classes Archives - Kontroversial Keith https://www.keithwatanabe.net/tag/classes/ Hitting Where It Hurts and Making the Universe Like It Mon, 07 Oct 2024 06:26:33 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 81900562 Bard’s Tale 3: My Class Evaluation https://www.keithwatanabe.net/2024/10/07/bards-tale-3-my-class-evaluation/ https://www.keithwatanabe.net/2024/10/07/bards-tale-3-my-class-evaluation/#respond Mon, 07 Oct 2024 06:26:33 +0000 http://www.keithwatanabe.net/?p=5827 After this latest play through of Bard’s Tale 3, I figured it might be a good time to do a

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After this latest play through of Bard’s Tale 3, I figured it might be a good time to do a full class write up, going over strengths, weaknesses, some party ideas and my own experiences.

Warrior

Let’s start with your basic fighter class. The Warrior in Bard’s Tale 3 really isn’t special. Their main focuses are acting as a front line tank, doing decent early damage, higher hit points, being able to obtain high armor class (AC) through equipment, using most weapons/armor and having a high attack rate as you level. However, Warriors are really bland and are better off a candidate for swapping to a Geomancer down the line. That way, you still get to use your weapons and armor (maybe more!) but you’ll gain more abilities. Without the swap, you’ll be limited to a damage cap based on your weapon and attack rate or you’ll need to obtain a Stoneblade to one shot high life foes.

Paladin

Paladins are similar to Warriors except they do have access to some special holy weapons and armor. Also, they gain bonus saving throws. However, they cannot use all armor such as a Titan Suit, which is the best armor in the game. Damage-wise, they’re about the same as a Warrior and can use a Stoneblade to help compensate in the end game. Also, like Warriors, Paladins make for a good choice as a candidate to eventually switch to a Geomancer.

Monk

Monks start off weaker than most of the fighter classes until the reach level 6 (I think) where they begin to gain multiple attacks and do far more damage with their bare fist than with a weapon. Also, at each level, their AC lowers until it hits -50. They do use a limited number of armor and items but can do high one shot damage to a single target. So down the road, they become natural tanks, although in my experience they still have less resistance than a Paladin.

But Monks really drop off in Malefia where many monsters exceed the 2k HP mark, which is where most Monks probably end up with regards to damage. Even with 16 attacks through a Divine Intervention won’t be enough to take down some of these monsters. Monks though aren’t as great candidates for Geomancers because of the high probability that most players won’t keep a spare set of gear lying around. But you will need to farm up new gear if you do intend to swap. For the end game, Monks are good initially in Malefia as the point person because of their high AC. Also, they’ll probably have a fair amount of free inventory space. Yet at some point in Malefia, they just lose all value and you’re better off dropping them for a better class or switching them to a Geomancer once you get enough gear (preferably including a Stoneblade to eventually help out with those one shot Petrify attacks)

Hunter

In a way, Hunters are almost like the opposite of a Monk in that they start off with relatively decent gear for survival but depend on a high critical hit chance, which they won’t have, to take out their foes. But down the road, they won’t receive as much AC compared to Monks and eventually become the best fighter in the group. I found that Hunters are one of the few classes that can kill Rock Men in melee as most other classes can’t touch those monsters. Also, Hunters have ranged critical hit capabilities, which can make them valuable against high hit point foes (usually in Malefia).

Usually, around level 35, you should be critically hitting with a Hunter fairly reliably. One way you can compensate early on is by equipping a Stoneblade. That way, if you miss on the critical hit, you’ll at least be able to Petrify an opponent. A Hunter’s best weapon arrives in Malefia in the form of a Hunter’s Blade, which also helps increase their AC. By that point, in all likelihood, your critical hit will be 99% so it’s unlikely you’ll need a Stoneblade anymore. However, your AC will be lower than other fighters so you’ll need every single source of AC boost you can get.

I personally think it’s a waste to swap a Hunter to a Geomancer. They’re very valuable especially in the late game so you might eventually want to level one up for emergencies.

Bard

Considering the game is called The Bard’s Tale, the Bard is practically indispensable. They aren’t good fighters by far and act as a decent utility type of character that can do a little bit of everything. With the right equipment, a Bard can also critically hit, provide infinite songs (spells), heal, help the party run away, provide light, regenerate spell points (which is great early on) and lower the party’s AC. There’s even a few additional songs you need to learn down the road that can help with some AoE and more defense.

However, Bard’s are a poor choice to change to a Geomancer. You don’t absolutely need a Bard because there’s no section in the game where a particular song is needed (I think there’s a puzzle that supposedly needed a Bard to ring a special Triangle quest item, but I heard that was bugged or bogus). But they bring both a unique flavor and great overall utility at all stages of the game where you don’t want to leave home without one.

