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-   -   Kensai-cleric [ToB installed] dual-class thoughts (http://www.ironworksforum.com/forum/showthread.php?t=19729)

daan 02-23-2003 07:56 AM

Ok, so it's going to be a kensai/cleric now [img]smile.gif[/img]
Too bad I cant wear armor, but the DoE + AoF + Hardiness will deal with that...
because I think I'll be taking Jim's high-lvl dual approach.

Thinking it through a bit, lvl 13 ( consensus ) allows for none of the clerics abilities to be lost. You'll still be a full cleric in capability.

I want Hardiness ( and to a lesser extent WW/GWW ) though, so I was thinking:
lvl -23-

why ?

Because if I dual my kensai at lvl 23, I'll get 4 warriorpool HLAs and still reach lvl 26 as a cleric. I do this because at lvl 26 I'll receive the holy symbol, granting me another free lvl 6 and lvl 7 spell.

This would mean I'd have 4 lvl 7 spells, which accomodates for a (fallen) deva, globe of blades, aura of flaming death and Regeneration. A nice general set of spells for most situations.

SO ...
Thoughts ? Comments ? Suggestions ?
Do you have a better idea for spell selection or level to dual-class ?

Any input is appreciated :D

Rataxes 02-23-2003 09:53 AM

IMHO, Greater Restoration is the by far best clerical lvl 7 spell. It has a very short casting time and works in a huge radius (I've had it affect party members on the other side of the map). What it does is completely heal the entire party and remove every single negative modifier that Dispel Magic cannot remove, at the cost of fatigue on the caster. Excellent way to gain the upper hand in a losing battle I think, though usually I just use it before resting.

daan 02-23-2003 10:36 AM

Completely heal the entire party ?
Wow [img]smile.gif[/img] But the description says it only affects one party-member: the one you cast it on ...

Are you sure ?

Rataxes 02-23-2003 11:02 AM

Yep, it changed into an AoE spell with ToB, or at least that's what the Spell Reference says [img]smile.gif[/img]

daan 02-23-2003 01:11 PM

cooooool

Alson 02-23-2003 02:26 PM

TIP: Always have Hindo's Doom +4 at hand.

Rataxes 02-23-2003 04:00 PM

Quote:

Originally posted by Alson:
TIP: Always have Hindo's Doom +4 at hand.
Yes, that would work...

For the remaining 5% of BG2:ToB that is ;)

Dundee Slaytern 02-24-2003 12:27 AM

Why would daan keep Hindo's Doom around? All his Kensai-><font color="white">Cleric</font> can do with it is polish it and keep it pretty. [img]tongue.gif[/img]

daan 02-24-2003 04:26 AM

Because I like pretty things that shine ?
I am neutral evil after all ... [img]tongue.gif[/img]

Alson 02-24-2003 10:22 AM

Quote:

Originally posted by Dundee Slaytern:
Why would daan keep Hindo's Doom around? All his Kensai-><font color="white">Cleric</font> can do with it is polish it and keep it pretty. [img]tongue.gif[/img]
It was a general advice... Note Hindo's innate Greater Restoration. ;)


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