Aller au contenu

Photo

Starting a Blade (questions from a noob)


  • Veuillez vous connecter pour répondre
29 réponses à ce sujet

#1
casedawgz

casedawgz
  • Members
  • 2 864 messages
I'm admittedly awful at Baldur's Gate. I've had many dalliances with it over the past several years, where I start a new game every summer and play until I get stuck and frustrated, only to begin the cycle anew the following summer with a new character. I've never finished a trilogy run, though I have at least finished the first game. This year, it's going to be the Blade bard kit. Any tips? Particularly, what should a Blade's starting stats look like?

#2
kenng

kenng
  • Members
  • 73 messages
Dump wis. Cha is minimum 15, so no dancing around that. Dex18, con at least 16 (15 with tome, or 17 if you want to to combine tome with ring of kazgaroth). Int can be boosted using potions, I guess you can dump str as well or raise it to 18 (depending on point roll).

so..
str: whatever's left?
dex:18
con: 15 or 17
int: 16+
wis:10
cha:15+

#3
ussnorway

ussnorway
  • Members
  • 2 345 messages
More info please;
SCS or vanilla?
Solo or group?
No-reload (dex is king) or just normal?

#4
Moganza

Moganza
  • Members
  • 73 messages
If i were you I'd dump wisdom entirely, the only benefit of having it at 10 would be to suffer no lore penalties but you're gonna have a mage in your party anyway so someone else can identify it for you.

See if you can pull off,

Str: 17+
Dex:18
Con:18
Int:16
Wis:3
Cha:15

After a few roles that should be manageable. Just remember that your blade is more of a DPS fighter than a Tank. So its best to send him in second after your tank. In Bg1 you could technicallly tank him with defensive spin ability which lowers your AC by a lot but i wouldn't count on it all the time. Dual Wielding Blades are definitely the way to go.

All this is under the assumption that you are playing the Vanilla game with EasyTutu/BGT

#5
morbidest2

morbidest2
  • Members
  • 390 messages
If you have a problem completing the saga, why not try the easiest way of using a dwarvian or half-orc tank? Reloading only once, or not at all, to get thru a tough battle should be more fun than having to nurse an initially weak type like a Blade thru BG1.

#6
casedawgz

casedawgz
  • Members
  • 2 864 messages
Yeah, it's tutu. Where would you guys put the initial two proficiency points? I did one in longsword and one in two weapon fighting but I'm not sure that's the way to go.

@Morbidest2 I can get through BG1 with not many problems, but I usually smash into my Baldur's Gate wall when mage fights come into play. Cannot for the life of me figure out mage fights. Is the manual online anywhere? I bought the 4 pack, which didn't come with a manual, and I never played 2nd Edition D&D, so a lot of the mechanics of the game go right over my head.

#7
AnonymousHero

AnonymousHero
  • Members
  • 471 messages
Make sure you put two points into two-weapon style. Putting in three points is probably a waste since your off-hand weapon hits at most once per round anyway.

Long Sword is fine. One very good long sword is available early in BG1 and there are a lot of good long swords in BG2. (By then you'll of course have proficiency in other weapons, so it doesn't matter that much.)

#8
Grond0

Grond0
  • Members
  • 6 487 messages
You can get the manuals at Sorceror's Place
http://www.sorcerers.../index_tips.php
http://www.sorcerers.../index_tips.php

#9
morbidest2

morbidest2
  • Members
  • 390 messages

casedawgz wrote...

@Morbidest2 I can get through BG1 with not many problems, but I usually smash into my Baldur's Gate wall when mage fights come into play. Cannot for the life of me figure out mage fights. Is the manual online anywhere? I bought the 4 pack, which didn't come with a manual, and I never played 2nd Edition D&D, so a lot of the mechanics of the game go right over my head.


Well, the standard advice is to consider the enemy mage as the most dangerous adversary in the attacking group and concentrate on killing him before worrying about his henchmen. Have your mage(s) attack him with Spell Thrust(3rd level) in BG1 and Breach(5th lev) and Pterce(6th lev) in BG2 and the higher level forms of Pierce in ToB. And your clerics, as well as mages, can use Area Effect spells like Stinking Cloud and Fireball and Ice Storm to try to screw up the enemy spell casting. Have plenty of Detect Invisibility spells memorized. Magic Missile is the BG1 old reliable and in BG2 stock up on Melf's Minute Meteors. But perhaps most important of all is have your tank go over and start pounding on him even before your mages have dispersed his magical protections. It's hard to spellcast with a sword hammering on your skull, even if it's only doing 1 pt of damage.

#10
polytope

polytope
  • Members
  • 342 messages
A blade is quite good anti-mage class actually, they level up very fast so their remove magic has a high chance of success - definitely pick RM spell when you import to BGII.

Blindness is very effective against mages at all levels, if they can't see you they can't target you - for mages who have such defense as spell turning use area of effect blindness (glitterdust, or at high levels Power Word:Blind).

#11
ussnorway

ussnorway
  • Members
  • 2 345 messages
Off the top of my head;
BG1= 'invisible', Wand of 'magic missile', 'fire ball' or 'summon monsters', Pseudo or faerie dragon familiars & the humble short bow.
BG2= Traps kill mages well (more a ToB concern), the dakkons zerth blade (extra spells) & namarra +2 (cast 'Silence') make a nice combo but cast 'Vocalise' first.
All elves get a long sword bonus but short swords have some nice abilities... mix and match to suit the situation.:wub:

Modifié par ussnorway, 03 juin 2011 - 08:36 .