Rogue

Well, if you haven’t guessed why this game is called “The Thief of Fate” then you might as well just go play hopscotch. In short, yes, you absolutely need one because there are certain encounters that only a Rogue can handle. Not to mention, they have a few abilities that help alleviate the need for Trap Zap or Identity spells. Mostly, you want the Rogue to handle distant foes that can’t be hit by melee, spells nor ranged or foes that might be too dangerous for your melee to deal with.

Conjurer

Conjurers feel more like the best utility class with Mage Compass, Greater Revelation (eventually superseded by Cats Eyes) and Major Levitation as well as decent lower level healing and teleportation. The Summoning aspect in this game is not worth it (outside of a particular Apple 2 bug/cheat) while Trap Zap proves to be invaluable early on and later for QoL once you get sick of typing “Death Blades”. Also, I think Conjurers are one of the easiest classes to level to 13. Usually, I’ll start with two magic users, one as a Conjurer for low level healing and low level group AoE (War Strike) and switch them to a Magician.

Magician

The better early AoE damage dealer and healer in the group. Spells like REST prove to be invaluable even in the end game. Dragon Breath and Ice Storm are great lower level group damaging spells while Ybarra’s Mystic Shield provides a nice little AC buff. As I want my Conjurer to be the one to swap to Magician after hitting level 13 and gaining access to level 7 Conjurer spells, I prefer Magicians to switch to Sorcerer upon hitting level 13. Having at least two spell casters with REST, Death Strike, Ice Storm, etc. is critical early on especially in handling the starter dungeon.

Sorcerer

The main reason to get one of these as soon as possible is to aim for Mind Blade, Rimefang and Preclusion. Rimefang is the best major AoE spell until Mangar’s Mallet as Rimefang can hit all opponents (within a certain distance) as well as do decent damage. The rest of a Sorcerer’s spells are pretty bland, namely their illusions. Sorcerer Sight though is the other buff that’s really helpful in dungeons.

Wizard

Wizards in this game feel useless. There are some very special use cases where you need Wizard spells but for the most part there’s just better stuff around. You only want to obtain all Wizard spells and level 13 for the attributes and spells.

Archmage

You’ll need at least one. Need might be strong of an opinion but it’s basically borderline on that thought. I do prefer making sure my Archmage has access to every single school and spell though (besides Chronomancer and Geomancer). By the time you get to Malefia, you’ll want at least one. In certain party combinations, two is better and there won’t be any scenario you can’t handle.

Chronomancer

Obviously, this is one class that is required due to the time travel aspect. But the real trick is knowing when to convert your old magic user and from what class. I think the starter dungeon area transforms a lower level magic user into a level 1 Archmage with all spells from the other four schools. So I believe you can convert this Archmage over. However, I’ve encountered weird bugs where my character didn’t get credit for the Brilhasti kill but would receive the 600k bonus XP. So my solution for dealing with this problem is just making sure the Chronomancer has all previous spell schools to really maximize their attributes. The problem is that leveling a Chronomancer can be tedious with high experience requirements until level 13. So you don’t want your Chronomancer lagging too behind the rest of the party.

Beyond their obvious usage, I find Chronomancers to be decent offensive spell casters. If you’ve taken the full Archmage route, the Chronomancer will have pretty decent spell points and with enough levels can be competitive in damage to an Archmage. Also, they have a few really nifty spells like Far Death, Vitality and Youth mixed in with lower level offensive spells. Once you hit around level 45 and obtain a Staff of Gods, then you should just be helping your Archmage NUKE opponents. I tend to trade off where I’ll use my Archmage until her spell points are below 100 then switch to my Chronomancer. Obviously, I’ll use Harmonic Gems to replenish them but I also have Familiar Fgn equipped to help with slow spell regeneration.

Geomancer

Really a novel class. Mostly an offensive type, they have some utility such as Earth Ward for disarming a dungeon’s level traps or Pathfinder for mapping. But they start to shine around level 40 or so if you equip them with Stoneblades. Their high AC is very good and periodically you can use them for one shotting tough opponents like Rock Men or opponents that you aren’t as comfortable killing with a normal fighter. Their NUKE spells start to become effective around level 50. I feel that you’ll want at least one for the end game.

Overall

I think the best party I’ve made consistently has been a Paladin/Warrior -> Geomancer, Hunter, Bard, Rogue, Archmage x2 and Chronomancer. Double Archmage solves the problem where I need to pull in foes from 80s and can dish out up to x4 NUKEs. Most of the time, x4 NUKEs will evaporate most Malefia monsters. Also, I’ll never run out of spells with this party composition.

