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But i think i recall we used a Mod to uncap the 8 mill XP limit and something that extended the spell memorisation tables beyond 8 million. So we both got our lvl 9 spells. A good & fun memory.
Multi and dualled are not so similar, due to different HLA and progression.
So answering to your question. Berserker --> thief or fighter / thief (I prefer the first).
I don’t mean to say that all fighter/mages are the same, but if we get too pedantic and ask which classes are the best, the entire dialogue is going to be dominated and debated with lists like
1. Berserker level 9> Mage
2. Berserker level 13> Mage
3. Kensai 9> Mage
4. Kensai 13>Mage
5. Berserker level 7>Mage
6. Kensai level 7>Mage
7. Fighter/Mage Elf
8. Fighter/Mage Half-Elf
9. Fighter/Mage Human
10. Wizard slayer 9>mage
You see where I’m going?
No offense, but I don’t give two quips about which variation of a character who is a fighter and a mage is the best.
I want to know which is the second best.
Druid?
Sorcerer?
Fighter/Thief?
Paladin?
I really really really don’t care to differentiate a multi or dual class. The difference between a fighter dualled to mage and a fighter/mage multi is not as big as a fighter/mage mutli vs a sun soul monk.
If we are soloing and remove the level cap.
but if you don't you don't even reach 9th level spells
You were joking, I was joking, why immediately you get it so seriously?
Anyway I answered to your question, why do you want to argue about something that I didn't argue about?
No one was pedantic, your first question wasn't clear, For me multi and a dualled are quite different in playing style and game experience, while the different variation of a dualled character (or of a multi) are quite similar (if in the same order, because a mage-->fighter or a fighter---> mage are not similar at all). I couldn't know they were the same for you. You have made it clear now, let's move on.
I said fighter/thief or berserker--> thief in my opinion in an overall game experience in a group play. But the answer can be different depending on what you mean for most powerful.
event did swash ->Fighter once, and still had fun
I just said, that I dont consider a build that is godly in middle of ToB a powerful class. It has just high end game numbers, but 90% of the game just avarage, which matters more. A class that relies on "use any item" is not the second best if thats the idea to make strong class.
Fighter/Mage is great because it works all BG1, 2, and ToB without long waiting to become useful. Even at 1/1 levels he has some protective magic and can hold any weapon while buffing.
I would prooobably say fighter/cleric as the 2nd best. Good offensive, good defensive, good support for the whole team. Fights like a warrior, but can also buff himself, add blade barriers, protections, and heal.
Fighter/mage/thief and fighter/mage/cleric are obviously super good too, but with party of 6, they are lacking in exp.
Sorcerer is strongest solo, but requires a lot of micromanagement, and for the whole series playthrough, he is weak quite long, and relies on others unless you know well what to do and buy.
Fighter/mage + cleric/thief duo would conquer everything as a super duo :).
Not sure where I'm going with this.
i Do Agree that a beserker dualed to mage is better than the Kensai dualled to mage that someone made popular at some point at time, so at least thats done with.
I'm going to define the 'most powerful class' as a class that can deal with the unmodded game lets say on Core rules with the least amount of saving and loading. (aggravation)
if there are multiple classes that are tied with these restrictions we can start shifting the difficulty up.
this would throw out Classes like the wild mage which cause basically a game over from casting spells so save often.
Now I know this doesn't exactly make a fair definition of the word 'powerful' but this is adding a bias.
secondly Classes have a support function, and the game allows 6 party members and 5 summons and I think 8 traps?
So really the question becomes 'what is the best class to beat the game with the least amount of saving and loading on core difficulty with up to a full party and summons. of your choice.
I tried a Wild Mage and it was exceedingly frustrating.
First and foremost with all the saving and reloading.
Secondly, with all the spell failure. People tell you "oh well not all the results are summoning a demon or losing all your gold." "You can live with certain outcomes."
Yes - that is very true. I can live with berries or gems in my pocket, or even swirly colors, but if this is what I get when I'm trying to cast my only Stoneskin or when I'm about to use Breach on a powerful wizard, then the level of frustration goes through the roof for me - I don't know about you guys.
Believe me - you are going to need those extra spell slots because your spells are going to fail to cast.
I tried playing as a monk, and it was extremely frustrating for me, but nothing made me want to quit playing this game altogether like a Wild Mage.
Wild surges don't happen that often (1 in 20) but yes a Wild Mage is not stronger than a mage (which is already very strong) at low level. But once you can cast Improved Chaos Shield this class becomes absolutely monstrous. You can cast level 9 spells under Improved Alacrity with level 1 slots. The only thing that prevents you from reducing the whole game to radioactive steam is that the ring that doubles the number of level 1 spells is not present in BG2.
They cause litteraly hundreds or thousands of wild surges.
The all point is an old (not only in RPG) debate about what most powerful means. Max the profits or minimize the risk?
The point in the confrontation is: when exactly this gives a real advantage in term of the chances to win a fight? Because the risk of a wild surge is always present, while the real advantage no. In most of the game a single 9th level spell is sufficient to win the fight, expecially when you get HLA, so having tons of them is useful but not mandatory. The risk of failure asks you to prepare strategies that works without the wild mage for most of the fights, so the risk is leaving him/her without doing nothing for most of the game and using only on though fights.
Also a sorcerer ends up with tons of spells, but with no wild surge.
If this frustration is more ore less than the advantages is an opioni that can be different for everyone.
He plays on Permadeath, No Reload, with Insane Ascensinon an SCS installed. On that difficulty i would never even consider a Wild Mage. He has been challenged to play a Wild Mage more than once, and sometimes (quite often) they end in Death: New Game.
Wild Mage is for the reload Quicksave games, and referably no higher than Core difficulty. Even then, doing a big preparation before a big fight, only to have Neera mess up the whole thing, well...that is not for me.
And Wild Mage "need" to reach a certain high level to even try to function properly. Before lvl 14 they are just a tag-along sling/dart user with occasional spells.
I agree With Daeveron on Berserker-dual-Mage is THE most powerful thing you can build for 'CHARNAME', but the 2nd most is actually difficult to answer. I landed on Kensai-dual-Thief, but the most fair would be it is tied between several good ones. Berserker-Cleric is also a Powerhouse, and so is even the MC Ranger/Cleric.
My self-made Cleric/Illusionist, my Blade Bard, my Archer, also all became insanely powerful characters. Becausee i Meta-Game them.
Sorcerors, well they need no further Explanantion.
I did a FMT with a small mod that removed the XP cap. Very fun, doing most alone with all the NPC's tagging along for personal quests. No until TOB did i assemble a party.