OrcGunner: Ok I understand that but I havent seen one solo vanilla fighter playthrough online?
I guess it really boils down to in baldurs gate 1 you take on multiple magic users and you have no arcane or divine magic but you have acid arrows arrows of biting arrows of detonation and a greenstone amulet also to avoid all the disablers. You can solo any fight in the game with those things. Isnt there some fights in bg2 where your opponent could potentially make themselves immune to normal damage missle damage and magical weapons? What do you do then? Just hope you saved the few arrows of dispelling or detonation available in the game and one of the 2 protection from magic scrolls? Or tank and hope your fighter makes his saves until the mages protection wears off?
Obviously im doing some meta gaming and have been playing bg2ee experimenting with a few different builds. A half orc fighter who has a focus on slings and flails would probably have the easiest time soling wothout berserker kit from what I see.
Last question can everards sling blast through all magical defenses in the game?
For dealing with mage protections without dispelling them:
Mirror Image: Hit the enemy with as many damage sources as possible. For example, if you have a weapon that does both physical and fire damage, it will do two sources of damage on each hit; if the enemy has cast Mirror Image, this will probably end up removing two images with each hit. Note that weapons with non-damaging effects will still apply them (unless the EE changed that). Also, more attacks is better than more damage per attack. (For mage characters, the reason Melf's Minute Meteors is so good here is that they give you 5 attacks per round, each of which does two types of damage.) The Flail of Ages is a good weapon for this purpose, as it deals multiple elements of damage, which is great for removing Mirror Images.
Stoneskin: Same strategy as Mirror Image, except that non-physical damage ignores it. So that weapon that deals physical and fire damage won't be as effective at removing the protection, but the fire damage will still go through (and disrupt whatever spell the enemy is casting, assuming the enemy isn't cheating with ForceSpell()).
Protection from Magic Weapons: Just use a non-magical weapon. If the enemy also uses Protection from Normal Missiles, just use a melee weapon. Also, this effect only lasts 4 rounds.
Spell Deflection/Turning: The trick here is to use Melf's Minute Meteors; each hit's fire damage counts as a separate level 3 spell, and the 3 damage the turned spell does isn't that much of a problem. If you aren't a spellcaster and don't have one in your party, just ignore these effects. (Also, AoE spells like Fireball can't be deflected or turned.)