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Are F/M/Ts still as useful?

Discussion in 'BG2: Throne of Bhaal (Classic)' started by the assassin, Feb 26, 2003.

  1. the assassin Gems: 8/31
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    With the higher experience cap, you can take the multiclass F/M/T to new levels. But by the end, wont he just be another support character for each. Well, at least you wont need another thief. So, do they become relatively useless by the end? (less mage spells, lower THACO and saving throws, and overall weaker)
     
  2. Greystar Gems: 7/31
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    Assassinate + Time Trap + Use Any Ability + Improved haste + 5 att/round rule :)
     
  3. Khazraj Gems: 20/31
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    Not if they solo...
     
  4. Spelladonna Gems: 14/31
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    The problem I had with F/M/Ts is you cannot get HLAs for all the classes. I think you can only get them for your fighter and thief classes.
     
  5. Thunder Gems: 7/31
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    IIRC the restrictions were taken away with the latest patch, so you can take the extra level 6,7 and 8 spells. You still can't get the level 9 spells, but that doesn't matter since you wouldn't be able to use them anyway.

    On the topic of usefull(/less)ness of F/M/T. I'm a fan of the F/M/T class since I've solo-ed the game with one. Higher level thieves are not asa good as other classes IMHO, there no real point in taking your skills higher then 100%. Except for maybe pick pockets, for shoplifitng, but I've got potions for that. The HLS I get for the thief recieve go into a few assasinates, maximum three spiketraps (more is more than overkill), and the rest into fighter or mage HLS. The fighter aspect of THAC0 is a moot point because at some point you will practicly hit all the time, since very few enemies have an AC of -10 or lower. And with those you'll probably always use whirlwindattack.

    And the mage part will be supportive, both for the rest of the party as with yourself. I often take my F/M/T ahead of the party, invisible or HiS and when he encounters enemies or a group of neutral creatures that look like trouble, he'll position himself between them. When the rest of the party arrives and the creatures appear hostile, wham! backstab the mage, before he can get his protections up! Or hoorid whilting/sunfire/skulltrap/fireball/cone of cold/every other damaging spells you can think of the group.

    Trust me a scout that can make an impact really makes some fights much easier!
     
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