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Very interesting to follow your adventures of your "Inquisitor" wink !!

I'm thinking of making my next game something like this :
2 Source Hunters :
one rogue-like mage with short range spells and in case of opportunity a dagger with a elemental damage bonus ?
The other a ranger-like mage with long range spells and a elemental staff .
As companions I take
Madora : close combat, short range
Bairdotr : long range, special arrows !
Then I've 2 short range and 2 longe range party members

Just an idea I ever want to try ... smile


On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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Stabbey Offline OP
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Here's a video of the Inquisitor in action, versus the Twins-Joined-By-Fire:

https://www.youtube.com/watch?v=kpHhLy01P7g&feature=youtu.be

Level: 8
HP = 322
AP (Start/Max/Turn) = 11 / 14 / 10

Strength = 5, Dexterity = 5
Intelligence = 11 (+2 from gear)
Constitution = 6
Speed = 13 (+4 from gear)
Perception = 5

Movement = 4.08 meters/AP
((Base 1.00 + Gear + 1.10 + Speed 1.30) * 20% Swift Footed)


Talents
Far Out Man
Swift Footed
Stench
1 Unallocated


Abilities
Willpower 1
Aerothurge 2
Geomancer 2
Hydrosophist 2
Pyrokinetic 1
Scoundrel 2
Witchcraft 2


I'm now level 11, so I'll probably do another video later, maybe of Boreas, or something from that area.

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Swift Footed, an intresting Talent I've so far not used (take no attention to it, to be honest :hihi: )

Nice video Stabbey, thanks for sharing !


On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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Thanks for the video stabbey, it was fun watching someone else.

Obviously that style of mage has merit.

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Okay touch spells with the Far-out-man talent are really instead, very short range spells.

Death Punch is especially good at close range when dealing with "leakers", after using it a few times this playthrough I like using it for very short range problem solving, it also has no elemental splash effect, does a lot of damage that is crushing type so few things have good resistance- but its high level requirement, and action point cost are a downside.

Vampiric touch is a spell I am just not loving, it doesnt do that much damage, and doesnt heal you for much, it would be better if it needed no cooldown so you could do it continously until out of AP that would make it far more worthwhile and more like a vampire feeding.


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Stabbey Offline OP
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Sure, Death Touch is high level with a high AP cost, but that's fine. The build plans for Witchcraft 4, and the Inquisitor gets quite a bunch of AP per turn. The AP cost doesn't matter much because the cooldown means I can't use it that often anyway.

I like Vampiric Touch for this build because A) the Inquisitor doesn't have a lot of direct damage spells, B) It does damage that can't be resisted - making it more useful on frozen enemies than Burning Touch, for instance, C) It provides some healing for the Inquisitor, letting them use their other healing spells on the other party members, D) What else am I gonna do with all my skill slots?


Later on, I'll try to record another big fight at about level 11 or 12 and show how the build works in the mid-game.

I'm less sure about how well it'll work late-game when enemy resistance to status effects is pretty high.

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What else am I gonna do with all my skill slots?... Yeah roger that.

True, your inquisitor probably has more AP than my Mage she is 21st level and has 11 AP I think.

so did you build speed, intel, con, in that priority order?

I normally build mages as Intel, Speed, Con, in that order of priority, and worry far more about skill points rather than stat points or equipment.


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Stabbey Offline OP
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I basically put points into Speed and Intelligence in roughly equal proportions, but only the one into CON in char creation. I am getting additional SPD, INT and CON from items, though. Here are my current stats, just before level 12 (that point will probably go into Speed, since I have quite a good deal of INT).

Level 11
HP = 657
AP (Start/Max/Turn) = 11 / 16 / 10


STR = 5
DEX = 6 (+1 Gear)
INT = 15 (+4 Gear, +1 Codex)
CON = 9 (+3 Gear)
SPD = 13 (+3 Gear)
PER = 5 (+1 Gear, -1 Codex)

Movement = 4.36 meters/AP
((Base 1.00 + Gear + 1.34 + Speed 1.30) * 20% Swift Footed)

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Wow movement 4.36 is flyin! Stats are pretty good for a mage at that level no matter the build.

Do you find yourself using ranged attack spells a lot as well as the touch spells?


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I am deliberately ignoring ranged attack spells AND Summons because that would rather defeat the point of the build. There is no point in building a close-range mage if I'm just going to pick up a bunch of long-range spells anyway.

For attack spells:
I have Firefly, which I don't really use much, but theoretically affects the battlefield differently if I cast it from up close to an enemy instead of from a distance. I have Ice Shard from an Item, but haven't really used it. Later on when I reach level 16 or whatever, I'll get Winterbreath, a close-range cone. I have Lightning Strike, which while ranged, will dump me into close range with an enemy, so normal mages ignore it. Acid Breath is a close-range cone.

The only long-range spell I have is Boulderdash, and I mostly only picked that up for novelty value, as it doesn't exist as a spellbook normally.


***

I want to get my Movement up to about 5, and then I'll be satisfied. I found a rare +2 INT and +2 CON staff from a chest, which helped boost my stats.

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Throw a Tormented soul on that staff for sure, since you are gonna be a close range Mage you can probably enhance your melee a bit anbd if you are using lightning strike you will probably at some point find yourself needing to melee with that staff since it will usually be cheaper to bash somebody with a stick than cast a spell, got to have a plan B.

Yeah Boulder Dash sounds kind of cool, I have not crafted it since the only crafting I have done so far is weapons ( Bows and 2Handed Swords nearly every level up) and Armor improvement ( when a new better suit comes along).

