Dual classing and proficiency points
#1
Posté 29 avril 2013 - 10:42
#2
Posté 30 avril 2013 - 08:35
Note that until the class is reactivated any points spent in hammers or two weapons style will be lost once you get your fighter class back & obviously Cleric restrictions will prevent you from using bladed weapons such as swords etc so any points that you spend in these as a fighter will also be washed out.
#3
Posté 30 avril 2013 - 09:19
Actually, think I put a point each into flails and slings when I changed, so if that point in flail will be lost anyway, maybe I'll just "cheat" it into something else via ShadowKeeper... Club would be legit I suppose.
Hmm. I read your post again and worry there is a misunderstanding. I only have TWO points in two-weapon style so far, because I couldn't fill it out before dualling at level 9 (didn't want to wait to 13). I know I get those points back when I get to cleric level 10. But will I be able to ADD to them? By for example putting an extra point in two-weapon style and then have THREE there for the full bonus?
Modifié par Pangaea, 30 avril 2013 - 09:22 .
#4
Posté 30 avril 2013 - 12:32
Pangaea wrote...
Hmm. I read your post again and worry there is a misunderstanding. I only have TWO points in two-weapon style so far, because I couldn't fill it out before dualling at level 9 (didn't want to wait to 13). I know I get those points back when I get to cleric level 10. But will I be able to ADD to them? By for example putting an extra point in two-weapon style and then have THREE there for the full bonus?
Aye, you will be able to add 3d * in TWS after reactivating your warrior class.
#5
Posté 30 avril 2013 - 01:43
Serg BlackStrider wrote...
Aye, you will be able to add 3d * in TWS after reactivating your warrior class.
Excellent, thanks
#6
Posté 30 avril 2013 - 04:51
#7
Posté 30 avril 2013 - 08:00
Am finding the combination a little underwhelming so far, but hopefully it will be more fun when I get the berserker class back and can buff it with stoneskin and such. Kind of between two stools right now.
#8
Posté 30 avril 2013 - 08:21
Pangaea wrote...
Am finding the combination a little underwhelming so far, but hopefully it will be more fun when I get the berserker class back and can buff it with stoneskin and such. Kind of between two stools right now.
Stoneskin is mage's spell (Ironskin is druid's analogue). Being beserker/cleric you'll not be able to cast either of them...
#9
Posté 30 avril 2013 - 09:19
#10
Posté 01 mai 2013 - 07:21
Fighter: putting aside the berserker for the moment then the Fighter levels gives you two advantages;
1. Hit points (high constitution needed) the Fighter class gets more hit points than any other and most of them are in the first 9 levels... this is the reason to take a Fighter!
2. Of lesser value but still useful is the higher TAC0 which means that your character can/ should dual wield two weapons in order to get the best bang for his/ her buck.
Cleric:
1. ‘Turn’ un-dead which takes time to understand how to get the best from and IMO is significantly enhanced by the 3 Evil alignments.
2. Offensive spells like ‘Blade Barrier’, ‘Globe of Blades’ and ‘Aura of Flaming Death’ make closing with your character into something akin to suicide for the vast majority because they do damage without needing to hit the target and that allows for some cunning tactics like walking into a pack of Drow whilst cloaked under a ‘Sanctuary’... btw yes they all stack so you can have the three of them going together.
Spells like ‘Harm’ and ‘Magic Resistance’ have well known cheese tactics which have been neutered by most mods (SCS any one) but ‘Repulse Undead’ allows you to tank even the most powerful Lich without worrying about his nasty habit of hugging your sister Imoen.
IMO a Berserker/ Cleric gets the best from having flails (main hand) and clubs (off hand) i.e. play him as a normal Cleric which just happens to have higher hit points and better TAC0... obviously he should either cloak and ‘Turn’ or cast spells when ever melee is off the menu.
#11
Posté 01 mai 2013 - 11:49
I've heard about the magic resistance cheese, but haven't tried it as I like to keep away from stuff like that. Probably the best fight for me in the first playthrough was with a certain dragon. I'm sure it's possible to cheese it pretty hard, but taking it down legitimately (after a few deaths), was very satisfying
I do wonder about the weapons though. Why do you say Flails (main) and club (off-hand) is the best combo for a berserker/cleric? I would think war hammer and flails was a killer combo, which is what I am aiming for here.
#12
Posté 02 mai 2013 - 06:30
Pangaea wrote...
Cheers for that info, looks like a cleric can cheese pretty hard with what you mention about blade barrier and such. Are they all party-friendly btw? I seem to recall hurting my party when doing a cleric HLA, which basically meant I stopped using it. Bit of a waste.
In vanilla install they are NOT party friendly so beware. There is a particular component in SCS mod which make Blade Barrier party friendly but I presume you haven't that installed.
#13
Posté 03 mai 2013 - 08:13
Your Berko-Cleric CAN have extra pips in the needed weapon slots and therefore gets better bang from “Club of Detonation +5” witch has significantly greater DPS... obviously which other NPC are in your party could affect the weapons you use as well.
#14
Posté 04 mai 2013 - 11:20
Am not playing with SCS because I find the game hard enough as it is, but it would be nice for globe of blades to be party-friendly. We're mostly standing fairly united, so then I can't really use it or the others when there is a wide ring of death around some units. Suppose I could cheese it with sanctuary and just fly into enemy ranks though.
This is the non-spoiler section so can't say much, but I'm really loving playing with a more evil party. The banter is better, and some of the stuff Jan, Viconia, Edwin, Korgan and (to a lesser extent) Haer-Dalis come up with is fantastic. Also, Viconia is fantastic...
#15
Posté 04 mai 2013 - 11:45
#16
Posté 10 mai 2013 - 04:40
I know you've already maxed warhammers with this character, but often with a party "the" hammer is best in the hands of someone who doesn't have other means to boost his S to 25. The cleric's buffs can easily accomplish this for important battles. Also, I wouldn't waste 5 pips (especially early) on a weapon you'll eventually only use in your off-hand. If you plan on using "the" hammer in your main hand then go ahead and put all 5 into warhammers.Pangaea wrote...
Already have a pip in clubs so suppose I could go down that route if I wanted, as it's the main hand that decides how many attacks I get, from what I recall, and warhammers are maxed out. Seem to recall the club of detonation was a nasty piece of work though, damaging us too when it happened to pop into flames. It made me wary using it.
#17
Posté 11 mai 2013 - 04:08





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