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Yeah, but a Berserker could wear a shield, something a Kensai can't. Plus, the Bracers of AC3 are better protection than any robe the kensai can wear (and the berserker can still wear that robe).
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Hm... Even so, the benefits of the kensai, in my opinion, outweigh the benefits of the berserker.
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@ krunchyfrogg,
I would say it very much depends on whether you want the most powerful character, or one which is fun to play. Personally I have enjoyed playing Paladins the most. With warriors there's less mucking around with buffs, and you generally have to 'fight' enemies rather than use summons or area of effect spells. Paladins also get access to Summon Devas as a HLA with makes some of those last ToB fights well within the bounds. Low Saving Throws and high Magic Resistance are also good characteristics of Paladins. A Fighter/Mage/Thief gives you great diversity in terms of strategy. Never done a Ranger/Cleric, but I was assured in a forum 'that is no more' that it is a great combination. The Berserker-Cleric is great too. You are well served with any dual class solo to 'set up' your experience with your former class for the taking by your second class. You might get a bit frustrated with the slow and numerous Clerical pre-battle buffs, but there's little doubt that this is a formidable combo. Re. Kensmage vs. Berserker-Mage, you're pretty well trading Kai and an improved AC vs. rage plus missile use (with other minor +'s and -'s). As a solo, those Arrows of Dispelling, Arrows of Biting, and Kuo Toa bolts can all come in handy, so the Berserker-Mage suggestion doesn't sound too daft to me. [img]smile.gif[/img] @ Andraste, I agree re. Sorcerer - the only equipment you'll need is a Ring of Regeneration or the Pearly White Ioun Stone! (Other equipment admittedly does help though, especially when dealing with Undead). The Jester isn't an awful choice, but you might find that at times self-preservation is found by avoiding fights completely or by adopting an unhealthy propensity towards area of effect spells/wands. It helps that you can cast Bard Songs under Invisibility, and ToB has improved the Jester's Song. For kicks, try solo-ing a Wizard Slayer (thank the Lord for Arbanne's Sword, Ilbratha, Dragonslayer, and the Helm of Charm Protection ... {and later Vhailor's Helm, Blackrazor, and Human Flesh Armor}!). ;) |
I'm a big fan of the dwarven fighter/thief. Pump up the constitution and you get amazing saving throw bonuses. Important when you are soloing. You can stealth, backstab, and if the target lives you can stand there and go toe to toe with them because of your fighter half. Lots of fun to play.
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Hmmm, the Paladin idea is appealing to me as well (they're one of my all time real AD&D favorites!). I've always thought of Inquisitors as being the heavy hitters in a party, but solo might go to Undead Hunter (DUHM will give you all 25's at a high enough level, and the Turn Undead is great!). Then again, Cavalier gives you that too.
Ugh... so many decisions! I've run through Chateau Irenicus about 10 times already with different characters to get a feel for them! |
Personally I don't think that there's much to pick between the three specialist Paladin kits. While admittedly different, you can accommodate for the relative weaknesses and strengths of each if you're an experienced player and know how to protect against fear, holds, charms, poison, etc. I think that the Inquisitor is more distinct than the other Paladin options in play-style.
One battle that I recall having some surprising trouble with as a solo Cavalier was the Chromatic Demon. |
Give a Beastmaster a try. Lots of people don't like this class, but you'd be surprised at how effective they can be (although they're challenging at first).
Only being able to wear studded leather armour isn't a problem since there are lots of good hides/leather/dragon scales to be had in the game, all of which allow you to use your stealth ability. Animal summoning is a blessing for diversionary fodder when you're soloing, and once you get hold of a couple of good clubs or a decent staff you can pretty much rival most warriors when it comes to combat anyway. |
Zink,
I (mostly) agree. Beastmasters have been widely criticised as an awful kit, but their weaknesses look worse 'on paper' than they do 'in practice'. I would nonetheless rank them amongst some of the 'more challenging' solo classes (or some might say 'finesse'), even though a Greater Whirlwind Attack with the Staff of Ram +6 is rather cool. If I recall, there's a bit of a reliance on Potions of Clarity or the Shield of Harmony to get you past some mind-based attacks. Now, I must confess that I had two attempts (on Hard) with a Beast Master in the Nalmissra / Y'Tossi / Hive Mother / etc. fight in Watcher's Keep, both quite unsuccessful, and gave that one away - although progressed to the next level anyway ... while I never actually completed the last of the Pocket Plane trials with the Beast Master either. Better players may have adopted more effective stategies than I however. |
For tips on playing as a solo Beastmaster, search the forum for Jim's account. He soloed one from SoA to ToB on Insane Difficulty with Tactics mod on.
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Quote:
The Mage half already settles your defensive issues more or less. You will want to pump out your damage, which is where Improved Haste and Quartstaves come into play. We have one staff for emergencies(SotM), and one staff for brain-beatings(SotR). |
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