Wondering if any one has soloed the game with a pure clerc, by this i mean no dual or muliclass, its the good ol clerc, or helm, lather, or talos, i'm personaly wondeirng if any one has soloed the game this way?
i heard clerc has the second best thaco to fighters, and some nice buff up spells, plus they can wear all the best armor u can get your hand on.
Wondering if any one has soloed an PURE clerc
- Musashi Miyamoto
- Posts: 213
- Joined: Tue Aug 07, 2001 10:00 pm
- Contact:
Wondering if any one has soloed an PURE clerc
bah bah, sig? Me? naaa.
From my limited Cleric soloing experience, the biggest issue seemed that they only have one attack per round... Fights took ages, me being well-protected with armor and shield, but dealing very little damage. This is especially annoying when fighting Mages, since you take ages to chew through their Stoneskins and don't deal elemental damage often enough to disrupt most of their spells.
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
While I agree that clerics would take ages to take down a high level mage with stone skins in a one on one scrap there are loads of other posibilities, Cleric have some of the best low level summons in the game and while it has been discussed elsewhere that this isn't strictly soloing it is a viable solution.
Just remember, everyone is entitled to my opinion
- THE JAKER
- Posts: 1211
- Joined: Tue Jul 17, 2001 10:00 pm
- Location: commuting between Morrowind and Neverwinter
- Contact:
I think I was the person or at least one of the people that said that using summons (and especially simulacrums) is not technically "soloing", but I was just questioning the term. Obviously summoning creatures is part of the practice known as "soloing".
The summons of the cleric (skeletons) is the thing that saves the solo cleric, although unfortunately you can't haste them. You can bless them and cast STR of One, though
Anyway like Xyx said the number of attacks is the big drawback to the cleric, but it is partly made up for with the skeletons, and of course a solo cleric will not have trouble keeping well healed.
I read a cleric solo journal once. It was only through SOA, though, and I found a link on this board but it was on a different site, can't remember where.
The summons of the cleric (skeletons) is the thing that saves the solo cleric, although unfortunately you can't haste them. You can bless them and cast STR of One, though
I read a cleric solo journal once. It was only through SOA, though, and I found a link on this board but it was on a different site, can't remember where.
May you walk on warrrrm sannd....
If you are a priest of helm yuo get seeking sword which sets your number of attacks to three. Put Crom in your off hand and you have 4 at good thaco. Plus you get true seeing.
If you are a priest of lathander you get boon of lathander which gives you an extra attack and some bonuses.
I think it is quite doable. You can take down mage protections with dispel magic and you have find traps.
If you are thinking of trying it I would recommend a priest of helm.
If you are human with 17 or more in strength then you get unlimited seeking swords but I guess that is cheating.
If you are a priest of lathander you get boon of lathander which gives you an extra attack and some bonuses.
I think it is quite doable. You can take down mage protections with dispel magic and you have find traps.
If you are thinking of trying it I would recommend a priest of helm.
If you are human with 17 or more in strength then you get unlimited seeking swords but I guess that is cheating.
You can't handle the truth!
There are, but none are as easy as simply whacking away with the Flail of Ages at 4 attacks per round.Originally posted by Saruman:
<STRONG>While I agree that clerics would take ages to take down a high level mage with stone skins in a one on one scrap there are loads of other posibilities</STRONG>
I would guess it was [url="http://ericathecleric.homestead.com/files/diary.html"]The solo adventures of Erica the Cleric[/url].Originally posted by THE JAKER:
<STRONG>I read a cleric solo journal once. It was only through SOA, though, and I found a link on this board but it was on a different site, can't remember where.</STRONG>
[url="http://www.sorcerers.net/Games/BG2/SpellsReference/Main.htm"]Baldur's Gate 2 Spells Reference[/url]: Strategy, tips, tricks, bugs, cheese and corrections to the manual.
- Musashi Miyamoto
- Posts: 213
- Joined: Tue Aug 07, 2001 10:00 pm
- Contact:
Heh i love the helm, cause of the seeking sword, plus true sight so i don't have to use up a silot to memorize it, or i can just memorize it away and have bunch on hand
and heh when that clec is improved hashed with that seeking sword she easeyly gets 6 attack a round with decent thac0. obivious it would require some items like ring of gaax i'm not sure but don't it have 3 improved hash a day
bah bah, sig? Me? naaa.