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My Inquisitor has just reached level 12 and hit the magic number of 16 INT. What's magic about it? 16 INT is the time when all the touch-range spells cooldowns hit 1 turn. This is really good because the spells have a duration of 3 turns, so you can have a lot of people inflicted with CC at the same time. Drain Willpower also has a 1 turn cooldown by 14 INT, which can help with resistant enemies.

HP = 713

AP (Max/Start/Turn) = 16 / 11 / 10
Initiative = 15

STR = 5
DEX = 6 ( 5 Base + 1 Gear)
INT = 16 (11 Base + 1 Codex + 4 Gear)
CON = 9 (6 Base + 3 Gear)
SPD = 13 (10 Base + 3 Gear)
PER = 5 (5 Base - 1 Codex + 1 Gear)

Movement = 4.36 ( (1.00 Base + 1.34 Gear + 1.30 Speed* 1.2 Swift Footed)

Talents
  • Far Out Man (+2.0 meter spell range)
  • Stench (Melee opponents less likely to target you)
  • Swift Footed (+20% Movement Bonus)
  • 2 Unspent



Two more videos showing the Inquisitor build off!

Inquisitor Stats/Skills at Level 12

Inquisitor Fight at Level 12


Originally Posted by Felixg91
Throw a Tormented soul on that staff for sure, since you are gonna be a close range Mage you can probably enhance your melee a bit anbd if you are using lightning strike you will probably at some point find yourself needing to melee with that staff since it will usually be cheaper to bash somebody with a stick than cast a spell, got to have a plan B.


Sorry, I didn't see this post until now.

I haven't found any Tormented Souls yet.

One of the great parts about this build is that the AP cost for the spells tends to be pretty low, so if I have the AP to hit someone in melee, I probably have the AP to try something else instead.

I have a few "plan B"'s, in particular Hide in Shadows, Cloak and Dagger, Featherfall, Strong Regenerate, Blind. Plan A is really "use all the CC to make sure as few enemies as possible get a turn, and as the video shows, it's a pretty good plan A even when the status's occasionally fail.


Last edited by Stabbey; 14/04/15 07:18 PM. Reason: more talents
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Hide/walk in shadows, tactical retreat and Fast track have replaced Aerothurge invisibility, Cloak and Dagger-scoundrel and Wildfire-pyro since the AP costs are less and they are available as non-spell user college skills, heck 1 level in Scoundrel and 1 level in Expert Marksman just for those is well worth it.

I have been using touch spells a bit more than I was with my Fighter/Mage since it is often oppurtune to do so, since I find myself in melee range a lot.

Oh man I feel the chagrin at unspent talent points!

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I don't have Invisibility yet because all my air spell slots are occupied. I am thinking about getting Aerothurge 3 just so I can pick up Invisibility and Tornado, though.

The issue with the Scoundrel skills (and Tactical Retreat) is that this build does not have enough Dex to guarantee success when using them.

Yeah, there's not a lot of Talent points that look appealing. Maybe I could get "What a Rush", but I think at least one will be traded in for 2 attribute points.

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Oh dex requirement I was not thinking of that, yeah mages dont usually build dex much until late game when everything else is good.

Talents mostly suck I was trying to think of a nice way to say that. Failed.

Tornado is only useful in a few places but darn it, it is very useful in THOSE places. I wish it cleared mines, seems like it should. Sort of anyway.

I have been using the editor to cheat a lot so not playing by the rules, heck I played through it 8 times without cheating, so it is an interesting change, but really glad I did play it through without cheating a few times, some of the funnest gaming hours of my entire life.

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Hi Stabbey, nice video's !! I've watched them, it was a pleasure to see your Inquisitor (and other characters in your party!) in action ! smile

I've a question :
how important is defense for you ? Regarding the abilities "Body building" and/or "Willpower" ?



On 7th of february 2015 : I start a new adventure in the Divinity world of Original Sin,
it's a Fantastic Freaking Fabulous Funny ... it's my All Time Favorite One !
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Yes I have been neglecting my defense, because I can get away with that this early in the game. At that point my Inquisitor had 0 Bodybuilding and 1 Willpower (plus 1 from a Trait), but after reaching Level 13, I will have enough ability points to have gotten all my skills as high as I need them, and will be able to dedicate more points towards those abilities. (My Inquisitor was sitting on 5 unspent Ability points at the time of the video)

At the moment, my primary defense is shutting the enemy down first.

Another interesting fact is that I COULD have spent a point onto Pet Pal for my Inquisitor at level 7, since no one else has it, but I haven't bothered - and yet my level seems to be higher than expected - I haven't finished Hiberheim yet.

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"Shutting the enemy down" is the best offfense and defense.

Offensive power is better than defensive fortitude. I can quote endlessly, but I wholeheartedly agree and know it from experience. At times defensive ability will seem to eclipse offensive strength but it is a fleeting situation at best, and more like wishful thinking at its worst.

NO Pet Pal? WHHHHAAAAATTTTT? that loses a couple of quests as you well know. Actually Pet Pal is one of the Talents that because of the quests it can open for you is actually useful.






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Stabbey Offline OP
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I know. I took it the first time. I just don't care. Pet Pal shouldn't be a mandatory thing to take, and I don't feel obliged to take it.

If I have to listen to that godawful cat marriage quest dialogue again I'll fireball them both. Not taking it probably improves my gaming experience by a non-zero amount.

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LMAO hilarious. I dont think it should be mandatory either, I think it should be included free as a Sourcehunter ability since it wastes a talent slot and has only a few worthwhile dialogs and quests which can be ignored anyway, and since talents basicly suck having a free marginal use one isnt gonna impact the game much.


yes! what is it with Larian and the cat motif? I too would dearly love to incinerate Sam and Maxine...and Aureus ( granted Aureus is not a cat but he is annoying and godawful-ungrateful)

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