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An In-depth look at the Wizard Slayer Kit suggestions to improve it (For Phil's Reddit request)

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As the topic suggests, I'm going to take an in-depth look at the wizard slayer kit, what it's supposed to do and how exactly it compares against kits with a similar idea behind them or function. In particular, I'll compare the the Wizard Slayer versus the Berserker fighter kit, the Inquisitor paladin kit, the Monk and the Blackguard class details that were given on the AMAA done by Overhaul earlier today on Reddit.

http://forum.baldursgate.com/discussion/2190/are-kits-going-to-be-re-balanced/p1 General Forums Link where most of these suggestions and ideas came from.



Wizard Slayer from the manual:

This warrior has been specially trained by his sect to excel in hunting and attacking spellcasters of all kinds.

Special abilities: Magic resistance, spell disruption.

Restrictions: May not use any magic items except for weapons and armor. (They can use healing potions)

Detailed Strengths and weaknesses from Game Banshee:

Strengths:

Magic resistance (2% per level), Spell disruption (each hit gives 10% [Cumulative] chance of spell failure) only applies with melee weapons without the BG2 fixpack or tweak pack (I forget which), Advanced Weapon Specialization (+++++), Can Use Any Weapon, Can Use Any Armor

Weaknesses:

Cannot use magic items except for weapons and armor, cannot cast spells

What this means is that at level 9 (highest for TotSC) will have:


18% Magic resistance; Grand Mastery (likely) in one of his weapons, probably specialization in the other (or have put points into a particular weapon style); a +2 or +3 variant of his preferred weapon; Full Plate +1 (which cannot be acquired until you kill Tamoko if i remember right); and possibly a shield; a helm; pair of boots

At level 19 (Highest for Shadows of Amn) they will have:


38% Magic resistance; Possible Grand Mastery in 2 weapons, or Grand Mastery in 1 weapon, Mastery in a second weapon and specialization in a style (or specialization in a style and Mastery in Two Weapon Fighting); Between a +3 and +5 weapon depending on what weapon you specialize in and whether you do Watcher's Keep; Full Plate +2 or +3 (don't remember, I know the Red Dragon armor is Full Plate +2); a shield; a helm; pair of boots

At level 40 (End of ToB) they have:


80% Magic Resist (Although I seem to remember their MR/Level was reduced past level 20); 7 more proficiency points from 19; likely a +5 or 6 variant of his preferred weapon; Full Plate +3 (I think); shield; helm; boots.

Now lets compare that with his buddies:

Berserker:

Level 9:
2-3 uses of Berserker Rage (+2 to hit/damage, -2 AC; immune to charm, hold, fear, maze, imprisonment, stun, and sleep, 15 health increase which can kill you when your rage ends if you're not above 15 health), +2 or +3 variant of your weapon, 7 Proficiency points, Full Plate, Ring of Protection +2 (-2 AC, improves saving throws by 2); Ring of Free Action [I think there is one in BG1] or another ring of your choice; Gauntlets of Weapon Specialization (+1 Thaco, +2 Damage); Necklace; Belt; Cloak; Potions to boost strength and defensive ability; boots; shield; helm.

Level 19:
5 uses of Berserker Rage, +3/+4 variant of your weapon, 10 Proficiency Points, 2 rings (likely 1 of free action and the other is the ring of gaxx), necklace, belt of strength, cloak; Gauntlets of Extraordinary Specialization (same as before but with an extra 1/2 attack per round); More potions to boost strength and defensive ability; boots, helm, shield

Level 40:
11 possible uses of rage, +5 or +6 of your weapon(s), 17 Proficiency Points, and all the previously mentioned goodies

In this case the Wizard Slayer is outclassed because the things he fears most "ignoring damage or instant death spells due to high health pools and numerous ways to make yourself immune to instant death* hold, charm, maze, sleep and stun, are all ignored by your rage. This is further increased if you consider the ability to equip rings, necklaces, and belts offer significant immunities or resistances to damage type. Furthermore you're missing out on a possible strength belt and/or potions, and gloves to improve your combat prowess. All for a chance at resisting what a spellcaster might throw your way.


