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Lightbulb Why bother with Inquisitors when....? PoH/F  
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Old 07-02-2009, 07:56 AM
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I am amazed (and I apologise if I am wrong) but I am truly astounded that no-one as of yet has tried the CLASSIC

Preist of helm L.12 dual classed to a fighter. Although true sight is about half a second slower and there are fewer goes, as well as a lower health, why would you need this as thacO will plummet, and no-one really needed all that much health anyway (unless you are an 'insane' difficulty level fan), and 5 stars on hammer is always useful with a guy that can cast up to level 6 cleric spells.

Who needs a cleric who cannot fight? Who needs any more wussy healing spells anyway. Try it. try it. try it. There is no more efficient use of one character!!
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Old 07-02-2009, 09:04 AM
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I'd much rather have a level 13 fighter dualed to Preist of Helm than the otherway around. Anomen becomes very powerful and usefull. He was dualed at level 7 and has pretty crappy stats. Remember alot of preist spells become more powerfull as your level increases. Even better than either playu a multi class FI/CL or CL/RA. CL/RA with Rightious Magic, Armor of Faith, Iron Skins, Caotic Commands, Hardiness, Greater Wirlwind, Summon Palantier and the right equipement is a Holy Wrecking Ball of Epic Proportions and can do all that without any other charactrers help.

As far as Inquisitors, the also get to dispell magic at twice their level instantaniously, have crazy good saving throws and they can wield the best weapon in the game which a dualed priest to Fighter could not.
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Old 07-02-2009, 10:54 AM
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I agree with Jordoo, dual classing from cleric to fighter is a very trange way of going about it, especially at 12th level, before you get 7th level spells.

I tend to agree with the idea of Paladins being not really worth it mind, Carsomyr is good, but not THAT good, but DCing from fighter to cleric (I usually do it at 9th, but there are very good arguments for doig it at 13th) is the way to go. Pile all your proficiency points into the right weapons of course, I tend to go flail/hammer or flail/mace depending on alignment. With good parties, or parties with a Druid in I go flail/mace as logically Crom Feyr isn't available, but otherwise Flail of Ages + Crom Feyr takes some beating.
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Old 07-02-2009, 12:31 PM
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galraen, I hear what your saying about Paladin Kits and yes a Dual or Multu class Fighter with a spellcasting second class is going to be more powerfull. But Paladins can be very powerfull in there own right, they are great for role playing and BGII offers you 3 pretty different kits which is nice. If I am using a small Party I avoid single classed Fighters of any type but if its a big Party I love to have at least one because they take almost no micromanagment to use to there fullest, cast caotic commands on them and send them in flailing away. Barbarian's and Berzerkers may be better for that use but I love having an Inquisitor or a Cavalier as my party leader if I have 5or6 characters.
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Old 07-02-2009, 12:33 PM
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I think the original poster's point in dual classing the priest of help to a fighter is perhaps to take advantage of the three extra attacks granted by the blade. A cleric by itself is a strong fighter, only lacking in attacks per round and as for the multiclass as well as dual class combinations, I think the only ones that are worth it are Kensai/Cleric dual class as well as the Ranger/Cleric multiclass.

Unfortunately you can't dual from a Fighter to a Priest of Helm, as the blade wound works very well with the blade.
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Old 07-02-2009, 12:50 PM
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The Inquisitor is a pure powergaming class. That dispel magic and true sight spell just makes every enemy spell caster and boss monster toast.
Sure it is "only" a paladin, but being able to practically dispel any defensive ability on every enemy is priceless.
Especially seeing as it is as powerful as twice his level.
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Old 07-02-2009, 03:10 PM
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As Crenshinibon says, dualling the other way is impossible, and the extra attacks are handy. I have also found that cleric spells have never really made an impact (other than doom) rather than save time in comparison to the range and usefulness that mage spells offer. (and a few druid spells like those awesome insects)

I have always been a fan of the more mage heavy party, and condensing all of the required cleric spells (no-one ever REALLY needed level 7 cleric spells when it boils down to it, even on insane) into a character that can fight better - crom faeyr/runehammer pending - than any of your other characters.

After being so frustrated with Anomen (besides his voice) who dies loads, and Viconia (who wont just KILL!! the undead) who also dies loads, as well as Keldorn (who just needs more than weapon specialisation), and don't even get me started on Aerie(!!), I honestly think that this is the best character to go for. It really has to be tried to be believed
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Old 07-02-2009, 03:53 PM
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How are you getting Anomen killed all the time?
Viconia and Airie are both very powerfull NPC's although I do understand your frustration with Viconia not being able to just chunck undead.
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Old 07-02-2009, 06:10 PM
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Aerie is actually one of the most powerful characters in the game, and like Jordoo I'm puzzled ho you can keep getting a tank like Anomen killed.
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Old 07-02-2009, 06:13 PM
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No offense meant, but I think it's just your playstyle because in my book (and in accordance with my playstyle) Aerie is either the first or second most powerful NPC. As for any cleric, they CAN fight, you just have to buff them.