- UserUnfriendly
- Posts: 4109
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Sluggy Zone
- Contact:
one BIG problem with solo cleric and summons....you can leave stranded skellys around and this can dirupt your summons count. for example, I alwasy have a mage or sorc in party with death cloud, so before I move to new map I can get rid of my summons....or I have to rest every single time befor switching to a new map or I am not sure I have an occupied slot in my summons controlled count.
I often rest before switching to a new map if I am not sure all my summons are accounted for before switching to a new map. in the worst case, you could transition to a new map and find out you cannot cast more summons and you are SOL....and since you don't have project image as per mage, you are really stuck, no deva's either! Sowrds are really friendly in that regard, they disappear after few turns, but skellys can get stuck behind doors and wander around the map, trying to go to where you've pointed. but never get there, and you only find out the next time you try to summon more. I am not sure if kevin's or biowares patch fixed that problem, but this is part and parcel of my auto biography in SOA....
Following my Skellys around every city in AMN, by user unfriendly.
hard to deal with, but not impossible. get used to a lot of resting.
I often rest before switching to a new map if I am not sure all my summons are accounted for before switching to a new map. in the worst case, you could transition to a new map and find out you cannot cast more summons and you are SOL....and since you don't have project image as per mage, you are really stuck, no deva's either! Sowrds are really friendly in that regard, they disappear after few turns, but skellys can get stuck behind doors and wander around the map, trying to go to where you've pointed. but never get there, and you only find out the next time you try to summon more. I am not sure if kevin's or biowares patch fixed that problem, but this is part and parcel of my auto biography in SOA....
Following my Skellys around every city in AMN, by user unfriendly.
hard to deal with, but not impossible. get used to a lot of resting.
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!
- THE JAKER
- Posts: 1211
- Joined: Tue Jul 17, 2001 10:00 pm
- Location: commuting between Morrowind and Neverwinter
- Contact:
User, ever since people started mentioning this problem with the summons limit i have been concerned about it, even though it has not happened to me, so I started just attacking all of my summons after a battle is over, killing them, and then moving on. Um, actually that fog is a good idea. But I hate to use up a 6th level spell slot. I usually just backstab the critters.
May you walk on warrrrm sannd....
- UserUnfriendly
- Posts: 4109
- Joined: Mon Aug 06, 2001 10:00 pm
- Location: Sluggy Zone
- Contact:
a potential partial solution with skellys and stalkers, the only ones you really have a problem with because they last so long, is to have a death match. say you have 5. have them attack each other, by the time there is one left, it will be so hurt you can finish it off easy. but like I said, resting always works in the same map area, and this is actually an advantage. having 5 skellies standing over you while you rest is actually very refreshing, any interruption will likely get whomped before they can hurt your party. I always keep a few death fogs around. if you don't feel like it, use project image and sim to cast via scroll.
a bigger problem is losing via opening a door. some times, especially in mind flayer dungeons, you line up a assault squad of hasted and inv skellys right behind a door and have a char open it. skellys rush in, and your char retreats. due to the way doors work you can get skellys stuck behind the doors! This is bad, only resting will account for all skellies in this map!!!
Keep count, use squads of 4 or 6 or 8, so you can keep track easily, and rest if you're unsure. skellies are a priceless asset, more useful than my tanks, theya re in fact my tanks, but high maintainence.
a bigger problem is losing via opening a door. some times, especially in mind flayer dungeons, you line up a assault squad of hasted and inv skellys right behind a door and have a char open it. skellys rush in, and your char retreats. due to the way doors work you can get skellys stuck behind the doors! This is bad, only resting will account for all skellies in this map!!!
Keep count, use squads of 4 or 6 or 8, so you can keep track easily, and rest if you're unsure. skellies are a priceless asset, more useful than my tanks, theya re in fact my tanks, but high maintainence.
They call me Darth...
Darth Gizka!
Muwahahahahhahahha!!!
Darth Gizka!
Muwahahahahhahahha!!!