Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
#565436 14/04/15 06:00 PM
Joined: Apr 2015
A
aud Offline OP
stranger
OP Offline
stranger
A
Joined: Apr 2015
Hello,

As an old man (ok, ok, not THAT old) I was lured by this game due to it "bring me back" to the good old days of cRPG's.

Anyway - I recently bought the game and am trying to plan out my 2 main builds.

Ideally, I would want to play 2 main classes of (generally) a Ranger (Marksman mixed w/ Scoundrel skills) and a Mage (Fire/Geo with a little in witchcraft). However, will a lack of a tank hinder me?

I know that I will meet a 2-H Knight, but can she really tank? Additionally, I know I will meet another Mage.

So let's say I keep these 2 companions. Will 3 ranged fighters (2 Mages and 1 Ranger be imbalanced to the one 2-h "tank"?

Do I (ideally) need to have 2 melee and 2 ranged to have a "balanced" party?

Perhaps I'm thinking into the balance too much! I'm not 100% set on how I want to spec my 2 mains.

Thanks in advance.

aud #565437 14/04/15 06:13 PM
Joined: Dec 2013
enthusiast
Offline
enthusiast
Joined: Dec 2013
it will not stop you, not at all. The two builds you mention have each mechanics enough for you to manage regardless.

stop worrying and go nuts smile

and welcome!


Pride, honour and purity
aud #565438 14/04/15 06:18 PM
Joined: Mar 2003
Location: Canada
Support
Offline
Support
Joined: Mar 2003
Location: Canada

The mages (at least) can pick up some summoning spells if you find that you want more bodies between most of your party and the enemy.
People have played all ranged or all melee groups, or a mage focused on close range spells (here), etc.

aud #565440 14/04/15 06:29 PM
Joined: Jan 2015
E
enthusiast
Offline
enthusiast
E
Joined: Jan 2015
My current group is a Fire/Earth mage, an Air/Water mage, an Air/Witchcraft mage, and a ranged Rogue/Ranger. I specialize in Stun Puddles: Make it Rain then use an air/shocking ability to electrify the water. Keep casting Rain to expand the puddle as prudent.

aud #565461 15/04/15 05:57 PM
Joined: Feb 2015
Location: Colorado USA
enthusiast
Offline
enthusiast
Joined: Feb 2015
Location: Colorado USA
Tanks are fun and melee is my favorite way to solve problems, but many combinations will work spells are necessary and useful as well and can do things no sword can, one thing to be aware of is few enemies have as much resistance to physical attacks as compared to their resistance versus elemental effects especially toward endgame.

I use a Knight and a Mage and take Wolgraff for Rogue/Ranger abilities/missile attacks. Next playthrough will be 2 lone wolf Fighter Mages.


aud #565515 17/04/15 04:07 AM
Joined: Feb 2015
G
addict
Offline
addict
G
Joined: Feb 2015
Hello,

I would recommend to use all 4 main clases for first run.
All classes has some advantage and weaknesess.
Therfore:
1. All around mage. at least one point to each magic school. dont go for any magic skill level 5.(except Aero for Stun imunity talent)
2. Warrior - do not invest to weapon skills until endgame (about level 17+), Keep 4-5 diferent wepons and use them against diferent resistent oponents. use 2h/1h+shield depends on situation. dont hesitate re-arm in heat of battle battle.Invest one point to Geomancer to get - Spider, Shield, Oil. Most valuable point in the whole warrior build, no kidding.
3. Scoundrel - bully talent, backstab talent, invest to one handed wepon. Buff by mage with Whicraft spell Oath - highest damage dealer ever. More damage than mage.
4. Ranger - weakest class, but still fun to play. Spray of arrows skill is hilarious at point blank range. And both charm skills are deadly.

Anyway - Any High dex character is required to learn:
--- Charm touch and Charm. These two are the most deadly skills ever
--- Mute skill - it works not only on spells but it mutes ANY skill!

Last edited by gGeo; 17/04/15 04:20 AM.
aud #565547 18/04/15 10:31 PM
Joined: Jan 2015
E
enthusiast
Offline
enthusiast
E
Joined: Jan 2015
My current group (on super duper hard) is Fire/Earth Mage, Air/WITCH/Water Mage, AIR/Water Mage, Archery Scoundrel/Marksman. Lots of stun puddles (Rain + shocking ability), Teleportation, and SUMMONLINGS!

We're all Glass Cannons. Summonlings work well. If you go this route, wait until level 7 to get the talent Glass Cannon. Ensure you have potent enough summons!

aud #565549 19/04/15 05:27 AM
Joined: Apr 2015
Location: London
S
stranger
Offline
stranger
S
Joined: Apr 2015
Location: London
HI :)

I am new here, but on my 2nd co-op playthru and would say .... GO for whatever you want *grin*

The mage spells have so much crowd control ability and versatility to them .. and then you realise the fighter and scoundrel skills do too.

I don't feel like it is a traditioonal RPG where you play a set class role. Everyone can dip a levell here and there no? Much more so than a D n D type game. (possibly it might turn out too easy cos I cannot see any build that would not be improved by 1 aero lvl for teleport and nothing should be so powerful so early, maybe? Perhaps someone will enlighten me? *grin*)

Anyway .. HI , all you forum people, and I hope you enjoy getting into this game as much as I am OP :)

Have fun :)

Joined: Feb 2015
G
addict
Offline
addict
G
Joined: Feb 2015
Originally Posted by Shia Luck
1 aero lvl for teleport and nothing should be so powerful so early, maybe? Perhaps someone will enlighten me? *grin*)
Tleport for one point is not bad, however dmg is driven by int. So given to 5int build is not-so-grate. More over, you need Int 8 to make one aero point effective and use 3 spells on 100% success.

Compare to 1 point of geomancy with int 5
-Summon spider
-Summon Oil
-overleveled access to Shield for 5+2=7 AP.

These 3 spells power are independ to Int level. All they have the automatic success. They have the same power as from mage with Int30. All of them are very powerfull.

Spider makes a met shield, also encircle enemy lowering his defence. Usefull all the time, even the final combat.
Shield practicaly gives 100% HP recover very cheap. Once your warrior reach 2000+ HP you dont want ever heal him in combat, he can cast on himself the shiled of HP equal to his maximum HP.Higher level you are, it gets more usefull.
Oil can block (enemy tryes to walk around) or slow or combine with any fire source(spell, candle on the floor, camp fire, ... ) or remove poison form the ground so zombies dont heal - versatile thingy.

Are you feeling enlighted? * grin back *

Last edited by gGeo; 19/04/15 06:26 PM.

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5