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What's actually the point of tinkering with builds when any, I mean ANY build can ABSOLUTELY trash the game with just maxed out arcana or maxed out alchemy. It's just plain silly. Obsidian needs to really sort this out. What do you guys think?
Lvl 9 xoti single classed priest casts into takedown combo for 593.3. Seems high. That wasnt executing either half my party is still in stealth on potd. http://steamcommunity.com/profiles/76561198049990075/screenshot/922553829341613585
I've been testing a lot of combinations lately and i gotta say... this combo ends the fight in a few secs even in hard mode. Here are the reasons and a detailed guide: Class Overview Priests Priests give melee characters huge buffs. I'm not even going to talk about the spells here, as you probably noticed priest has the best buff spells in the game. Especially one buff i noticed is.. the accuracy bonus talent on holy radiance (1/encounter) The funny thing with this ability is you can cast it outside the combat and start the fight with an accuracy bonus for 15+seconds and cast it once more during the combat. As far as i know you cannot cast other buff spells outside the combat! This alone will give you +5 accuracy on all your party for pretty much the whole fight, and accuracy is probably the most important thing in this game: it lets you hit the opponents and crit if you roll high. Monks Monks have huge dps with swift strikes ability + two weapon talent +weapon focus talent + high dexterity. But another reason why monk is op is you can send the dangerous targets away and knock em down with 'force of anguish' ability. The target will stay out of combat for 10+ seconds! He's basically dead. This is not only effective but it's insanely fun. The most fun class i've played in the game so far. Later they also get stunning hits, which also adds more to the crowd control potential of the class, which is why i prefer monks over let's say... rogues. All the crowd control abilities will reduce the enemies' overall damage output and keep your frontline safe and sound. Barbarians Barbarians currently have the best total melee dps output in the game. Here are the reasons why: First: Frenzy. It gives you a very large attack speed bonus, might(more percentage based damage bonus) and constitution (+6 on each when upgraded, 6 might means %18 more damage.) Let's say you have a barbarian with 18 starting might, you'll have 24 might once you activate the frenzy, without any other buffs or gear, this gives you %42 damage bonus in total. Your attacks will easily bypass the DR of the enemy. Second: Brute Force/threatening presence passive ability combo. As you might have noticed, barbarians start the game with average accuracy. (-10 less accuracy than the best value) But wait till you hear these: This combo increases your accuracy against most enemies in the game, since they often have a weaker fortitude than deflection. ( you can check the bestiary, especially all sorts of casters, shades, phantoms - really annoying creatures- creatures that are similar to rogues with high reflexes and generally physically weak built enemies have lower fortitude ) Also threatening presence lowers their fortitude by 20. That is 20 more accuracy in most cases guys... OP. Also keep in mind that fortitude debuff will allow your monk to disable opponents properly, since monk ability checks are made against fortitude. Third: Blooded passive ability. It increases your damage by a HUGE amount once your hp is below %50. There's no bigger increase to damage in this game. Once you go below %50 hp, the fight will probably end. Fourth: Carnage. This gives you a PERCENTAGE based aoe damage on your attacks. You might want to focus on that percentage part, because this means damage is not static (the information in prima guide is wrong). You can test it if you want, most of the time it deals about %60 percent of the primary attack. Which means it'll also bypass damage reduction of the enemy in most cases. Increase your int a little bit (something between 12-14 works best) to gain more advantage from the aoe. Fifth: Barbaric Blow. It depends on chance but this ability may sometimes crit(%30 hits are converted into crits), and it is a full attack (means if you are dual wielding, you hit with both weapons), it has both a +crit damage multiplier and +damage bonus. It'll kill most enemies if it crits. What makes this worth picking is that it is a talent (will not interfere with your ability progression) and it is per encounter! All these points mentioned above makes barbarian a better dps than rogues, as rogues need to backstab/sneak attack to increase their damage output, and a simple difference is rogues can't deal aoe damage with their hits. Tactics First of all, you'll need a tank for this to work. Either paladins or fighters work well, but you might want to pick a +engagement bonus talent for paladin. I prefer fighters since they get defender and endurance regen for free. Send him to engage first with defender mode (+2 engagement limit, many defensive bonuses when upgraded including the awesome +15 deflection bonus). Then send in your monk and try to tank one enemy with him for wounds. You can also get the talent 'mortification of the soul' to get wounds and start swift strike and disabling right away. Then send your barbarian in, activate rage and start slaughtering. Try to take down the most dangerous enemy first, for example if an enemy has blind spell (creatures like shadows) it'll mess up your frontline. Take him down fast. Always cast