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I've just started playing as a swashbuckler, and it's pretty cool. Just wondering what are everyones favourite kits (and why)?
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Avenger closely followed by swash buckler. although if you like kits get the darkest day cos its got 75 more!
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1.Stalker
2.Beserker 3.Undead Hunter 4.Kensai |
I play an Undead Hunter.
Cause I like it |
The Assassin's got style...
Of course, a dual-wielding Celestial Fury/Dakkon's Zerth Blade Kensai/Mage chunking everything in sight is quite enjoyable to... hehehe... *WWAALLLLAAAAAAAHHHHH* = last thing a Goblin says... |
<blockquote>quote:</font><hr>Originally posted by Ezekial:
I've just started playing as a swashbuckler, and it's pretty cool<hr></blockquote> Never played a bard type... what do you enjoy in particular about the swashbuckler? |
Swashbuckler is a thief class..
Not a bard ;) |
I've played a Swashbuckler all the way thru before. One of the great advantages of playing any theif as a PC is that it means that your party will have a good solid thief all the way through the game. Imoen will basically get the job done, but if you want to take advantage of thieving abilities, you need to play a thief PC (or add a thief to your party thru multiplayer).
What I liked about the Swashbuckler kit is that it is the best combat thief kit. I tend to like playing my PC aggressively. Swashbucklers can get their AC down pretty low. It takes a bit more work than for the standard fighter types, but it can be done. My swashy was long sword dual-wielding terror. It was also great being able to set plenty of traps when the situation warranted. I also like the paladin Inquisitor kit. I love its special abilities, the 2x Dispel Magic especially. Once you have an Inquisitor in your party (whether its your PC or Keldorn), you don't know how you managed before. |
I would have to rank my top 5 favorite kits like this...
1. Avenger I like druids alot, and the added wizard spells make the Avenger an even better stand-back caster.. How I prefer to play mine. 2. Archer Alot of fun, with great offensive power using some of the better ammo you can find... Combine with the HLA from ToB and let rip. 3. Blade Since I like bards alot as well, I enjoyed having the added physical combat abilities. Defensive spin is great protection while casting spells. 4. Bounty Hunter The special traps are lots of fun IMHO, especially the Maze trap. I like to set one of those around the area I am exploring, so incase I meet an unexpected monster I can let it become mazed, only to let it be greeted by my other traps once it escapes. 5. Jester Lots of fun to use his song in crowds of enemies, even if it is a little harder to utilize in later stages of the game |
<blockquote>quote:</font><hr>Originally posted by Radiant_Memphit:
Avenger closely followed by swash buckler. although if you like kits get the darkest day cos its got 75 more!<hr></blockquote> I've got it..posted about it being on PCZone a while back..the only problem with these kits is that the limitaions far outweigh the advantages...i.e nearly all the fighter style kits have a limit of splint or studded leather armour |
Come on the best bard kit is so the skald, i mean there are no disadvantages apart from half pickpocket ability. wow. The bard song is great and also he can fight, and he doesnt get any penalties to lore which means you dont need to memorize identify spells with your mages. also the bards stronghold quest is just the best IMHO
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The Archer is THE coolest kit avaliable in BG2 (in my opinion, of course ;) )
Why? Because it is a kit that represents the Ranger even more than the Ranger represents itself. For me, every 'true' ranger should be sneaking about the forest with a bow at the ready, guarding against intruders from a distance without ever being seen. But also because the Archer is one of those kits whose disadvantages never provide a problem for you, as armour heavier than studded leather blocks your ability to hide in shadows, you don't really need to charm animals and so on. The only disadvantage which can be annoying is the inability to spend more than a single proficiency slot on close combat weapons. But again, this is not too much of a problem. The Archer is the best of the best when it comes to missile weapons. Attacking from a distance, standing well out of the way of your oponnents makes the Archer kit powerful and well suited to soloing. If you don't need to close the distance, the enemy's missiles will hardly harm you. Enemy wizards standing behind a line of fighters for protection become vulnerable. Fighters have to come to you to harm you. If you're difficult to hurt, you hardly need a healer. Another great thing about Archers is that they can take care of almost any situation without help. That is, as long as you are using the right tactics. Your strategy is more important here than with almost any other class, though magi and clergi benefit