Baldur's Gate II: Enhanced Edition

Baldur's Gate II: Enhanced Edition

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barak.harel Aug 20, 2018 @ 12:50pm
Why is the Inquisitor so praised?
ב"ה
Not that I say Inquisitors are garbage or something, but it seems like many players count it as "the best paladin kit" while I just can't understand what's so good in it.
There are no serious mage fights before you get that Cloak of Mirroring other than liches (that you could just turn with a standard paladin or use a scroll of protection from undead). Once you get the cloak of Mirroring mages are useless against you anyway.
Standard Paladins (or any other paladin kit) have spells. The spells Draw Upon Holy Might and Armor of Faith make standard Paladins a lot better in melee (or ranged) than Inquisitors, and with your selection of spells there are tons of immunities you could get to yourself (or your party).
Yes, they are good against mages, but their fighting power is a lot worse without the buffs that other Paladins can use. I mean, When I soloed a cavalier, the only consummable item I've used in entire Shadows of amn and the first 4 floors of watcher keep was a single scroll of protection from undead against kangaxx (didn't need a single healing potion). The same happened when I've soloed a blackguard (and I totally forgot to try poison use, as he was powerfull enough with just the standard paladin abilities so I polayed as if I just had a standard Paladin). I just can't imagine an Inquisitor soloing 3rd level watcher keep without using potions (if it happened, a link to the video would be nice, because maybe I just didn't understand how to use inquisitors).

So yes, Inwuisitors are usefull sometimes, and I take keldorn in some parties I play, since saving 6th level mage slots and 5th level druid slots (which I would otherwise want for true sight) is kind of usefull, and the dispel is nice when you don't have any buffed characters close to the enemy (or you have a fighter nage that is protected with spell immunity: abjuration so he is unaffected by the dispell).

If you want to mention mods that improve AI and make mage fights harder, then the one I know also give most mages a contingency with spell immunity: abjuration so they are immune to dispel anyway.
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ÄmJii Aug 20, 2018 @ 2:06pm 
Mages are generally considered the most dangerous foes to face, in those encounters double strenght insta-cast Dispel Magic and True Sights really gets to shine... but of course mods like SCS changes that drastically. Still, Dispel Magic carries weight in situations where your other party members have gotten charmed, confused or held, which are negated instantly.
Natural immunities vs charm and hold also comes into play semi-regularly against undead creatures and demons.

That said, I find all Paladin kits good for different reasons. Cavalier is good because of their bonuses (which helps against toughest melee critters in the game) and Undead Hunter & Blackguard is good because natural immunity to Level Drain is just awesome to have.
Early clerical spells are nice to have, but I don't think they're THAT impactful (especially since your caster level is much lower than actual Clerics).
barak.harel Aug 20, 2018 @ 2:57pm 
ב"ה
Originally posted by ÄmJii:
Mages are generally considered the most dangerous foes to face
Why?
Mages before chapter 4 usualy have only stoneskin to defend themselves, so any warrior with a weapon that deal elemental damage just interupt all of their spells until their stoneskin runs out and they die. In chapter 4 you get the Cloak of Mirroring, that just make one character immune to damage from spells, so he can just solo every mage in the game (including Irenicus in the battle in the tree of life). The only possible complication is if you solo, and then being dominated of mazed just end the game, but with a solo paladin you are in a high enough level that your animate dead yield skeleton warriors by chapter 4, and most mages (including Irenicus) can cast death spell on the first skeleton warrior but eventually die to the second one sent to fight them.

Originally posted by ÄmJii:
Still, Dispel Magic carries weight in situations where your other party members have gotten charmed, confused or held, which are negated instantly.
I usually put to good use many of the "Helms of Charm Protection" that are in the game (and there are many of them available). It is just about the default helmet for my warriors unless I have a reason to use another one. Against unber halks I usually just send skeleton warriors to tank their confusion and some of their damage and then send the warriors from the party as a second wave. Against a mage that cast Symbol Stun that stuns the warrior with the cloak of mirroring, I dont mind staying stunned while the enemy mage throw useless spells against that warrior. The main problem of rellaying on dispells for defence is that all buffs on that characters are dispelled too. Against most specific conditions there are also paladin spells that protect from it (fear, hold, stun, level drain, electricity, fire and others), so usually a Paladin is still better than an Inquisitor.

Originally posted by ÄmJii:
Early clerical spells are nice to have, but I don't think they're THAT impactful (especially since your caster level is much lower than actual Clerics).
Draw upon holy might is awesome. Armor of Faith+Defender of Eastheaven+Hardiness give you 85% damage resistance. In my experience, these 2 spells make a huge difference in later game combat power. These 2 spells are also one of the main reasons a fighter/cleric counts as so powerfull.
Originally posted by barak.harel:
Not that I say Inquisitors are garbage or something, but it seems like many players count it as "the best paladin kit" while I just can't understand what's so good in it.
"Many players"? Sounds odd. Have you found some trustworthy polls with a sufficient sample of voters?

One can find enough topics about class suggestions, where the Inquisitor is not mentioned at all or is called overrated. The Dispel Magic ability is nice and the first choice for people, who don't show interest in learning when to use all the counter-spells. The True Sight ability is fine, too, but else? Shrug.

https://steamcommunity.com/app/228280/discussions/0/371918937283825265/
https://lilura1.blogspot.com/2017/08/Best-Classes-Baldurs-Gate-and-Baldurs-Gate-2.html
https://gamefaqs.gamespot.com/boards/258273-baldurs-gate-ii-shadows-of-amn/61916008
red255 Aug 20, 2018 @ 6:24pm 
they get a very high level dispel compared to the encounter you are at, allowing them to remove mage buffs and party debuffs with ease.

I don't really consider them a paladin kit though because they lose the essential paladin abilities in return.

they can't cast level 1-4 priest spells, or the paladin abilities
Last edited by red255; Aug 20, 2018 @ 6:42pm
Godsarm Aug 21, 2018 @ 12:08am 
I played SoA and Throne of Bhaal with an Undead Hunter and took Keldorn in my party as my second front liner. My undead hunter had 90%+ Magic Resistance, Carsomyr, Cloak of Mirroring, Ring of Gaxx and a bunch of other stuff specifically to attack enemy spell casters. Keldorn kept them honest with True Sight since they like to use Mislead, Invisibility, Improved Invisibility, Mirror Image etc...so that I could hit them. Also had one of the mages loaded with a spell trigger of Secret Word>Pierce Magic>Breach just in case. The Inquisitor would be better if you could pick either Dispell or Remove Magic as the situation requires. The only thing that could touch us was Imprisonment
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Date Posted: Aug 20, 2018 @ 12:50pm
Posts: 5