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Is a Cleric/Conjurer overpowered?

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My no-reload challenge with a Cleric/Illusionist ended after I was too careless while trying to get a tome from some flesh golems. RIP Cleric/Illusionist, keep reaching for that constitution point.

So now that I've worked out how to use EE-Keeper... I want to make either a Cleric/Conjurer or a Cleric/Necromancer in another no-reload run.

I have a feeling that the Cleric/Conjurer might be overpowered, although still not as powerful as a single class Wild Mage or Sorcerer. The Cleric spells can more than make up for the Conjurer's weaknesses, e.g. True Seeing. But it would be pretty cool to get those extra mage spells per level afforded by the mage speciality. And this might all be balanced out by the fact that it's a no-reload run. Ideally, I'd use Charname as the ultimate party support character with buffs and control spells.

Cleric/Necromancer would be decidedly weaker, since he'd miss out on PI and Mislead. But there's something very appealing from a flavour/roleplaying perspective in having a Cleric/Necromancer. It also might force me to try new spell strategies, and to rely less on Project Image in ToB.

Anyone tried either of these builds? Any thoughts or suggestions?

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