Ironworks Gaming Forum

Ironworks Gaming Forum (http://www.ironworksforum.com/forum/index.php)
-   Baldurs Gate II: Shadows of Amn & Throne of Bhaal (http://www.ironworksforum.com/forum/forumdisplay.php?f=12)
-   -   Are bards worth having? (http://www.ironworksforum.com/forum/showthread.php?t=12030)

imported_Illidan 03-10-2003 04:34 AM

Blades are much more powerful than a regular figter because they have offensive and defensive spin which is a super b skill

lasher 03-10-2003 04:49 AM

Quote:

Originally posted by Illidan:
Blades are much more powerful than a regular figter because they have offensive and defensive spin which is a super b skill
much more powerful may be a bit exagerated but its true blades are quite effective. I dont use def spins that much but off spins is good.

pcgiant 03-10-2003 04:57 AM

I haven't used a blade much, so I don't know the answer to this question, but can you use missile weapons in Offensive Spin? That'd be great.

lasher 03-10-2003 05:42 AM

Never tried but i guess its okay.

Stratos 03-10-2003 07:29 AM

Skalds are the best choice if you want your bard to help the party more than dealing damage, but if you really want him to fight I would go for a Blade, my favourite bard kit ( and amongst my favourite classes altoghether.)
Offensive spin works wonders, especially combined with Tensers Transformation which gives you the same THAC0 as an fighter with the same level. Also know that a bard is a single class character, a level 15 bard with TT fights almost as good as a level 15 fighter ( minus weapons prof.)

To summarize, skalds makes for better party-buffing while blades are best played alone or in small groups.

Stratos 03-10-2003 07:34 AM

Quote:

Originally posted by pcgiant:
I haven't used a blade much, so I don't know the answer to this question, but can you use missile weapons in Offensive Spin? That'd be great.
IIRC you can, and I also believe that you can move while in Defensive Spin if you have a Ring of Free Action equipped. [img]graemlins/wow.gif[/img]
To bad you can´t use both spins at the same time [img]graemlins/1drool.gif[/img]

( correct me if I´m wrong)

Butterfingers 03-10-2003 07:35 AM

Offensive Spin + Missle Weapon of your choosing = Big fat disgusting damage.

McHaggis 03-10-2003 12:45 PM

In my opinion bards absolutely worth having. Mainly for three reasons:

1)They have really high lore. No more identify scrolls/spells or paying for it. Just give the item to the bard, examine it and phuf.

2)They are pretty good backup-mages. Although not as powerful as pure ones, but still pretty decent. Don't forget Tenser's Transformation (or whatever it is [img]smile.gif[/img] ).

3)And their song is very good for buffing. Especially if you have TOB, then you have to have bard and choose Enhanced Bard Song. -10 to bard's armour class and 10% to MR and for party members it gives +4 to hit and damage, -4 to AC, immunity to fear, stun and confusion and normal weapons(!) and 5% to MR. I just recently hit 3000k in exp., I chose this ability and then I just sit back and watched my fighters kicking some serious ass. :D

Thorfinn 03-10-2003 01:05 PM

I think they are worth it for the lore alone. Every Identify your spellcasters have to memorize is one fewer Magic Missile spell.

SPOIL
`
`
`
`
``
`
`
`
`
`
`
`
`
I have had pretty good luck just casting Invis on my Jester, and use her immediately behind the front rankers, or even behind enemy lines, confusing the spell-casters and archers. She never attacks, unless we are dealing with an enemy with True Seeing, and then she is only a second or two from having Melf's Missiles on the way, since anything that can cast True Seeing is probably not something I want to have my bard flinging a spear at...

Dundee Slaytern 03-10-2003 09:39 PM

I will just yap about Blades, since they are my favourite Bard kit. Most of the stuff I am about to type should apply to the other Bard-types too.
</font>
  1. It is not uncommon for people to mention that Bards cannot sing and do something else at the same time, and this is quite a valid issue. However, once a Bard reaches level 16, the Bard can cast level 6 spells and all of a sudden, that issue becomes a non-issue; because you see... clones can sing. ;)</font>
  2. Blades were the reason why I managed to learn about the Melf's Minute Meteors Exploit. Masters of dual-wielding, when a Blade casts MMM, he/she also gets to use his off-hand weapon as a ranged weapon( introducing Crom Faeyr, the returnable throwing hammer!). Combine with Offensive Spin for truly satisfying carnage.</font>
  3. Bards enable your Thief to ignore Pickpocketing, so you can better distribute their Thieving Skills elsewhere.</font>
  4. Tooled properly, a Blade is just about the hardest thing an enemy can try to hit.</font>
  5. Tensor's Transformation with Offensive Spin. It's good, it's very good.</font>
  6. Stoneskin is vital to a Bard's success. To not take full advantage of it is to deny your Bard his/her full potential.</font>
  7. Ditto for Mirror Image.</font>
  8. We have covered level 2-4 and 6 spells. What about level 1 and 5 spells? Magic Missile, Spook and Animate Dead are all good choices. Spell Immunity is brillant too, enabling immunity to a school of magic. Sunfire is fun too, and applicable since a Blade will be in the frontlines anyway. ;)</font>


All times are GMT -4. The time now is 08:44 AM.

Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved