilities: geomancer 1,( summon spider starting spell),man-at-arms 1 (battering ram),pyrokinetic (flare) 1witchcraft(for future oath), leadership 1

->asap i would get oath of desecration + midnight oil , 1 in aerotheurge for teleport and blitz bolt,
->asap str stuff on her and the cure wounds

Talents: lone wolf , leech

belwas the support mage( started the preset that gave him fire staff to ignite oils)
5 str
5 dexterity
7(8) intelligence
8 speed
5 perception

abilities : geomancer 1(summon spider + midnight oil),1 pyrokinetic( for future fire stuff), 1 witchcraft(oath of desecration), 1 crafting, 1 leadership ( the difference in initiative is still there because of the speed boost)

->asap i would get bloodletting to heal vampire nice an proper + fortify, and then 1 in hydrosophist for heal + ice shard and then get crafting to 2 to get acces to some rings/belts/amulets

Talents: lone wolf ,know-it-all(for the overmax increase aswell as early boost)
strategy was simple first 2-3 levels put down an oil, and give an oath to the vampire/ignite oil with staff of magus or summon spider but oil was a must both for burning status to follow and to slow the enemy, then vampire would throw a flare or summon spider , and close in to do a melee hit , second round he would flee with ram and try to knockdown ( was small chance since she started with low str)










Last edited by khratos; 03/08/14 05:24 PM.

argue with an idiot and he will drag you to his level then beat you with experience

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