Inquisitor:

To be fair, this comparison really isn't fair for multiple reasons. Futhermore, I feel I already outlined the overall benefits that gear can give you except for Carsomyr or the Purifier +5.

Instead of Magic Resist you gain immunity to Charm and Hold (respectable but hey we have a chance to resist them), and dispel magic/true sight once per day at level 1, increases by 1 every 4 levels (11 uses of each at 40). While hitting a stoneskin or mirror image may give you spell disruption, these 2 spells can outright remove MANY mage defenses instantly. When you add in Carsomyr, this gets even sillier. Also you have the ability to cast Protection from Evil on yourself and you gain +2 to all saving throws for being a paladin, so the bonus even from playing a "shorty (dwarf, gnome, halfling)" namely better saving throws is lost. That said I have heard that the Grand Mastery table will likely be un-nerfed from its current BG2 form, so the fighter will get additional benefits there.


Monk:

You lose the ability to wear armor, but you can stealth and move faster. You have less health, but once you hit level 14 you gain 42% magic resist and go up 3% per level. You're immune to disease, slow (and haste), charm, poison and have the ability to cast lay on hands and instantly kill someone if they fail a save. You also get a fairly nice bonus to your saving throws.

Blackguard:

According to OverhaulKeith on Reddit in this comment from the AMAA:
http://www.reddit.com/r/IAmA/comments/z1af7/we_are_overhaul_games_the_team_behind_baldurs/c60pnt4

a blackguard will have the following abilities:

Must be evil
Immune to Fear and Level Drain
Can Specialize in any weapon (2 points)
Can use any armor
Absorbs Health (level 1 ability) to heal self quickly: Absorbs 2hp from enemy per level of Blackguard. Save vs. Magic
Can Turn Undead (Rebuke) as Paladin of Same Level
Can poison weapon 1x every 5 levels
Can use Aura of Despair. Once per day ability that varies with level: 2nd: Gives enemies -1 to hit, -1 to damage, +2 AC 6th: Gives enemies -2 to hit, -2 to damage, +2 to AC 15th: Gives enemies -4 to hit, -4 to damage, +4 to AC, causes Fear in enemies level 8 or below. 20th: Gives enemies -4 to hit, -4 to damage, +4 to AC, causes Fear in enemies level 18 or below.

Very good class if you're battling undead creatures or spellcasters (the poison weapon ability is particularly effective against them). The fighter is able to specialize up to grand mastery (5 slots) so is probably a better melee class overall.
Poison will make it virtually impossible for most casters to cast any spell that isn't instant. Also for the happy undead summoning wizards, I believe Blackguard Turning is supposed to act as an evil clerics and rather than watching them explode into bits you gain control of them (Hey fodder). You can also use Aura of Despair to make casters even easier to hit. In general I'd say its similar to the Inquisitor kit, although the inquisitor gets better immunities and dispel/true sight, poison makes up for that. Especially if you dual weild.


Now my argument for suggestions:
The clearest competitor is obviously berserker since they're both fighter classes. The changes I suggest then are based around this (Cause I think Kensai is fine where it is as a fighter).

Suggested Changes:

1. Minimum: This might already be done due to all the fixes that have been implemented, but apply the spell disruption on ranged attacks as well. This easily opens up a ranged option, especially for elven wizard slayers with the tasty Thac0 increase they have.

2. Reasonable: Allow Wizard Slayers to Wear Gloves and Belts to finish out their 'armor'. This would be an all around quality of life improvement. (This also applies to magical helms and boots if they aren't already equippable but I believe they are).

3. Perfect (In my eyes): Allow Wizard Slayers to wear any item they want that a regular fighter can wear, but limit them to only healing potions or no potions at all evil. This allows a WS to keep up decently with the rest of his fighter brethren, but really start to show off when Casters come to town. More to the point it allows the Wizard Slayer and the Berserker to each fight casters in their own way. Where the Berserker might be more willing to keep around caster companions, when it comes to a straight up fight with a caster he's popping his rage and hoping that the caster is dead by the end of it. The Wizard Slayer however just looks the Caster in the eye almost taunting them as they steadily resist more and more spells and the caster finds it harder and harder to cast.

4. Outrageous: No restrictions at all

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