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trying to meet a number of objectives for a run through the saga


Lemernis

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I have to take into account the party lineup in deciding what PC to make.

 

BG1 party is as follows:

 

PC

Imoen - Thief

Gavin (Dawnbringer of Lathander)

Xan (Enchanter)

Mur'Neth (Ghaunadan) for while; replace fairly soon with Coran - Swashbuckler (available in chapter 2)

Ajantis - Cavalier

 

(Coran, Xan, and Ajantis all have friendship mods. Coran's and Ajantis' kitted via L1NPCs.)

 

That lineup is set.

 

But in BG2 I'm having some difficulty deciding on party composition:

 

PC

Jan; later Imoen (Thief)

Viconia (Cleric - friendship mod installed)

Ariena (Pit Fighter)

 

and two among the following:

 

Kelsey (Sorcerer)

Xan (Enchanter)

Kido (Jester)

 

I.e., one of those last three has to be cut from the lineup.

 

I will be using Xan in BG1. No telling how I'll feel about him by the time BG2 starts. I might be be sick of him by then. Or I could be enjoying him and want to keep him around.

 

Honestly, Kelsey is probably better saved for a game where there isn't two other custom NPCs in the party. I.e., he'll have more banters in a party with more Bioware NPCs. But I keep putting off using him! I've been eager to try him for years now, I can just never seem to fit him in.

 

Ariena and Kido I have been picturing as a kind of package deal, to give the party a certain darker, zanier feel. But I guess I could sacrifice one of them. Given the lack of tankitude in the party, would have to be Kido. Ariena is needed as a meleer. Kido is there for color and amusement (and the challenge of seeing if I can use a Jester well enough to make a difference).

 

If I do cheat a class/kit combo I've been leaning toward a multiclass Kensai-Cleric (cheated via Shadowkeeper) dual-wielding long swords. That's doable via the Ashes of Embers component that allows clerics to use bladed weapons. Upon charcater creation I'd make him a Fighter-Cleric with *** in Two Weapon Style and * in Long Swords. I'm just not sure if I'll like a Kensai-Cleric any better versus a plain old Fighter 7 dualed to Cleric. The Kenasi class offers some novelty for me. I've never played one. But how does a Kensai stack up against a pure Fighter? I've always shyed away from Kensais because they can't wear armor and only get 1 attack per round. (Although I'm aware they have other advantages that balance those shortcomings.)

 

Anyway, for some reason this time around I'm feeling a dualwielder who uses a combo of long swords, shorts swords, and eventually katanas. So maybe

 

Blade

dual class Fighter 7/ Cleric

dual class Fighter 7/ Mage (Specialist?)

multi Kensai-Cleric

multi Kensai-Mage

 

I also do very much like the idea of using a fighter-mage who utilizes Ghoul Touch, Contagion, and Vampiric Touch; then when Ghoul Touch wears off he finishes off the targets with dual-wielded swords. It is surprising how far into the saga the low level spell Ghoul Touch continues to be effective.

 

But a Blade can do the same thing. Plus he gets Offensive Spin.

 

How would a multi Kensai-Mage would measure up to a Blade?

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Yeah, I usually have my mages casting those spells from the back row. I always have backrow mages casting cast Greater Malison and Glitterdust. But to start, they use a combo of Emotion and Chaos. They typically follow with Greater Malison and Glitterdust--if they are even needed at that point (usually almost all enemies of a low to intermediate level mob are incapacitated at that point). Later in the game the mages use Sphere of Chaos and Horrid Wilting much the same way to start off.

 

With the back row mages casting their usual arsenal of spells, I mainly want the PC to be a meleer. His magic will therefore be 'up close and personal'. Hence the emphasis on touch spells. But if I make a Kensai- or Fighter-Mage I think I would have the PC also cast spells that target individual enemies in other ways such as Blind, Hold Person, Dire Charm, Slow, Domination, Power Word: Stun, Power Word: Blind, Energy Drain, Power Word: Kill. And if I made a Fighter- or Kensai-Cleric I would also try to use touch spells as much as possible, eg, Cause Serious and Critical Wounds, Poison, Slay Living, Dolorous Decay, and Harm.

 

Just one or two of those types of single creature spells to significantly impair (or hopefully debilitate) the opponent before he goes in with his swords.

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I've been leaning toward a multiclass Kensai-Cleric (cheated via Shadowkeeper) dual-wielding long swords. That's doable via the Ashes of Embers component that allows clerics to use bladed weapons.
I would suggest the same component in L1NPCs instead, since you're already installing it, it's more updated and less intrusive.
How would a multi Kensai-Mage would measure up to a Blade?
Well on one hand, he'd get higher proficiencies (at least one more star, unless you use a tweak/cheat to get more) and the possibility for exceptional strength; on the other, he can't wear armour, gets different abilities etc.
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Oh, I know I can, but it's not what I have in mind for the character.

 

First off, remember that I will have a mage in the back row to cast the usual arsenal of area of effect spells, and higher level protection removing spells. So I want for the PC to be a specialist in targeting individual opponents. That's the basic concept where magic is concerned.

 

The basic approach that I want to try, for better or worse, is to use a variety of spells that I normally never utilize as a mage: touch spells and other spells that target individual creatures. This character is mainly a fighter who casts a one or two quick spells to impair (hopefully debilitate) an individual opponent. Then he swiftly moves in with dual-wielded swords.

 

***

 

Okay, I finally have this narrowed down. I'm definitely going with multiclass.

 

Blade has been eliminated from consideration (not enough spells slots for what I want to do here).

 

If I use a mage who is casting spells and meleeing, he can't wear armor to begin with. So it makes sense to make him a Kensai-Mage.

