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Need some pointers on a B/D

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Khaith Versh, Mar 25, 2005.

  1. Khaith Versh Gems: 1/31
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    Hello there. I've looked through the game guides and the extensive {and rather head-spinning} discussions on the Berserker/Druid. I'm just looking for more basic pieces of information. I'll just toss all the questions on the table.

    How should I distribute the levels?
    When do I multiclass?
    What are some good all-round stats {if that's the right word for con, dex, etc.}?
    Which weapon proficiencies are best?
    I want to have as few party members as possible (evil party). How low can I go?

    Any and all comments appreciated,

    Thanks.
     
  2. Shrikant

    Shrikant Swords! Not words! Veteran

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    First of all, you are going to be swamped by posts telling you how the Ranger/Cleric is going to be more useful/powerful since he can cast all both Cleric and Druid spells.

    Multiclassing is done by non-humans where they progress in each class and XP earned is distributed among both. Humans dual-class, where they stop progressing in their first class and start their development in the second one.

    If you are dualclassing, Beserker[9]/Druid[x] is a good option since you will only require 125000XP to regain your Beserker levels.
    GM in Flails and two weapon fighting while Beserker. Take Club and Scimitar proficiencies after dualling.
    You will need atleast 15Str, 17Wis and 17Char to be able to dual your beserker to druid.

    B/D, Viconia, Edwin and Jan should see you through the game. Add Korgan if you feel the need for more tankage.
     
  3. Scythesong Immortal Gems: 19/31
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    Wisdom is the most important stat for Druids so keep it at 18.
    Don't forget that only True Neutral humans can dual class into druids.
    The best weapon for Druids are Scimitars - followed by Clubs and Daggers. Go for grandmastery in Clubs and Scimitars.
    How low can you go depends on preference.

    Honestly though, a multi-class Half-Elve fighter druid would be a lot easier to play and could be stronger than a Berserker/Druid. If you want a dual class, go for the Kensai/Druid or Wizardslayer/Druid combos.

    @Shrikant
    Berserker/Druids can't use Flails iirc. Those are the weapons of the a Ranger/Cleric. :)
     
  4. Stigma Gems: 1/31
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    [​IMG] Ranger/Cleric multiclass is freaking insanely powerful. I just did a solo with one, and got through SoA with NO problems what-so-ever.

    That said, I've tried a Berserker -> Druid and wasn't really impressed. The berserker levels don't add enough offensive kick for me, I guess. :rolleyes:
     
  5. Shrikant

    Shrikant Swords! Not words! Veteran

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    True? Now I hate Druids even more.
    @Scythe
    Druid needs 17 in both Wis and Char if you wish to dual to it. I know for sure, it is the reason I now avoid dualling to Druids like the plague.

    For ToB multis are best. Unfortunately they cant take GM in any weapon or kits.
     
  6. Scythesong Immortal Gems: 19/31
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    I know. You also need a high score in your base stat to be able to dual into one, as you stated in your previous post. I was only complementing your post by stating that a Wisdom of 18 is a must for any Druid.

    BTW, I just remembered that are several other curious Fighter/Druid builds that others claim to be very powerful in the game - the Shapeshifter/Fighter among them. You'll need to unnerf the Greater Werewolf form to maximize this particular class' potential, but people claim it's very well worth it.
    The only benefit of the Fighter(kit)---> Druid dual classes are the early benefits the fighter kit they chose to dual from. Duals of this type can involve a lot of work though, and the rewards are often not worth the effort - I strongly suggest you rather choose Multi-class unless you're dualing a Wizard Slayer/Kensai.

    Ranger/Clerics are powerful because of the fighter/druid element in the class (which the game allows you to abuse thanks to the Cleric element in the class).
    So is the more focused Fighter/Druid class worth trading the host of spell slots and the Clerical Spells/HLA's of the Cleric/Ranger class or not?
    Despite a desperate urge to conjure up several paragraphs regarding my opinion on the subject simple logic dictates that the question is not worth debating about since both classes are already powerful enough as they are.

    But perhaps we can narrow our perspectives to a simpler arguement on the matter. Do you prefer flails/maces, or scimitars/daggers?

    [ March 26, 2005, 19:29: Message edited by: Scythesong Immortal ]
     
  7. Thunder Gems: 7/31
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    If you dual at level 9 you have maxed out the hitpoints you'll gain from the fighter part. This means 90 hitpoints max, without a high CON. If you dual earlier, you'll miss out on 2 at least hitpoints per level, but regain berserker abilities earlier.

