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Old 03-10-2003, 09:39 PM   #20
Dundee Slaytern
Ironworks Moderator
 

Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
Light Bulb

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.
  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.
  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.
  3. Bards enable your Thief to ignore Pickpocketing, so you can better distribute their Thieving Skills elsewhere.
  4. Tooled properly, a Blade is just about the hardest thing an enemy can try to hit.
  5. Tensor's Transformation with Offensive Spin. It's good, it's very good.
  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.
  7. Ditto for Mirror Image.
  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.
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