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Dual classing and proficiency points


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#1
Pangaea

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Am playing through BG2 for the 2nd time, and have opted to go with a Berserker dualled to Cleric at level 9. I put 5 stars into war hammers and 2 into two-weapon style before I dualled. When I get the fighter class back, will I be able to fill out two weapon style (add 1 star) and add several stars to flails for example? Or will I be limited to cleric limitations now, which I think is only 1 (or 2?) star in any category?

#2
ussnorway

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Yes, once you have the berserker active again then you have ALL the benefits/ demerits of the class i.e. 5 points in hammer, 3 in two weapons style but only one point in any range weapon.
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
Pangaea

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Thank you, that is great to know. Then I can fill out 2-weapon style and start putting points into flails for example when I get the berserker class back.

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
Serg BlackStrider

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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
Pangaea

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Serg BlackStrider wrote...
Aye, you will be able to add 3d * in TWS after reactivating your warrior class.


Excellent, thanks :)

#6
Grond0

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Might be worth clarifying that you won't lose the proficiency point in flail. You would lose points spent on hammers and 2-weapon by your cleric as you already have those proficiency points from your fighter, but you don't lose those that are not duplicates.

#7
Pangaea

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Thanks for clearing that up. I have never done this before, so am a bit confused about how it works. Figured out I probably wouldn't lose flails though, so didn't muck about with ShadowKeeper. In addition to the 5* in war hammers and 2* in two-weapon style from the fighter (berserker) class, I've now put a star each into flails, slings, mace and club. All those should stay if I understand this correctly. And when I then level up to 12, I should be able to put a third star into two-weapon style (hopefully). Since Flails will be off-hand I guess I don't need a pile of stars in that, but if I'm able to advance towards grand mastery there too, then I'll do that.

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
Serg BlackStrider

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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
Pangaea

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Nuts. Was thinking he'd be a mean dual-wielding damage machine :( What's a good way to use a fighter/cleric then?

#10
ussnorway

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‘Stone Skin’/’ Barkskin’ and or ‘Iron Skins’ are defensive spells which the so-called weaker classes get to compensate for their lack of hit and armour but the Cleric class does not need this stick to lean against.

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
Pangaea

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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.

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
Serg BlackStrider

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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
ussnorway

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That is indeed the go-to build for a normal Cleric because the +5 to hit of “Crom Faeyr” goes a long way towards making up for otherwise sad Cleric Thac0... yes they can/should up their Thac0 with 'Holy Power' and their DPS with 'Righteous Magic' for hard battles but they still only have one pip in weapons & can’t normally place extra pips into two weapon fighting.

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
Pangaea

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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.

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
ussnorway

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Yes I remember that in one of my mixed party games Viconia had quite a bit to say to Valygar about UM the bend in his bow... so to speak.

#16
silenceall

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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.

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.

#17
The Fred

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IIRC pips don't even count for the off-hand, though I could be wrong.