    Don't dual before level 7, because this is the point where you'll get an extra half attack. Waiting until level 13, gives you another 1/2 attack, but it will take longer to regain your berserker side.

    Don't put pips in weapons you can't use as a druid, and remember which weapons you did put pips in. If you've became a master (three pips) with the scimitar and dualled to druid and put a pip in scimitar, you'll still only have three pips in scimitar, the pip you've put in during the duall fase, is lost.

    Your stats should be a minumum of 15 STR 17 WIS and 17 CHA. The rest should also be as high as possible, but I would favour CON over the others for the hitpoint bonus.

    For a party you should still need a thief for traps and a mage for taking down enemy protections. You are capable of being the frontliner and healer, so don't really need another tanker or healer (if your a good powergamer at least ;) ). You could try just using Jan, but it will probably be dificult. I would suggest Jan, Korgan and Edwin for an evil party that would suit you. Maybe Viciona in the mix for turning of undead, although Anomen would be better because he'll turn them away. Just let him fail his test and he should work better in your party for it.
     
  8. Khaith Versh Gems: 1/31
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    If dualling means lots of work and poorer results than multi'ing, then I guess I'll go the multi road.

    What is this ranger/cleric and how do I build him?
     
  9. Stigma Gems: 1/31
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    *Possible spoilers in here?*

    Well, first I'd start with a Half-Elf and choose the multiclass of Ranger/Cleric. On stat distribution, shoot for a decent strength, high dex, high con, mid-range int (don't want it TOO low), high wisdom, and you can minimize charisma if you don't mind switching out the ring of human influence.

    Use flails, maces, and war hammers. The Flail of Ages will probably be your main weapon, with the Crom Faeyr in the off-hand. Use the Defender of Easthaven (from Joluv in the Copper Coronet) in your off-hand until Crom Faeyr is made. The damage reduction and AR bonuses are golden.

    For spells, here are the ones I got a lot of use out of (Very important spells IMO have *'s by them):

    Level 1 -- Armor of Faith, Sanctuary*, Entangle, Prot. from Evil, Remove Fear*
    Level 2 -- Draw Upon Holy Might*, Hold Person, Flame Blade (for trolls)
    Level 3 -- Animate Dead*, Call Lightning (obviously only memorize when you're gonna be outdoors), Dispel Magic, Invisibility Purge
    Level 4 -- Call Woodland Beings*, Defensive Harmony, Free Action, Holy Power (for a while), Negative Plane Protection (until Amulet of Power is obtained)
    Level 5 -- Chaotic Commands*, Flame Strike (for trolls), Insect Plague*, Iron Skins***, Righteous Magic*
    Level 6 -- Conjure Animals*, Heal
    Level 7 -- I had one Elemental Summoning here, a Storm of Vengeance, and a Deva.

    For HLA's, I got a lot of Improved Whirlwinds, which made pretty much everything a joke. I killed Firkraag in Chapter 2 with 4 bears, an elemental prince, and one Improved Whirlwind, in approximately 2 rounds. Getting to that amount of exp was simple with the boots of speed, which I got as soon as possible. All you have to remember is to keep Iron Skins up at all times, and Chaotic Commands as well, and most things can't touch you. Free Action is good against demons and certain other enemies too. Also, Negative Plane Protection, but the Amulet of Power should be used anyways.

    Oh, and the kill Bodhi finale was quite fun as a level 21 Cleric. :D

    Keep in mind this is all from a solo-er's perspective.
     
  10. Shrikant

    Shrikant Swords! Not words! Veteran

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    Race - HalfElf | Class - MultiClass Ranger/Cleric
    Has to be good. :( Your rep falls too low and you loose your Ranger benefits.

    Go for maxed strength, constitution, dexterity and wisdom. Get atleast 12 in Int (or 17 if you got a great roll). Char is only for roleplaying :) Dont stop rerolling till your stat total is atleast 90.

    An R/C can only use blunt weapons so choose whatever you want. This guy will be on the front lines, so only take spells you cast before combat - buffs and summons (incest plague and nature's beauty being the exception).
     
  11. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

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    The point is a Berserker/Druid is less powerful than a Ranger/Cleric the latter being overbalanced.
    I've been through the game with both and I'd say that the Berserker/Druid is more challenging (therefore more enjoyable? It depends on the way you play) I would dual at level 10 (because by dual classing at level 9 you waste some XP if you hope to reach the XP cap ;) )

    What I like about Berserker/Druid is that this DC makes sense RPwise. The two classes are very close to the natural world, animals and they are feral beings... I like that.