holy radiance with your priest before the fight, as mentioned above. Then start buffing your party, especially your front line. Most of the time in hard difficulty you won't even need the buffs, just use them for tough fights. Cast holy radiance once more if the fight lasts long. Stats Abilities, talents and gear are more important in this game than stats but there's no reason to go for a high defensive stat on a melee dps. Therefore, arrange the stats on both your monk and barbarian towards an offensive play. That is high might and dexterity, medium constitution and intelligence, low perception and resolve. Intelligence will give you bonuses on the duration of your abilities, constitution will keep you alive. Trust me on this they do not need to be tanky, since a single tank works well in this game and we'll increase the defensive stats of monk and barbarian with equipment. In %100 of time if your monk and barbarian keeps dies it's due to a positioning mistake and not because of their stats. That being said, you might want to make your monk just a little bit more defensive than the barbarian (+1 or +2 on perception and/or resolve), because he needs wounds to use his abilities and also barbarians have a little more hp/endurance. Skills It's kind of obvious if you know about the fatigue mechanics but, have at least 2 points on athletics on all your melee characters, and even on the casters too. Trust me you do not want to have the fatigue debuff. Take mechanic skill either on your main character or someone else. These two skills are the most important ones in the game. Gear Tank Armor: Obviously, have your tank wear all the defensive items and increase his defenses as much as you can. Always wear a shield and enchant it if you can. It is really important that he stays alive for first few rounds, which is not that difficult. Monk Armor: Give your monk a light or no armor. There are really good light armors that only have %15 recovery debuff. (check the armor 'Vengiatta Rugia on prima guide for example, wow!) Enchant his armor. Enchanting the armor on your monk should be your first priority. You can also wear plain clothes (no attack speed penalty at all!) and still enchant it for DR and stat bonuses. Isn't that sweet? Weapon: Go for two weapon fighting. Use your fists early game but you might want to switch later on to a weapon of your choice, because you can enchant weapons but not fists. Get the weapon focus peasant for an accuracy bonus(hatchet, spear, quarter staff, hunting bow, unarmed) or something else if you don't care about unarmed. Hatchets give deflection bonus and staves have reach bonus so you can use the doorway tactic with staves. (attacking from behind while your tank blocks all the enemies in a doorway, or a narrow corridor). Accuracy is important, keep that in mind. Barbarian Armor: Give him either light or medium armor and enchant it. (an example: check 'saint's war' in prima guide, it gives you second chance, perfectly synergizes with barbarian class) Weapon: Use two weapons or a two handed weapon. Get the talent that suits your choice. Two weapons will probably have better dps overall since you get interrupted with slow attacks a lot, but two handed weapons deal more damage per hit, making your aoe attacks more effective against enemies with damage reduction. Estocs might be a good choice for two handed, since they give DR penetration, really important for hard fights. Two handed swords will also work. Take the weapon focus for your desired weapons, again, accuracy is really important. Here's an important note: If you are a good tactician and you can have your barbarian attack without getting interrupted by the enemy, GO FOR TWO HANDED WEAPONS! You'll bypass the enemy DR more effectively and it is the only thing that keeps them alive! Yes you can penetrate that huge dragon's thick scales too! LOL Supporting Spells I will not go into detail in this section, but spells that augment the fortitude, deflection and accuracy are really helpful. For example the blind spell in this game is really overpowered because it lowers both deflection and accuracy of the targets by a large amount, making them vulnerable to your attacks and it keeps your party alive due to the accuracy debuff. There are two blind spells on wizard in levels 1 and 2. The level one spell attacks fortitude and level 2 spell attacks will, so it won't miss if you cast the right one. (tough melee creatures have low will while weaker ones such as casters have low fortitude). Also spells that debuff the enemy's damage reduction are huge. The only thing that keeps the monsters alive are defenses and damage reduction, and once you get passed those the fight ends in a blink. Another good debuff is 'sickened' or anything that lowers fortitude. It'll allow your barbarian to hit and crit easily since he attacks the enemy's fortitude if it's lower (considering you have the talent 'Brute Force', I really suggest getting it on your barbarian!). Lowering fortitude will also allow those great disable abilities on your monk and fighter to work properly.
If you thought that high level wizards are overpowered in BG2, think again. Level 9 aloth can cast all the level 1 spells he wants in a fight and they replenish without rest for the next fight ! God mode activated - spam chill fog all around the map while not fighting, making that spell recharge yet leaving the AOE on ground. Start a fight and keep spamming, blinding, chilling, doing bazillion amount of damage to an area. Whoever said wizards are weak should repent ! the final judgment hasth cometh !