I think that Doom isn't worth a spell slot and that Armor of Faith is simply amazing. Draw Upon Holy Might can give you a quick boost of stats (as well as THAC0 and any skills you might have if part thief). Animate Dead as well as Holy Smite/Unholy Blight are both great spells that are useful throughout the game. Then, to give you that fighting edge, we have Holy Power, Champion's Strength and Righteous Magic (this gives us a THAC0 that's better than that of a fighter). If you're part ranger, you get Iron Skins, which makes you even more of a tank with your good AC and damage resistance. Looking at level six spells we have Heal, which is self explanatory, Wondrous Recall, which lets you cast your spells more (in the case of a pure cleric or a cleric/mage combination) and of course, my favorite priest spell, Harm. This reduces anyone it hits a single hit point. Needless to say, it's very powerful - however, I beliueve that it should only be used as a Kensai/Cleric or in combination with Critical Strike. I'd get level seven spells after all for the Regeneration and perhaps the Aura of Flaming Death, for that extra AC boost. Regeneration, coupled with your resistance, lets you tank as almost as much damage as a mage could (and that's

Now, not killing undead with Turn Undead CAN be viewed as a disadvantage, but keep in mind that you can control undead too. Use this in combination with a low intelligence Limited Wish. That gives you a bunch of Vampire minions. Most powerful summon spell right there.

Since you're choosing a Priest of Helm, your primary weapon shouldn't matter as much, but would be best if it were the Flail of Ages as it's useful for most cases. Off hand you want Defender of Easthaven. Crom Fayer's strength boost is meaningless for a cleric and is wasted on you. Consider giving it to someone that will be on the front lines a lot or even a low strength thief.
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Old 07-02-2009, 07:01 PM
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No offence taken. I've never been the most patient player of BG2, so excuse me when I have bias (Aerie's voice could curdle my blood- Anomen too). That too goes for my impatience when it comes to priest spells, and the many variations and types of the "buff" spell. Perhaps I would use them more if their casting speeds were less cumbersome, and I weren't sat there unclicking the autopause all the time.

The characters die all the time because I always play on insane nowadays, the game doesn't give enough of a challenge otherwise. I have always found that if a fight is done correctly, it should be possible to avoid taking a hit, and therefore negate the need for endless buff spells, even though I admit to be a fan of Armor of Faith and Aura of Flaming death. I havent actually played a game with Aerie since I first played - haha she annoyed me so much, so excuse my ignorance on the matter.

Even so, I can never be bothered to wait 15 levels for a 15% reduction in damage when monsters do over 200% damage anyway, and why wait for them to hit..

At least Righteous magic is good.
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Old 07-02-2009, 11:05 PM
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I'm pretty sure that everyone that posted in this thread plays on insane as well. As for impatience when buffing oneself with spells, use contingencies. They're always useful.

I usually solo the game, but since you have a party, utilize their skills when fighting the monsters. That, or choose your quests selectively. Defender of Easthaven gives you 20% damage resistance right off the bat and it's not that expensive. Also, use those wands. A lot of people ignore them, but they are ever useful.

In my experience, unless fighting special characters, they all die in less than a turn, and that's with a single character mind you. Remember to improve your THAC0 and give spells to characters that don't have them.
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Old 07-03-2009, 06:42 AM
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I wouldn't say that a Cleric kit dualled to Fighter or a Fighter kit dualled to cleric can be more powerful than a single paladin kit. Paladins can become pretty hard to crack later in the game, with the combination of Armor of Faith + hardiness + defender of Easthaven. In addition, Paladins can use powerful bladed weapons, and Carsomyr for dispellation/magic protection.

I wouldn't however put Inquisitors as 'most powerful' of all paladins. They have True Sight and Dispel magic, which is nice, however they lack Armor of Faith and Draw Upon Holy Might, which is bad. I think that the second two options are better for a solo (better fighting skills and resistances) as well as for a party Paladin (because Dispel Magic is often impossible to target in such a fasion that it affects only opponents).

IMHO the best Paladin kit is the Cavalier, because of the nice immunities and bonuses with almost no drawback.
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Old 07-03-2009, 07:17 AM
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Quote:
Originally Posted by sebadelphia View Post

The characters die all the time because I always play on insane nowadays, the game doesn't give enough of a challenge otherwise.
If you're looking for a challenge then, unless you mean you're using these already AND on insane, I suggest you try some mods like sword coast strategems II, tactics, improved anvil, among others.

These increase the difficulty not through "double damage OMG!" but rather by the AI being a little more clever. I personally recommend SCSII; and the kind of things you can expect are thieves actually using those invisibility potions they carry around to open up with backstabs on your characters rather than leaving them untouched to give you free loot!

Anyways, I highly recommend an AI difficulty increasing mod; I play on core rules with such things so to let you know.

Of course, if you know about these and use them then the above is pretty moot.
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Old 07-03-2009, 07:20 AM
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that sounds really good. where do I get this AI increasing mod?

safe
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