from a sound tactic for their spells. Others can tag along to help out in the melee, though Archers can certainly fight up close as well. To me, the Archer is an almost all-round kit, with character, that is a lot of fun to play. Even if the Archer is not the driving force behind the party, he or she can really help out. And you can always use a fighter who will always stand next to the magi, offering protection. There are many more reasons to play the Archer, as the reasons to play an Archer are many. [img]smile.gif[/img] But you have to enjoy the style of play htat comes with them. They are not a tank, nor a spellcaster. Yet they are not at their best in a supporting role lik a bard's either. Just go and see for yourself [img]smile.gif[/img] Second choice is a Cavalier, but I'll leaveit to the cavaliers among us to explain why they are cool too ;) Or, try Sorcerer, Skald or Totemic Druid. |
1-Sorceror
2-Archer 3-Assassin/Dualed to fighter at level 12 4-Undead Hunter 5-Monk [img]graemlins/ninja.gif[/img] |
<blockquote>quote:</font><hr>Originally posted by Gary Smith:
Come on the best bard kit is so the skald, i mean there are no disadvantages apart from half pickpocket ability. wow. The bard song is great and also he can fight, and he doesnt get any penalties to lore which means you dont need to memorize identify spells with your mages. also the bards stronghold quest is just the best IMHO<hr></blockquote> Skalds are better in SoA only, but with ToB, Blades are better. Because he gets a kickass Bard Song which all Bards can get. |
<H8><font color="yellow">Wizard Slayer</font><H8>
It appears that I'm the only one who likes this class, but it fit perfectly with my character. He is based on a barbarian I played in PnP AD&D. He was a hack-n-slasher that REALLY hated wizards. This kit gives the PC increasing Magic Resistance (5%/lvl) and the ability to Disrupt Spellcasting with each successful hit. Since wizards become much more powerful than fighters at high level, I REALLY like a kit that allows me to still walk right up to them with relative impunity. BTW, my PnP barbarian eventually ended up with 99%MR and total immunity to any spell lower than 7th level! It was gained from an artifact and was un-affected by the casters level. Even a 40th level mage couldn't reduce it. That was VERY COOL. |
Bah this all..
Berserker is good. First as a fighter you will be a real Grandmaster in armed combat. You can use any type weapon amd any armor. You can take the damage and dish it out. Slap on Enrage and big bad spells run off your back like a water from a goose. Get good equipment, good skills, and take on in hand to hand combat the enemies alone, and beat them up. Put on Boots of Speed or sip the Oil of Speed and become wind of death, packed in steel. Let arhers and mages and everyone else run or stay in the distance and shoot their spelunkers and pointy sticks - it's never as satisfying as planting a fistful of plate gauntlet in the face of the wide eyed scared enemy, and wade through them like a hot knife through butter :D |
My absolute favorite would have to be the Fighter-Mage. Not a kit per se, but because of the special abilities of the mage adding to the fighter's skills, I consider it a type of kit.
I like the versatility. Buff up with spells, cast a few preliminary cloudkills and fireballs, then wade into the enemy swords flying! My current "bladesinger" has 2 stars in Single-Weapon, 1 in Axe, and 5 in Longsword (yes I used SK, but I'm not taking anything but base proficiency in anything else and no ranged weapons, so I think its justified). I'm soloing him, just killed Kangaxx with the Flame Tongue +1. I'm now going to do the Shadow Thieves, clean-up all the "outdoor" quests, do my stronghold and the on to the Asylum. I find soloing a Elf F/M is more satisfying than a sorcerer or pure mage, as I sold off the Cloak of Non-Detection, and have no plans to get the Staff of the Magi, as there is no in-game reference to that house or the Twisted Rune. I think that it makes for more strategy and tactics, as you have to use your spells wisely, and the fights once begun, don't drag out as long because my Thac0 at level 13/13 is -1. Definitely more challenging than a sorcerer in terms of strategy... "which spells do I need to day...?" |
Spoiler, small one maybe
. . . . . . . . . . . Well, just to burst a bubble - there is actually the in-game reference to the Twisted Rune. After the Baldurash patch anyway. By the 'standard' way, it was more like the occasional encounter without a big purpose, though there was a small hint in one of the quest - remember the skinner quest in the Bridge area? The fight? These assassins who attacked you there were Rune assassins. So initial hint was in the game already, Baldurash patch just.. 'enhanced' it [img]smile.gif[/img] |
Which patch are you referring to? I remember the Rune Assassins in Rejiek's basement, and the cryptic words of the mage that teleports out, but beyond that, I don't know of any other references.
So again, what does this patch do? |
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