#12
Ishad Nha

Ishad Nha
  • Members
  • 321 messages
BG2: Celestial Fury leaves them stunned and unable to attack. (See the Slaver HQ in the Temple District.) Flail of Ages will possibly slow them fatally.
Breach will handle your problems.

#13
Nazo

Nazo
  • Members
  • 173 messages
Wait, why are people suggesting Con 18? I thought only Fighters benefited from con scores higher than 16. At least that's the case in strict AD&D 2nd ed rules.

#14
Grond0

Grond0
  • Members
  • 6 487 messages
Constitution above 16 does not directly benefit blades, but may do so indirectly. Either due to items that reduce constitution temporarily (see reference to Kazgoroth in an earlier post) or due to a permanent reduction in constitution when your familiar dies.

#15
Son of Imoen

Son of Imoen
  • Members
  • 521 messages
Blades are especially fun to play if you have the Rogue Rebalancing mod installed. Look here for the changes it makes to Bard's. Biggest benifit over vanilla blades is *** in two-weapon style immediately on character creation, leaving more pips to spend on versatility in the kind of weapons you can pick up and use proficiently. The Bard Song of a RR Blade ain't worth much, but he can use a Weapons Display to buff his party (and penalize the enemy if he manages to do it in sight of the enemy for a full round without interuption).

Offensive spin can be used to get to the enemy mages in a quick flanking manouvre (as it improves movement rate as well as to hit, dmg and an extra attack), to start damaging an enemy mage real quick (while the mage uses Detect Invisibility, Spell Thrust or Breach when necessary).

But I have to say it might not be quite wise to pick a Blade as your PC if you 'hit a BG wall' every time. Blades take some micromanagement to use effectively and a half-orc or dwarf Barbarian or Berserker will have a much easier time surviving.

#16
Zaltak

Zaltak
  • Members
  • 7 messages
It doesn't really matter what a blade's stat's are since they can cast spells.
The three most important spells for a blade are stoneskin,contingency and tensor's transormation.
TT is really good for bards.I like to make getting hit the trigger on a contingency to cast TT. Other than that just be sure to use offensive spin alot.
Also swords that have kewl proc's like the sword of the mask and the flail of the ages etc. are good to give him.

#17
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
Dumping wisdom will create penalties to spell saves. It should be at least ten to avoid penalties.

You only get a bonus to saves with 17 or 18 or higher wisdom, so you don't really need to worry about that. But don't take it less than 10 or you are going to have problems with failing saves.

#18
AnonymousHero

AnonymousHero
  • Members
  • 471 messages

BelgarathMTH wrote...

Dumping wisdom will create penalties to spell saves. It should be at least ten to avoid penalties.

WIS has no effect on saves. CON does, but only if you're one of the short races.

#19
kenng

kenng
  • Members
  • 73 messages

BelgarathMTH wrote...

Dumping wisdom will create penalties to spell saves. It should be at least ten to avoid penalties.

You only get a bonus to saves with 17 or 18 or higher wisdom, so you don't really need to worry about that. But don't take it less than 10 or you are going to have problems with failing saves.


I see this being cited all the time (and one of the justifications for raising your wis to 18 for a non-cleric), but I have also heard reports that this feature was never implemented in BG2. Can anyone confirm or deny this? :?

#20
Humanoid_Taifun

Humanoid_Taifun
  • Members
  • 1 444 messages
I'll be another one to confirm that the wisdom bonuses don't work. Like with the Dispel Magic bug, which was found only recently (relatively speaking), many people just assumed that things would work as they are supposed to, and didn't check.

#21
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
Oh, okay thanks, I was basing that on the manual tables. All this time I thought there was a bonus to saves and penalties to saves from wisdom. It seems there's a lot of bogus stuff in the printed manuals that came with the original release of the game.

Back to the subject of mage fights, one of the best spells in the game, especially in BG1 and early BG2 is Silence 15'. It completely ends all spellcasting when it works. I've won countless mage battles, that would have been very hard, very easily using this spell.

Modifié par BelgarathMTH, 28 juin 2011 - 02:21 .


#22
Grond0

Grond0
  • Members
  • 6 487 messages
My experience of this spell using SCS is that mages normally have vocalise, so that even if silence takes effect it only lasts a round (and they can still hit you with sequencers anyway).

#23
BelgarathMTH

BelgarathMTH
  • Members
  • 1 008 messages
That's one of many reasons why I don't use SCS. :)

#24
Son of Imoen

Son of Imoen
  • Members
  • 521 messages
Many reasons? A bit of topic, what are your reasons (SCS being one of my must-have mods, it makes me curious what the reasons might be for not liking it)?

#25
ussnorway

ussnorway
  • Members
  • 2 345 messages

Son of Imoen wrote...

Many reasons? A bit of topic, what are your reasons (SCS being one of my must-have mods, it makes me curious what the reasons might be for not liking it)?


Blatantly cheating springs to mind!:wub:
Just off the top of my head;
1.    Bandits that follow sheathed targets around even though they have non-detect on… & I’m talking about the standard paeons here not the mages/ clerics.
2.    Dragons that go hostile while still blue i.e. immune to normal trap tactics.
3.    Buggy vampires that break your game when you use traps on them.
4.    Drop spiders that literally fall out of the clear blue sky.

I use SCS myself and in fairness there are two SCS… the basic scripts don’t cheat as far as I’ve noticed but the Tactical challenges are ripe with cheats so any thing called “Improved” whatever is a bit of a dice roll.

Modifié par ussnorway, 29 juin 2011 - 11:05 .