 

Therefore, in addition to the basic defensive buffing spells I'm interested in using the following offensive spells, pretty much exclusively:

 

 

 

Kensai-Mage

 

Blind, Ray of Enfeeblement, Hold Person, Ghoul Touch, Vampiric Touch, Dire Charm, Slow, Domination, Confusion, Contagion, Power Word Sleep, Power Word Stun, Power Word Blind, Energy Drain

 

Berserker-Cleric

 

Command Word: Die, Doom, Cause Light Wounds, Charm Person or Mammal, Hold Person, Confusion, Cause Serious Wounds, Mental Domination, Poison, Cause Critical Wounds, Slay Living, Dolorous Decay, Harm

 

 

 

 

I will enjoy the mage spells more than the cleric spells. But I have to decide which is more attractive on the whole

 

* the cleric's ability to cast in armor, much lower AC, extra healing

 

* mage's funner spells

 

 

 

I've never played a Kensai... how in the world do you get a Kensai's AC low enough to avoid incuring massive damage? No armor, no bracers or gauntlets... how do you keep this character from constantly getting seriously injured?

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Honestly, Greater Malison and Emotion is probably the single strongest disabling combinations in the game; it gives you a morale boost, makes them sleep and you get autohits.

 

I recommend a spell trigger of 2 Greater Malisons and one Emotion, which should stop pretty much everything vulnerable to it.

 

No Spook? Blindness pales in comparison with Glitterdust.

 

I enjoy my Arcane Magic, and I am about to come up with more builds (spell sets). I am enjoying my disabling builds now ^_^

 

Icen

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No argument about the effectivenes of that spell combo! But my point is that I'll have a mage in the backrow casting Greater Malison and Emotion. Both are area of effect spells, right? So all the enemies will be hit. Xan as an Enchanter will be a higher level mage, and I think his spells then will have a higher chance of being successful, no?. But anyway, I will be using those spells to be sure! There's no reason to cast them from two different characters is there?

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After messing around a bit with the CLUA Console and leveling up the different classes I've been mulling over, I'm now very satisfied with Kensai-Mage's hardiness. Right from the getgo the first level spell Shield gets AC to -2, which is the same as a Berserker-Cleric wearing full plate plus a RoP +1. By the time the Kensai-Mage gets Ghost Armor at level 5 he'll get his AC down to -4. Then after Draw Upon Holy Might it's -5. By comparison, a Berserker-Cleric of the same level can only buff to -3 AC.

 

Also, the Kenasi-Mage should dole out more damage. Alhough in my test THACO was the same for both at level 5.

 

Anyway, this is fine. Kensai-Mage it is. :)

 

Thanks for the pointers and feedback! It takes me nearly four months to complete the entire saga, so it's important that I like the PC's character design. I appreciate the help.

 

 

***

 

Oh, also--I get a kick out of the Kensai-Mage's ferret familiar! I'll definitely use him to pickpocket, find traps, and whatnot.

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Right from the getgo the first level spell Shield gets AC to -2, which is the same as a Berserker-Cleric wearing full plate plus a RoP +1. By the time the Kensai-Mage gets Ghost Armor at level 5 he'll get his AC down to -4.
You'll be sleeping quite much with those spells, you realize? And didn't you just say that you were going to... :devil::)
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Well, that's true. Actually, the resting doesn't bother me so much as not having enough slots available for offensive spells... I'll have to use those buffing spells sparingly, I guess.

 

I might give in to the temptation to use the BG2 Tweaks component 'Wear Multiple Protection Items'. It's a little cheesey, but what the hey. Then with two rings, a cloak, and an amulet of protection + 1 I can get his AC to 0.

 

The mage spells just seem like more fun to me. Here's hoping for the best.

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Oh, as a word of advice, cast Greater Malison first, with what you said you are going to do, it is only really used for one spell (Glitterdust). I usually Cast Greater Malison and try to dominate a couple before disabling them.

 

Icen

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Thanks for the tip Icen. I don't always use spells as effectively as possible, I'm sure. Sometimes I get lazy and rely on whatever has been working, and don't bother to try different things out.

 

Xan will typically be casting the following area of effect spell combos (here in order that they become available): Sleep and Horror, Greater Malison and Glitterdust, Emotion and Chaos, Sphere of Chaos and Horrid Wilting. He'll also target the biggest baddest opponents with the spell protection removing spells. In BG2 Kelsey will help out with those spells as well.

 

This hopefully will free up the protagonist to use mainly Ghoul Touch, a fantastic spell which continues to be effective even well through BG2. If I have the slots to spare he'll use Blind and Hold Person. He'll probably use Slow, if I have any slots for it. Eventually the wonderfully wicked spell Contagion. Eventually In BG2 the Power Word spells, Domination and Confusion. After impairing a target he'll go after them with his swords and Vampiric Touch.

 

The combination of Emotion and Chaos is absolutely devastating in an umodded game for most of BG2. I've found there's almost no need to cast Greater Malison if I get those two spells off. Entire mobs are either instantly knocked unconsious or wandering around in a daze fighting one another. The combo is not nearly as effective with SCS II installed, but it's still pretty powerful. But to be sure, Greater Malison is an excellent spell, and I always have the party's mage cast it liberally.

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Question about the Kensai class:

 

The manual says a Kensai delivers the most damage with his weapon of any class in the game with "high combat bonuses." And when using Kai the Kensai delivers "full damage" for the "next few attacks." But exactly what bonuses does the Kai Shot special ability confer? I.e., what is meant by "full damage"? And how long does it last (I remember reading somewhere that it's 3 rounds, but I now can't find where).

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