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Yeah and I'll play my Dead Knight as evil as I can and use just as much source possible to enslave the world mouahahahahaha!
That's why I don't want to start my first game with it.

The only thing missing is the cross skill Necro + Summoner. Larian said it was Elemental skill + Non elemental so Sumonner/Necromancer isn't working.

I guess the spell to rez dead will only be a straight Necro spell...

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i think the most interesting spell craft ive seen so far was the oil rain... but the ambush spiders sound cool as well (spider skill + rogue skill = ambush spiders)

i do wish necromancy and summoning could mix so you could raise the dead... but im sure thats a thing necromancy could already do since they are adding pets to all elemental magic too. (fire elementals and spiders confirmed to be returning)

the thing is... when an elemental skill is mixed with summoning skill its still considered an elemental skill (and thus also has spellcraft combos)... but it makes you wonder if it would still be affected by the summoning stat.


on that note... what happens when you combind an elemental summon with necromancy? or warfare? since earth spiders mixed with rogue skill = ambush spiders which apparently start in stealth and have ambush skill..

Last edited by Adrianna; 02/09/17 05:00 AM.
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You probably can't skill craft an already skill crafted skill so Pyro+Summoning=Fire Elemental
You can't re craft it again I'd say.

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Originally Posted by Deadknight
You probably can't skill craft an already skill crafted skill so Pyro+Summoning=Fire Elemental
You can't re craft it again I'd say.


that is already proven to be false... there is a video where they skillcrafted the spiders geomancy + summoning and then spellcrafted them again into ambush spiders using the spider + a rogue skill.

it was from an early build of the spellcrafting.. so maybe it changed? dunno

Last edited by Adrianna; 02/09/17 05:09 AM.
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Maybe? I doubt it they said there are 48 combinaisons so.

4 Elemental skills x 6 Non elemental = 24
24 Base skill but your source skills also have their own results.
So double that and you already have your 48 skills.

The spider skill may be simply be a plain Geomancer skill.

That makes me think, ... you could have a 4 summoners party, all with a different elemental secondary spec.

So that mean you have 8 characters each fight !

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Originally Posted by Deadknight
Maybe? I doubt it they said there are 48 combinaisons so.

4 Elemental skills x 6 Non elemental = 24
24 Base skill but your source skills also have their own results.
So double that and you already have your 48 skills.

The spider skill may be simply be a plain Geomancer skill.

That makes me think, ... you could have a 4 summoners party, all with a different elemental secondary spec.

So that mean you have 8 characters each fight !


or maybe the spiders isnt included in the combinations? cus blood rain is a normal skill and its createable with rain + necromancy

earth + summoning = spiders + scoundrel skill = ambush spiders which we have video of.. but perhaps spiders isnt included that combination count because it is also a base skill?

or maybe any geomancy skill + scoundrel skill = ambush spiders... but that would be strange...

Last edited by Adrianna; 02/09/17 09:13 AM.
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From what they said in the update 41.
Water + Necro = Blood Rain
Source Water + Source Necro = Blood Storm
Fire + Necro = Corpse Explosion
Source Fire + Source Necro = Mass Corpse Explosion

The spell used has no effect on the combinaison it is the type that is important, so I think Earth + Scoundrel would be the ambush spiders or something.
Or maybe you can reuse crafted spell but they won't give more spells than a basic elemental spell would.

And yeah I just watched the update 41 and one of the spell they use for necromancy skill crafting is a necromancy summon. So the Necromancer has his own summons but will still need to invest in Summoning to buff them.

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With 3 points in summoning, my totems were each hitting for about 20 damage or so, on Classic.

The Totem-attack is considered aoe for terms of hitting clumped enemies, can be enchanted with spells to increase their survivability (Fortify), etc.

With three fire based totems, my summoner was pulling pretty high DPS, with the summons grinding through the target's magic shields and into their health, lighting them on fire to boot.

And that was at level 3-4, the totems alone were grinding away foes.

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I feel totem were too strong to be honest, and that's a shame since I was hoping the summoner to be more about summoning a creature you control (or a small number or weaker ones like a few skeletons, ... I know this won't be the case) rather than actual turrets.

I don't mind the turrets it's just they drag enemies' attention, deals damage etc. so...
Even if only one a turn the enemy has to destroy each every turn making them spent a bunch of spell or attacks for it.

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Originally Posted by Deadknight
I feel totem were too strong to be honest, and that's a shame since I was hoping the summoner to be more about summoning a creature you control (or a small number or weaker ones like a few skeletons, ... I know this won't be the case) rather than actual turrets.

I don't mind the turrets it's just they drag enemies' attention, deals damage etc. so...
Even if only one a turn the enemy has to destroy each every turn making them spent a bunch of spell or attacks for it.


but we also dont know how powerful the incarnate is at 20 summoning (since it gets stronger at levels 10 and 20) weve seen how huge it is at level 20 summoning.. its like 2-3 times as big as a player character so at least it looks powerful lol... guess well see.

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I agree with you and from the EA, their innate abilities (Mosquito Swarm, Poison dart, fireball etc.) are very strong at level 8 with 10 in summoning. Might even be stronger than your regular wizard, they just have only one spell to cast.

However I still think totems are almost too strong because of the sheer amount of target it gives the AI to waster action points on.

But I agree 100% about the incarnate and I actually was one of the rare person saying that Incarnates seem to get very strong at certain skill level, because not many had spent enough points in the skill.

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My problem with the Summoner is that he (or she, it's Lohse) deals damage only from turn 2. In most fights it's difficult to close the gap to other classes. My only wish were that totems would shoot immediately after being planted.

Of course you can summon pre-fight but that is only viable for me if I could notice the fight in advance the first time, so not for ambushes. It's lame to reload and prepare.

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Yeah but that is the Summoner in a nutshell... a Pure Summoner is a snowball rolling down a hill.

The longer the fight goes on for the more potent a summoner becomes.

I do, however, think the AI is a bit ill equipped to handle some of the Summoner's skills...

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The summoner is designed as a prolonged fighter.. getting stronger as the fight goes on and being able to endure attacks (having its own heal and if its still in eventually getting an ability to transfer damage they take to their pet)

in addition to the fact that they dont require any stats to use their summoning abiliites means that they could go wit/con and not lose their strength making them very durable.

on top of this they can get more summons from the other skilltrees.. necromancy,geomancy,and pyromancy all are confirmed to have their own summon (which scales off the summoning stat as well)

Last edited by Adrianna; 07/09/17 05:51 PM.
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