The last party I worked with was Monk, Paladin + Warrior -> Geomancer x2, Bard, Rogue, Archmage and Chronomancer. This was a far more challenging party to build over time due to swapping two power house fighters and making them lose their resistance and critical hit ability through their Stoneblades (meaning they would miss most of the time). The Monk only did well up until Malefia then promptly fell off.

Now, if I had known the Monk was going to fall off that badly, I would have tried saving more gear early on and swapped her with everyone else. However, that would’ve meant more power leveling and I just wanted to play the new party. I could have added the Hunter instead of a Monk but the Hunter is very weak early on. I think gradually swapping the Monk is the better option as you can push the other two Geomancers into a reasonable spot while your Monk handles point and acts as a mule.

The one downside with the x3 Geomancer approach is that you’ll have a lot less inventory space and have three ineffective characters for a while. If you swap classes later, you also have to return to Kinestia which is a hassle. And you won’t be able to belt out as many NUKEs or DIVAs compared to a x2 Archmage + Chronomancer party because in all likelihood, you’ll want your Geomancers to be using x3 Stoneblades. What space you have remaining will be devoted to Harmonic Gems (or Flare Crystals if you manage to find any) since you’ll probably use as many slots as possible to bring your AC to its lowest. However, with x3 Geomancers, you will be able to do anything in large fights and there shouldn’t be any situation you can’t handle (with enough levels).

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World of Warcraft: My Favorite Classes/Specs https://www.keithwatanabe.net/2013/06/09/world-of-warcraft-my-favorite-classesspecs/ https://www.keithwatanabe.net/2013/06/09/world-of-warcraft-my-favorite-classesspecs/#respond Sun, 09 Jun 2013 06:23:46 +0000 http://www.keithwatanabe.net/?p=1036 As an alt-a-holic, I am someone who generally has been agnostic in terms of favoring any single class at the

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As an alt-a-holic, I am someone who generally has been agnostic in terms of favoring any single class at the very top. I can see the benefits of each and enjoy the play style of most of them. The only thing I really don’t play is a healer as I feel that it can be a stressful role. Most times I just a play a DPS role, but I also enjoy certain tank specs for soloing content. So I wanted to enumerate my favorite classes/specs that I enjoy playing and the reasons behind them.

