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turn/control undead useful?

Discussion in 'Icewind Dale 2' started by Krysalyn, Jan 27, 2003.

  1. Krysalyn Gems: 2/31
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    [​IMG] good - turn undead

    evil - control undead

    are either of these useful in IwDII?

    is it worth it to pump up the Cha of your cleric to take advantage of this ability?
     
  2. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    There aren't that many areas with undead in the game, but wherever they were, I used my paladin's turning to very good effect... Made those battles much easier. I couldn't turn anything much with my cleric, but that's an issue with his stats.
     
  3. Faragon Gems: 25/31
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    I never use much turning either. I prefer my statpoints invested (aside from wisdom for spells of course) into STR and CON (instead of in CHA for turning) so I can have my Cleric aid in Melee.

    Turning may be nice against undead, but I find a good whack against the head good against all creatures :D

    [ January 27, 2003, 22:05: Message edited by: Faragon ]
     
  4. 8people

    8people 8 is just another way of looking at infinite ★ SPS Account Holder Adored Veteran

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    [​IMG] I used turn undead quite a bit, it made life easier, but then again, my Cleric was my main speaker and had high charisma anyway.

    But undead battles - such as in the woods, Kuldahar and several other places it hs been a savior on the harder settings (I always play on eather easiest, hardest or HoF)
     
  5. ejsmith Gems: 25/31
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    In the Original, Turn Undead rocked pretty hard through chapter 1 and chapter 3. There was a small area in chapter 4, with the Phlactery; and yes, it was most useful then. In the expansion, you used it like crazy on the Isle, and a little here and there on the Sea of Moving ice. Trials of the Luremaster, you can use it right next to exclusively.

    Overall, Turning was a good move to have in the Original. Good enough to warrent spending some points (levels) in it. Good enough, in fact, to warrent taking two undead turners.



    Icewind2 has two major areas. Fell Woods and Fields of Slaughter. And the guys in the woods are numerous more than powerful, so the turn undead works well. But it's just not decisive enough, as the majority are skeleton archers. A couple good quartersticks, and you're breaking bones. Fields of Slaughter it comes in a bit more handy, as you get swarmed by some powerful and weak guys; it serves to break up the battle.

    Overall, it's not worth spending much time on. Spells will get you through the couple of tough areas faster and better than Turning. And even a low level turner will pass you through the Woods. And only a high level turner will help you in The Fields.

    To be honest, is it even worth taking a Paladin through IwD2? I didn't bother with it, but I thought Holy Avenger was much less powerful than it was in the Original. Pale Justice was a powerful sword, undoubtedly in the non-expansion Icewind. But even with the expansion, it was still worthwhile just because a high level Paladin had some decent Turning ability as well. Could anyone tell a difference, by the time they got the Retarded Monkey (whatever the name of the Holy Avenger is in english; I've forgotten already), in their Paladin combat ability?
     
  6. Krysalyn Gems: 2/31
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    I was thinking of making my cleric my party spokesperson as well... so was wondering if having a high Cha for talking would also have the side benefit of truning/controlling undead...

    if it is useful, I will probably stick with my plan...

    if it isnt useful, than I may consider revamping my party slightly to make someone else the talker...

    (fyi, my party does not have a paly or a sorc, so I dont have any class that naturally needs high Cha...)
     
  7. BGP Gems: 3/31
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    I suppose I was stat-low with my cleric the first time through--I never turned any undead at any time, though I tried. I think I had a 9-10 chr.

    The moral of the story--if you don't get your stats in line, you might as well not try to turn undead. Just nuke 'em or hold 'em.
     
  8. Khazraj Gems: 20/31
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    What use is turning undead when you have the Disruption club or lance. Undead simply explode at anyone's hand. There is not enough undead in the game to warrant it.
     
  9. teekc Gems: 23/31
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    i use animate undead to fight undead.

    [ January 28, 2003, 07:51: Message edited by: teekc ]
     
  10. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    Not everyone will bother with the Battle Square long enough to get that club... I sure didn't.
     
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