Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In my personal experience(and playstyle) the summoner build has a higher spell efficiency than other casters(mages especially), except for support or melee centric clerics and shamans. This is more pronounced in solo runs. Any "pure" caster class will have to rest often in ADND compared to warriors though, especially in small parties. In BG:EE I rest about once a map for solo runs. In bigger parties that extends to about once every third map.
Most fights the skeletons can take care of w.e it is without assistance.
Don't forget that you get a lot more spells as a mage/cleric multiclass compared to ANY single class.
Lol love iiiit. Thanks dude. That guy is something else.
They should make his logs into an audiobook.
I found Turn Undead useless on LoB, the inflated hit dice generally mean anything you're fighting is considered too high level to turn (that might change for BG2, but at least for SoD and BG your Cleric can't get a really high level). But Hold Undead and Control Undead are useful.
Ghoul Touch is also surprisingly useful. Prior to getting Hold Monster, it was the best way I had available for immobilizing Ogres and Ankhegs. Without Illusion, you have be bit more careful getting your Necromancer into melee range, but once you get stoneskin, it's possible without too much risk. However, it's probably a better spell for a Fighter/Mage than a Necromancer.
I'm not sure how I feel about Animate Dead. I don't like that summons got a boost in LoB, it kind of defeats the purpose of playing on a higher difficulty setting if you're going to boost the player's tools as well. I went through all of BG without using a single summon, In SoD the enemy groups were so large I just needed something to occupy some of the enemies. I also don't like that the HP boost was larger than the enemy's damage boost. It makes summons better meat shields on LoB than they are on Insane or Core Rules. But those animated skeletons are really good, probably too good compared to the other summoning options at the same level. They were way better than Minsc, and about as good as Khalid (with Gauntlets of Ogre Power and grand mastery in long swords).
Regarding death magic, even though it's the second worst death spell, I found Chromatic Orb (evocation) really useful on LoB. Any enemy I could kill without having to cut through that monstrous HP pool was well worth it. Dynaheir had the most kills in the party in chapter 9 with all the trolls. Granted in BG2, where you get your necromancy death spells, death spell immunity is more common and petrification is the more useful approach. But it's still nice to have to -2 to save vs. those spells for when you can use them.
Having said that, I do agree that Illusion is just too good a school to give up to make a Necromancer. But it is a viable option.
Spook is an illusion spell :s
Hehe its ok I did the same thing once. I never tried LoB. The information you posted is very useful!
I agree. Ghoul touch isn't bad especially with a -2 save penatly, but in most cases I think horror is simply better. As a cleric/mage I would opt to use command, sleep, horror, hold person, or web at a distance instead. Theres a lvl 1 spell called Chill Touch that is really bad compared to most other lvl 1 spells.
I agree. Maybe if it slowed their movement for 1 turn along with a little cold damage? Magic missile, spook, blindness, and chromatic orb are so much better.