  • Protection Paladin – Since Cataclysm’s 4.3 patch, I’ve pretty much focused on Retribution. The truth is that I’ve really been a huge fan of that spec. It gets the job done but I honestly like protection paladins far better. Most of that is due to players like Hobbs or Toweliee who use the protection spec not just as a tank, but for soloing content and PVP. The thing I really enjoyed as a protection paladin was the survival aspect. I think after Cataclysm, the protection spec lost a little bit of its luster and you can’t really do the same large pulls that Hobbs had done prior to Cataclysm with the evasion issues in mobs. But the idea of having a nearly immortal type of class with great AoE damage, self healing and resurrection made this class one of the most versatile and strong classes around.
  • Enhancement Shaman – I came across the Enhancement Shaman when my friend decided not to play one. It was considered the leveling spec back in the day. After transferring realms, I ended up re-rolling a new Enhancement Shaman but fully enjoying the benefits of BoA gear. I noticed while leveling just how awesome and versatile the Enhancement Shaman was. Obviously, you have their huge buff of Bloodlust, but you get killer/free AoE heals in Chain Healing and Healing Rain, reincarnation for wipes or emergency situations, great indoor movement as a ghost wolf, awesome damage that can work both as a melee and ranged and other forms of abilities like CC, slow effects, etc. to compliment your group. Probably, my favorite activity during a raid or even 5 man is to drop Healing Rain on my party whenever my Maelstrom Weapon procs, pretty much lending a hand to our healers since usually my Shaman ends up doing quite a bit of damage without the free lightning procs.
  • Blood Death Knight – Again I play Frost for the most part but whenever I get into trouble in my frost spec, I end up switching over to Blood for the survivability aspect. Everyone knows just how OP the Blood spec is, especially when you see other Blood Death Knights soloing raids, even on Heroic mode. Back when Blood used to be a purely DPS spec, I still ended up using that spec for everything. But overall, Blood is great not only for survival but a reasonable amount of utility.
  • Feral Druid – I truly miss the days when Feral was not separate from Guardian. With just a few talent points being different, you could still use your de facto Feral spec as a bear giving you both the survivability and the stealth aspects for certain situations. That pretty much gave you an extra option to either go pure healing or boomkin, but you had even more versatility in tight situations like if a tank died/left and you just needed someone to pick up an encounter for a few seconds or minutes. Not only that, in general Feral druids are just great for soloing stuff. I have a deep love for classes that have some form of stealth ability just to avoid unnecessary encounters. And if you’re into herbalism, everything just becomes that much sweeter overall.
  • Combat Rogue – I never tried the Subtlety spec but I went Assassin once I hit 68 on my second rogue. It was tough surviving in solo mode to say the least compared to the combat rogue, which felt more like a toe-to-toe type of fighter. Yet I never probably played Combat as a toe-to-toe when I soloed, preferring to use stealth to slay my opponents. I liked that as a combat rogue you had pretty good survivability back in the day with some boosts to armor and a few other defensive stats.  But the thing I love about rogues the best is Vanish. It’s one of the ultimate “holy shit!” buttons around, if not the best. Pulled too much aggro? Just Vanish. Accidentally, walked into a mob? Just Vanish. Someone trying to gank you? Just Vanish. Lots of uses and scenarios. You could screw up too by resetting an encounter. But in general it’s just something that I can’t live without anymore.
  • Beastmaster Hunter – Not the incarnations that spawned from Cataclysm to the present moment. I’m talking about the old version. The Hunter wasn’t always the easiest class but it was my first class and spec that I tried out. There was a lot of micromanaging especially with the pet, but I quickly discovered that you could do so much with this class. Essentially, it was the real “survival” spec for the hunter because your pet acted as a mini tank. With a few macros, you could easily send your pet into a pack of enemies, have it grab all the aggro, then just Volley away. These days aggro as a Hunter is a lot messier, even with a tanking class. As a BM Hunter, I used to run friends through older instances and you could essentially power level people by doing this method. Of course, if your pet died, things could get ugly fast but it was neat just being able to tame exotic monsters and your pet having it’s own talent tree. It made your pets even more special. Now, the BM Hunter is a total shell of itself.
  • Demonology Warlock – The Mist of Pandaria version is definitely a vast improvement. It is a little awkward because of how you constantly switch between demon and normal form, especially with the separate action bar. But the thing I like about Demonology is that it’s a great survival class. Unlike before, your pet is extremely tough and can endure a lot more. People often talk about how Warlocks are capable of soloing a number of situations and most of that is due to their pet. I haven’t tried soloing older stuff but the cases where I needed to handle tough encounters, I found that I really didn’t have many issues, barely seeing my pet’s health go down. And some aspects are pretty smooth like their AoE.
  • Frost Mage – Frost Mages have changed quite a bit since I started one out back in Wrath. When Frost Mages received a pet at lower levels, they pretty had better overall survivability. These days they are one of the top damaging specs and a great PVP spec. I do miss the older days of the raw Blizzard AoE where you could decimate areas just channeling that awesome spell. Also, the freezing aspect is something that pretty much carried over from Diablo where you could freeze and shatter opponents with a killing blow. Although you don’t really shatter opponents, you still have the chance to slow them down and put the hurt on them before they could reach you. I still need to finish up leveling my mage to 90 to see how the game play changes, especially with a lot of heavy movement based fights. But it’s something I’m heavily looking forward to in the near future.
  • Protection Warrior – I mostly play fury these days, even while leveling. But the Protection Warrior was something that got me interested through a friend. While leveling he would go as Protection and a bunch of us would instant queue. Then I had the opportunity to give it a shot. It’s just a fun class where you have a lot of movement boosts as well as the ability to take on a great deal of mobs with some level of self-healing.

What about priests and monks? I haven’t done much with my monk except get up to level 16. I think eventually, I’ll just delete her and reroll as horde so I can get all the benefits from the rest of my team. But priests….quite honestly, until I hit my mid 70’s in Cataclysm, I absolutely hated them. Eventually, I got good enough to manage my mana and some other aspects but it was just a horribly painful class to level. Now, things may have changed with Mist of Pandaria and I will be leveling my priest to 90 last. Still, it’s a class that I really have little care for overall and don’t really care for some of the changes that happened once Mist of Pandaria came out.

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Baldur’s Gate 2: Class/Party Composition Re-Roll Thoughts https://www.keithwatanabe.net/2013/05/12/baldurs-gate-2-classparty-composition-re-roll-thoughts/ https://www.keithwatanabe.net/2013/05/12/baldurs-gate-2-classparty-composition-re-roll-thoughts/#respond Sun, 12 May 2013 20:24:34 +0000 http://www.keithwatanabe.net/?p=913 I just busted out my Baldur’s Gate 2 disc (although my reader isn’t working for some reason) as I have

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I just busted out my Baldur’s Gate 2 disc (although my reader isn’t working for some reason) as I have been thinking quite a bit about this subject lately. Nothing excites me more than character creation in an RPG. Baldur’s Gate 2 satisfies this craving by allowing one to create up to 6 different characters or use some of the in-game NPCs. Whenever you’re faced with a choice like this and with the variety of classes that a game like Baldur’s Gate does, you have some heavy decisions to make as they will last the entire course of the game.

