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Mercer Offline OP
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Hey guys!

Since I am new here - hi to all of you people of Rivellon!

Here is my question: I am wondering if there is any recommendation on how many different skill schools (Warfare, Geomancy, Hydrosophist,...) per character are optimal. In other words is there a point where I should not invest in 3rd, 4th or 5th school to not lose potenial damage/healing/support from the others?

What's your opinion/experience?


Thx in advance,
Mercer


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It's not a bad idea to have all 3 of those on a Fighter.

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I don't think you lose too much from not investing heavily in skill trees tbh

the damage difference is 3-4 pts per investment from what I've seen, maybe it makes a bigger difference at higher levels with bigger stat investments, but the utility gain heavily outweighs any potential damage loss

maybe invest 2-3 pts in each of those and focus on one as your primary stat, as skillbooks (seem) to cap at 5, and that's for source skills only, with the next lowest being 3pts, but that's only if you really want those skills and can't find the appropriate gear to boost you from 2-3 or higher.

Currently rocking hydro/aero/summoner and it's working fantastically, about to drop 1-2 points into necro for another skill and a bit more utility (& debuffs) but I'm primarily pumping summoner bc it benefits the most

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I think 3 is the perfect number here

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Mercer Offline OP
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i agree with all of you guys - it seems a decent mix outweighs the min/max game with utility options.

i will test a bit in my current tactician playthrough.

thx!


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I, personally, like to toss scoundrel, geomancer, and hydromancer on every one of my characters.

Scoundrel for "the pawn" talent. I cannot overstate how useful minor re-positioning is, especially when it's free.
Geomancer for the physical armor healing. Fortified counters decay, and thus is incredibly useful for healing.
Hydromancer for HP and magic armor healing. Magic shield counters a lot of magical CC, as well.

For bonus points: If your build doesn't provide access to a mobility skill (for example, you're not running huntsman or warfare or anything else with a jump like "tactical retreat" or "phoenix dive") then you can spend only one additional point in scoundrel in order to gain access to "cloak and dagger" on that character.

For melee characters, I recommend each one take one point in polymorph. That point provides a point of strength to go with it, and you gain access to the bull horns skill, which provides a method of damaging people with high armor in order to help your magic damage dealers out and exploit low magic defenses.

For caster characters, I recommend investing a couple points in necromancy. Necromancy has a few skills that deal damage to physical armor and scale off intelligence, again providing a way to deal with high magic armor characters.

This is definitely my personal style, but I'm a huge fan of "toolbox" kits. If anyone at any given time has at the very least the ability to heal and deal with any type of armor, you can easily and effeciently answer most situations that arise.

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Well, I"m early on, but I'm spreading out a little.

My Rogue has a point into Polymorph for Chameleon Cloak and Chicken Claw. I also want 2 points into Aero for several utility skills, but I can't afford the memory slots right now, so it'll have to wait.

My Knight is struggling with surfaces, so to give them something to do, I've splashed a point into Summoner and filled my two empty Memory slots with Summon Totem and Incarnate. I might also splash one into Hydro for the crafted skills Cleanse Wounds and Water Infusion for additional healing, but that's for later.

My Enchanter isn't doing great against magic armor foes, so I've picked up a point into Necro for Summon Bloated Corpse and Mosquito Swarm. Maybe even Death Wish at a later point.

My Wizard killed the Fire Spellbook seller and is out of luck for a while. I MIGHT pop a point in for Corpse Explosion, but I'll save first and try it out before committing.

EDIT: Not impressed with Corpse Explosion. It only works with certain corpses and the damage is pretty low. Maybe it gets better?

Last edited by Stabbey; 20/09/17 03:01 AM.
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nah, corpse explosion is shitte whole game.

I also recommend 3 schools in most circumstances, usually 2 main-synergistic schools, and 1 supplementary.

So its usually hydro+aero (main) with necro or summon as supplementary.

Or summon+warfare main+geo supplementary

Its not really about points, its mostly about memory, if you have all the schools, you wont have memory for all the skills you need probably smile And if you invest in memory too much, you are now seriously gimping yourself, because you dont have abilities high enough, and stats are low too now.

What I really recommend tho is everyone to have scoundrel - adrenaline/pawn, possibly teleport are too good.
And geo OR hydro on every char really helps too, especially for repairing armors, and oil puddles

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reading this gives me some relief from the fear to be too widespread in the end... thx... good skill propositions here

Last edited by Mercer; 20/09/17 07:33 AM.

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Originally Posted by Stabbey
My Wizard killed the Fire Spellbook seller and is out of luck for a while. I MIGHT pop a point in for Corpse Explosion, but I'll save first and try it out before committing.


I was a bit startled myself when that happened haha... stupid elf girl smile


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Mercer Offline OP
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I recently began not to underestimate memory...

Last edited by Mercer; 20/09/17 09:53 AM.

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Im running my plate wearing 1 hander shield bulldozer with 5 skill schools. Necro, geo, ranger (purely for mobility), warfare and poly. What is optimal depends entirely on what you wanna achieve (also rememer you can get free points for the different schools on gear). I think my combo above is op, since im basin my char around the "overpower" and "shatter" abilities. Everyone in my party has geomancy to just buff the armor on my main dpser, wich is the build over. I can get absolutly insane armor numbers, wich with overpower means probalby the hardest hitting thing you can ever get. talking from 10k- what might as well be infinity damage hits at level 18 (wich was the level i discovered this op bs). You can melt any boss in seconds, and chain cc them.

Your overpower just removes the armor, then you shatter your armor with geomancy and just insta kill any boss. And any mob thats near you.

But besides my main (wich is sebille) i stick to 3. Although all of em are geomancers, hydro and aether.

Last edited by Shared; 20/09/17 05:53 PM.
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Mercer Offline OP
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holy balls...


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As a summoner I aim for:

Warfare 1
Scoundrel 1
pyro 1
Necro 2
Geo 3

All remaining points on summoning and hydro

I need 10 summoning for the champion, 2 necro for the bone widow, 3 geo for artillery plant, 1 scoundrel for adrenaline, 1 warfare for enrage. All are mandatory for my summoner.

I use my AP to summon bonewidow and /w adrenaline give it rage + haste + supercharge for it to destroy something. Maybe delaying it 1 turn. Then I use the incarnate with infusions. I then cycle in artillery plant and repeat. My summoner focuses on a "cycling minions" style of play /w heals, shielding and buffs for the party and summons. I don't actually do any damage myself.


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