    @Scythesong: I can't see why you disregard berserkers, they get some nice immunities. A wizard Slayer turned into a Druid would be a liability and a Kensai would have to rely on Barkskin a real hassle. Really, no magic items or no armour?
     
  12. Tillix Gems: 5/31
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    @Shrikant
    Why are you all so up to good intelligence? Because of the saving throws? I thought wisdom gives you bonuses in that... My R/C has 4 Int ...
     
  13. Stigma Gems: 1/31
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    Because with 4 Int, you'll be instant-killed by Ullitharids (sp?) and their Int-Drain. You NEED over 5 to survive even one hit. They shouldn't hit much, but I like having a buffer zone there to escape.
     
  14. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Too bad you're not starting in BG1 -- the +1 to all stats with +3 to wisdom makes the ranger/cleric almost godlike. Starting with a 21 wisdom my R/C seems to never run out of spells. Taking an 18 vice 16 in con only gives one hit point per level -- I usually put the extra two points somewhere else. Charisma and Intelligence are not really needed for the R/C but have them as high as possible (there's a ring you find early on that will give an 18 charisma for when you go shopping).

    With 90 points I'd go for:
    S:18 D:18 Co:16 I:10 W18 Ch:10

    Make sure you get a third star in two-weapon fighting (then two stars in the weapons you plan to use). Slings help early on -- especially the sling of seeking (adds strength bonuses).

    @Shrikant: Incest Plague -- ROFL. I thought that was only valid in Kentucky....

    Edit: Agreeing with Stigma here -- go higher in intelligence first. High intelligence helps in fights with Mind Flayers (fewer reloads).
     
  15. Shrikant

    Shrikant Swords! Not words! Veteran

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    Mind Flayers.
    On a critical hit a mind flayer will drain 5 points of Int for a few rounds. And you die if any stat reaches 0. This is why Minsc should never come in direct contact with these buggers.
    Since the R/C will be on the frontlines, having atleast 12 Int (loose 1 point in the dream) will allow you to survive two criticals and still fight on.

    I know you can argue that this is overreacting, but why not. A 12Int charecter also makes for a more believable RP ;) And it gives you a little added Lore.

    Neither Wis nor Int give saving throw bonuses. It has not been implemented in BG and I dont know of any mod which has rectified it.
    The short races get some bonuses to a few saves on account of their Con.
     
  16. Tillix Gems: 5/31
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    Does anyone know if I can handle these fights with Int raising Potions like Potion of genius?? I´m playing BG1 at the Moment and wanted to take the R/C through the Series... :)
    Otherwise I had to switch points from Cha to Int (Shadowkeeper or alike), but I´d HATE to do so. :(

    :confused: Forgot about that Ring in bg2, I had enough points to distribute on Creation, therefore a good Cha now...
     
  17. Shrikant

    Shrikant Swords! Not words! Veteran

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    Yeah sure. Also, dont forget to get that Int increasing book.

    Or, a more permanent solution. Dont have your R/C rush in to meet those Illethids. Have some other poor tank meet them head on while the R/C walks up and pounds them with a staff. They will be focussing on the other guy while you R/C stays out of trouble.
     
  18. Khaith Versh Gems: 1/31
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    Heck, playing from BG1 would actually be quite fun. Maybe I'll give that a shot. Pity he can't be evil, though, really is.

    How does the R/C fare solo? All the way from BG1, that is.

    And one more question: What's a good (and easy) character who can solo through SoA and ToB while being evil?
     
  19. Scythesong Immortal Gems: 19/31
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    @Caradhas
    The Berserker has nice immunities, but all of them can be simulated by Druid Spells and items.
    The Kensai/Druid would have to rely on buffs all the time, but it's a small price for the advantages you gain from being a Kensai.
    A Wizard Slayer/Druid doesn't need magical items. (He can wear armour) He's no pushover either. Combine the Druid class with a warrior who can cause cumulative % chance of spell failure per hit and a nifty base MR, and you get a pretty solid character.
    I'm not saying the Berserker/Druid is not an effective dual. It certainly beats going through a lot of hassle getting the right components to simulate the Berserker's Rage and immunities, but in the end he's a bit lacking. Invulnerability to imprisonment may be a big plus for him, but in unmodded ToB it's not that overly useful.

    If I see a Mindflayer with my RC I just fade away, and come back with a bunch of summons with Chaotic Commands. The summons can effectively dismember anything except Umber Hulks - you'll have to deal with those personally.

    An evil solo? Virtually any class that can be evil can breeze through SoA and ToB. If by easy you mean a solid class which doesn't have to go through a lot of hassle, go for a Multi-class which can cast spells.
     
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