One of the first considerations in party composition for Baldur’s Gate 2 is whether to go solo, single character creation, all self-created characters or a mix of self-created characters and NPC usage. While Shadows of Amn itself has numerous NPC quests that require at least a single slot open, the truth is that most of the NPCs in the game suck. Their stats are low and they don’t really offer much outside of dialog and typical RPG complaining. And for the most part the NPC quests are pretty much filler. Perhaps, the only NPC quest that might be semi-interesting is the romance quest but Jaheria is the only NPC with a romance story worth picking up….at least from a power gamers viewpoint (which I am to a degree).

So my suggestion is to create a minimum of 4 characters, probably 5 with the 6th slot open for an NPC. By the time you reach Throne of Bhaal, the NPCs serve little more than meat for monsters to whack upon. With that in mind, let’s provide an overview of the general layout for a good party. For the most part, Baldur’s Gate is a combat heavy game. Unless you’re soloing, you will be engaged in tons of fights, most which are unavoidable. As a result, most of the slots in your party should be filled with heavily armed and armored fighters. Magic is the next most important aspect of the game with regards to combat so you should bring at minimal one mage class. Clerics and druids offer healing and buffs, but most of the time you want to employ them for their buffs before intense fights. So naturally, you’ll want one or two of these. Lastly, thieves have the least prominent role with the emphasis being on them utilizing their trap finding/disarming, lock picking and trap setting capabilities. You probably won’t want to take more than one of these classes.

Now, the neat thing about Baldur’s Gate is that you’re allowed to dual or multi-class. This is critical as pure versions of these roles are practically useless. Hence, why most of the NPCs in the game are a joke since they either lack a secondary class or cannot dual class later in the game. You really should take advantage of this feature, especially dual classing as it’ll increase your survivability in the long run as well as provide the depth of a party that you will require. Of course, not all classes can dual or multi-class and are almost essential to a good party such as a paladin or certain kits.

With this background in mind, let’s start to go over an ideal party:

  • Human Kensai/Mage – This is one of the best combinations in the game hands down. Kensais cannot use most armor nor can mages. However, this class provides the hit points and weapons for a good melee class while combining some of the natural armor from the kensai side with a few perks on the mage side (like being able to use the Amulet of Power). This class will suffer in the beginning as you struggle initially to catch up to your kensai’s levels, but your hit points will be quite high to provide survivability.From a melee point of view, the kensai/mage quite possibly will become your highest damage dealer. However, you will need to find various ways to improve his armor class as he will be quite limited (I don’t think he can even use bracers of defense). I found that they can use the Robe of the Archmagi, Ring of Gaxx, Dusty Rose Ioun Stone and Ring of Protection +2. But you’ll probably need to boost the rest from dexterity. Don’t forget magic resistance and other immunities like the Cloak of Mirrors as this character will end up being your main magic user.
  • Human Undead Hunter – I know there’s quite a few people out there that prefer the Inquisitor because of the Dispel Magic ability, but the Undead Hunter has immunity to level drain. Before one of the patches, the Inquisitor could not use an Amulet of Power, making them vulnerable to level drain (which is possibly the most annoying monster ability in any game). Even with very good armor, the Inquisitor can be vulnerable to getting hit from vampires and such because the game cheats like hell (which is why you should to a degree) so relying on high armor for avoidance in those conditions is not recommended (you could cast Negative Plane Protection but that can get severely annoying after a while).At any rate, the main reason to use a paladin in this slot is the Holy Avenger, which is one of the best weapons in the game. The weapon even receives an upgrade in Throne of Bhaal making this one of the highest damaging weapons around. Now, a thief with the Use Any Item ability can also use a Holy Avenger, but I prefer saving that option for other weapons.

    One thing to note is that you should not consider the minor spell casting abilities of a paladin. While certain healing and curative spells are useful, for the most part the paladin’s spells are quite weak and having 1-2 clerics/druids end up quickly filling this void. You probably won’t be casting buffs before every fight. So if you’re split between choosing the Inquisitor or Undead Hunter, just remember that the spell casting ability really is not a factor.

    On a side note, if you end up going with an Inquisitor, you can use Keldorn, allowing you to have a 2-3 NPC based party. I tend to really hate Keldorn because he’s self-righteous, annoying, has a lame NPC quest with little XP gain and conflicts with Viconia (if you decide to use her). Also, Keldorn comes a little later in the game so you’ll have to fill his void with another NPC fighter type such as Minsk. The option does exist but you’ll have to figure out how to compensate. I think it’s just far easier to stick with a consistent group.

  • Human Wizard Slayer/Thief – This was a sleeper class until someone pointed out how it could be used to solo the entire game. The premise is that a thief upon hitting a very high level can use the “use any item” ability. That ability bypasses the faults of the Wizard Slayer where they cannot use most magical items. If you provide this character certain items, you will very close to becoming completely magic resistant towards very high levels.Of course, the weakness for this class is that you end up losing some armor. However, the Black Dragon Scale offers very competitive defense that still lets you utilize your thieving abilities. In turn, you don’t have to constantly switch between armors once you’re able to use both class abilities. For myself, I tend to make this class my all-around fighter when it comes to weapons. I end up giving this character the Vorpal Sword as well as the Battle Axe that functions like a Vorpal Sword and another high damaging long sword and dual wield those. You can even make this character a ranged character, focusing on the short bow. These combinations provide quite a bit of varied offense depending on the situation.

The next three slots are pretty debatable. But all are workable and just depend on how you feel. The premise revolves around defense and utility as the class combinations. The decision also involves whether to use 1-2 NPCs. Either way, by this point you will need to pick at least one healer/buff/utility class as part of this group and you have three options (which I will go over here).

  • Half-Elf Ranger/Cleric – This is a wildly popular combination and almost a must have for any party. The main disadvantage is that the ranger side loses out on using many high end sharp weapons like bows or swords. However, some of the most important weapons in the game end up being blunt melee weapons like the Mace of Disruption or Flail of Ages so you don’t want to miss out on those. Giving these weapons to your ranger/cleric to dual wield makes them a nightmare for undead and trolls.Some people might end up going dual class as opposed to multi-class. While it is possible, there really is no point since you will be able to progress further with both classes using a multi-class. The only argument would be using a kit like an archer to accomplish this aspect. However, this combination was eliminated so the only kit that is allowed to dual class is the beastmaster. But the beastmaster sucks without the ability to use metal weapons so you end up losing out for little gain.

    Lastly, multi-classing gives your party another guaranteed semi-tank/fighter while your dual classed characters slowly catch up. You could go with the fighter/cleric multi-class route but you lose out on some nifty ranger abilities (like dual wielding and racial enemies)

  • Human Berserker/Cleric – This combination is highly recommended. You’ll be forced to focus on blunt weapons, forcing you to employ two classes that might overlap. But there is one primary benefit: berserker rage. If anything, the berserker rage is highly useful for fights against demi-liches (and there are two notorious ones in the game). That said, there are ways around dealing with demi-liches such as using Scrolls of Protection from Magic so you do not necessarily need to put all your eggs into one basket. Also, you will have a debuff after using the berserker rage.However, the berserker rage is really nice with the boosted hit points, ac and immunities. Compared to the ranger/cleric, you also will receive more points in weapon specialization. So the net effect is a very high single weapon damaging class. You will though end up using this class as a tank. Since they don’t have the same dual wielding capability as a ranger, you probably will want to provide a shield for this character. In an optimal situation, this class can reach up to -14 armor, which is really insane.
  • Half-Elf Fighter/Druid (Jaheira) – If you go this route, I suggest just taking Jaheira. The druid is a must have for only one instance in the game where you must fight another druid in a corrupted grove. Although you can use an alternate NPC for that fight, I find that you’re probably better off just using Jaheira (heck, give her staff/club specialization just for that fight for a slightly unfair advantage). Now, outside of that one quest, you have to ask yourself why a druid?Druids are more offensive natured clerics. In reality, druids are supposed to be nature priest but the game focuses on more offensive spells. The nice thing is that their spells will compliment your clerics with a few extra buffs. Your primary penalties are limited weapons and very limited high levels, especially as a dual class. But surprisingly unlike a mage, you CAN use metal armor. Also, you eventually get access to one of the best weapons, a +5 scimitar (Spectral Brand)

    I would go the Jaheira route to open up that extra NPC slot. While it’s not really advisable to dismiss Jaheira (because of the romance quest), the option is there for when you need to pick up NPCs in case you go the 1 NPC party method. Overall, choosing Jaheira and the fighter/druid combination just adds more flavor to your party without sacrificing much on the offensive/defensive side.

    Now, here’s the big question: which of the two to use? If you go with Jaheira + Berserker/Cleric, you get two high armored tanks. Both will be shield wielders and will be used to soak up a lot of the front line damage. You may lose a little melee damage, especially as your Berserker/Cleric races to recover their berserker class. Using Jaheira + Ranger/Cleric implies that you’ll have two slow levelers with some decent combat but less damage absorption. There really is no point in using a ranger/cleric unless you elect to go dual wield with the mace/flail combination. Lastly, with that combination you’ll lose out on higher powered cleric spells for a while since the cleric side will level very slowly. Finally, we have ranger/cleric + berserker/cleric. Very powerful combination that allows your ranger to focus more on melee while your berserker/cleric catches up. You will miss out on that NPC slot though as well as some druidic spells.

    So what will the author do? Last time, I went the ranger/cleric + berserker/cleric + Jaehira route and dropped Jaehira once I hit Throne of Bhaal. That gave me quite a bit of tanking and overall utility. Unfortunately, one thing I discovered along the way was lacking more on the mage spellcasting side. And there were several situations where I really wished I had a spare spellcaster (especially when my kensai/mage was CC’d). Also, I was forced to drop her numerous times, which pretty much pissed her off and might’ve caused the romance story to end. So I felt that this trio might need another open NPC slot or another mage slot.

    This time, I’ll probably go for the ranger/cleric + Jaehira combination. The berkserer/cleric to be honest really did little for me and I want to change things up. I really like the dual wielding ranger/cleric and dislike having to sacrifice a good part of the game while waiting for the cleric side to catch up to the berserker side. My leveling might be slower but I just feel that the overall utility, offense and perks here and there outweigh the faults of this combination.

So I’ve covered the two defensive/utility slots, now we have 2 more slots to play with. The decision now becomes whether we go with 1 or 2 NPCs. I fill that Jaehira is far too useful of an NPC to ignore. So I suggest keeping her around. That leaves one possible NPC slot. The next aspect is asking yourself whether you’re willing to drop Jaehira or if you’re even going to do the NPC quests. For the power gamer in all of us, it is advisable to do the NPC quest. That said, most aren’t significant and the XP gain total might boost you by a single level. I guess for Shadows of Amn a single level can be quite signficant, especially if you’re on the borderline of gaining back your dual class abilities or the really high level abilities.

Quite honestly, I can’t think of any instance where an NPC really is necessary beyond NPC quests. It’s more of a personal preference type of thing. Some people prefer taking a mage like Imoen, who gets replaced by Nalia for a short period. But beyond additional dialog, I found both to be quite boring and annoying at times. Neither of them are really powerful and vulnerable to a degree. They do have thieving skills, but your wizard slayer/thief more than makes up for their weak thief skills.

For myself, I just prefer having a consistent party throughout the game, I can sacrifice some experience in NPC quests but they aren’t deal breakers. You can go through the entire game without a single NPC in your party. That’s what makes this game so great since you’re empowered to try different combinations.

That said, when I hit Throne of Bhaal, I ended up ditching Jaheira for an elven fighter/mage. It felt wasteful since I spent all that time developing her and trashing even the romance plot. I didn’t care at that time because I wanted the power party. I still do but I want to keep Jaheira this time around.

For the last slot, I heavily recommend a magic class. Now, you have tons of options here. You can go bard, multi-class, maybe another kensai/mage or an NPC like Aerie. The reason why I like having a mage in this last slot is that I find that certain fights will make your kensai/mage quite vulnerable and that you’ll be forced to use certain spells that will lower the spell defense of your enemies. Now, one of the keys in this idea is that you do not necessarily have to memorize the spell, but just keep a scroll or two in your inventory. That means, that any class capable of accessing that scroll (even a thief with use any item!) can cast that spell. This is why a bard has potential here.

For myself, I think that most of the NPC mages just plain suck. All of them. Role-playing wise, Imoen is required but she’s out of the game most of the time that there really is no point in reserving a spot just for her to gripe at you constantly. Nalia is her mirror with worse thieving skills. Aerie only is useful for a completely NPC based party (btw I never would try having the romantic plot with her) and Edwin is weak. The only “interesting” NPC potentially is Sarevok because you CAN dual class him to a mage! But why wait an entire game just to reserve a spot for him? In short, I think skipping NPCs for this slot pretty much is the way to go.

As I mentioned before, mages by themselves are just weak. Too little hit points, poor defense and way too much downtime because of their dependence upon memorizing spells. So you need some alternative capabilities to make up for those fights where you want to save on spells or simply have used them up. That leaves you with 4-5 possibilities: fighter/mage (multi-class), kensai/mage, berserker/mage, thief/mage (NPC or multi-class), fighter/mage/thief, bard/blade/skald. I’m going to go in reverse order (my preference):

  • Bard/Skald/Blade – Plain bards are just plain boring. If bards could do something about traps and locks, this class would be one of the best solo classes. However, their low points, limited spell casting ability and mediocre combat ability make this class more of a novelty class than something pragmatic. The only way to boost their combat ability is to choose a kit like a Skald or Blade. Why not include a jester, who is the only kit that receives no penalties but a single benefit? Who wants to be called a jester?So that leaves the Blade or Skald. If you go with a Blade, you can opt for using the NPC, but again that comes much later in the game. Also, he isn’t a great NPC and his abilities are pretty mediocre (just like most bards). The Skald does have the song but it just seems too weird having someone sit around just waiting to sing (this is different from Bard’s Tale). The Blade would be your best bet but I just feel that the limited magic use does not give me much incentive to put effort into developing.
  • Fighter/Mage/Thief – If you were to solo this game, theoretically this would be by far the best class. However, what hurts this class is the extremely slow level progression. In a full party, this character will take a while before seeing the light of day. You’ll certainly hit the experience cap so you won’t find the utility you might need at the end of the day.
  • Thief/Mage – I tried this combination at one point. The idea was to free up your wizard slayer/thief slot in favor of the berserker/cleric slot. However, the wizard slayer/thief combination is just really cool since you can place a huge number of specialization points into say two-handed weapons. Then once you get your vorpal sword and use any item ability, you nuke things from behind. But if you were adamant in sticking with the berserker/cleric tank idea, then you still would need to fill the gap of the thief.I found this class combination to be boring overall. Truthfully, giving up the wizard slayer/thief sucks because you really are combat focused in this game and most creatures end up being magic resistant. So having the extra hit points, defense and melee weapon specialization ends up being more useful than sheer utility. If you ended up going this route, you might as well just take Imoen or Nalia and get it over with.
  • Berserker/Mage – This is a combination that can rival the kensai/mage combination. Of course, the main reason for using this combination is the berserker rage just like the berserker/cleric combination. In comparison to the berserker/cleric combination, this class is far less tanky and more offensive in general. You will lose a lot of defense in favor of offense. More than that though, you will be competing for equipment potentially with your kensai/mage, especially with regards to armor. Lastly, like your kensai/mage, you will be waiting forever for your mage class to catch up to your fighter side. Until then, you will be very weak in terms of defense and melee.
  • Kensai/Mage – This caught my attention when I first heard the idea of carrying two of these around. You are freed up on the weapons side because you’re allowed to choose different weapons to compliment each others’ offensive prowess. However, just as I mentioned with the berserker/mage possibility, you will be competing in terms of defensive equipment. In a game like this, you’re better off planning your equipment division in advance, especially if you’re looking to try new party combinations. Also, for someone like myself, I tend to like class variety so having a redundant class combination really does not suit my taste, even for something as cool as a kensai/mage.
  • Elf Fighter/Mage (Multi-class) – Typing this out made me cringe a bit. A plain old fighter and a plain old mage just seems so drab compared to other exotic combinations you’d end up sacrificing. But the decision here might be more pragmatic than aesthetic. The truth is that your elven fighter/mage can be as interesting as your berserker/cleric and perhaps slightly more useful for a while. If the game had provided an NPC that was a fighter/mage, I would’ve instantly snatched them up. But the game did not and I is a sad panda.That said, the fighter/mage multi-class is a great solution for those rare occasions when your kensai/mage gets CC’d and you require more debuffs to bring down enemy caster defenses. If your thief were high enough level, you wouldn’t have to worry about this issue. But Shadows of Amn has quite a few fights that require you to lower the magical defenses and you won’t see your thief emerge with that ability for a while.

    The fighter/mage makes up for those short comings, providing some reasonable armor (they can use shields and elven chainmail), all weapons (which your berserker/cleric could not), gain bonuses with long/short swords and bows and of course access high powered scrolls (since their split experience will debilitate their own magic casting ability for a while). Your fighter/mage should probably be a partial tank at the least, using the Bladesinger Chain down the road and employ a shield while using a long sword for a good +1 racial bonus. Also, give her bows, preferably a long bow. While a pure archer would’ve been nicer, they don’t receive nearly the amount of utility as a multi-classed fighter/mage.

Overall, as you can see, choosing your party composition can be a very difficult process as you have to be familiar enough with the game design, mechanics and possibilities to choose a satisfying group. I cannot tell you how many times I would create a party, play for half the game then find myself re-doing the entire group because one character proved to not fulfill my expectations. It’s a shame that the game did not provide an additional 1-2 slots because that would allow for more character variety.

In the end, the game boils down to preferences. I suggest trying different combinations to determine what suits your playing style. But that’s what makes a game like this fun and interesting.

The post Baldur’s Gate 2: Class/Party Composition Re-Roll Thoughts appeared first on Kontroversial Keith.

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