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Hmmm. i just got IWD2
and i cannot seem to find triple class characters anywhere. am i missing something big here? or do they just not exist as i know it? i want my elven fighter/mage/thief!!! im reading about multiclassing... but it doesnt look hopeful :( |
You can multiclass almost as much as you want. On each level gain, you can choose to increment the current class, or add a new one. Just read up on the possible penalties if the classes get too far apart.
Keep in mind, though, that a triple class character won't advance very much. Average finishing level for normal mode is 16. With even advancement, that's only 5/5/6 for a triple. <center>Nightowl2</center> |
hmmm. interesting. but does that mean the class levels are unbalanced?
i.e. a fighter/mage/thief may end up to be 7/6/5? anyway, i usually run my games on suicide difficulty hehe so extra exp there, and usually only with 3 or 4 characters (more exp there too) |
It's entirely your choice how you bring up the various classes. However, there is an experience penalty if they get more than one level apart, not counting the favored class.
And yes, if you play at a higher difficulty, your characters will advance farther than level 16. With a short party, though, that may be rather tough, especially when you're not familiar with the game. <center>Nightowl2</center> |
hmmm ok.
thanx for the heads up. as for being too difficult... nah... i am the master at summoning undead, laying down webs and other sneaky party buffing stuff! i also tend to make my party members masters of ranged combat. typically 1 female elf fighter/mage/thief, and 2 or 3 fighter/mage/clerics i even designed my own mod for IWD 1, all monsters had 3 times the hitpoints, giving twice the exp... extreemly difficult [img]smile.gif[/img] (plus u could play my mod with heart of fury mode ontop... truly completely insane. |
We'll see how well you can handle Icewind Dale II. Be sure to keep us updated on your progress. Personally, I thought the normal difficulty setting was very chalenging, but that might be because I don't like to summon creatures.
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Ahh, but if you don't summon creatures then you never get to feel that stir of pride as your very own Greater Drowned Dead shambles up to take a beating from, well, everything. It might be tactical cheese, but <sniff...sniff> it's just such an emotional joyride...
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EXACTLY...
my party struggles until my cleric gets to access 3rd level spells... then the fun begins. its just soooo satisfying seeing some summoned "fodder" adsorb damage that was meant for yours truly. one of my fave tactics is to send a couple summoned critters forth, which the enemy attacks. a web or stinking cloud or something is cast at his feet, then my party pincushions the opposition with anything i can get my hands on... arrows, stones, fireballs u name it. care not at all about the poor hapless summoned sucker caught in the middle. when he inevitably dies, forward goes the next group of summoned critters! just one summoned skeleton or monster, if used correctly, can last a long time and be tactically extreemly useful. |
Interesting tactics. I don't use summoning myself; have to admit I prefer the up close and personal approach most of the time. However, with all the summoning spells available in the game, you should do well with this strategy.
<center>Nightowl2</center> |
no summoning??? man!... thats like not using fireballs or something!
hehehe those high end summoned critters kick ass, plus you can load them up with defensive magic too before you charge forth. another fave tactic of mine with high level characters is to summon those huge skeletal monsters (9th level) send em in, then bombard the area with abbi-dahlzims horrid whilting (which skeletons are immune too) extreemly effective. |
Sounds like you have your 2E tactics down. Too bad this is 3E. You're going to find that many things are different enough that the tried-and-true techniques you espouse are not going to be quite as effective.
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im sure ill rise to the challenge. i see lots of new spells and spell combo's to mess with [img]smile.gif[/img]
do ya reckon anyone would be interested in me making a "increased difficulty" mod for IWD2? 3x HP and 2x exp is what i usually do. harder, but not as insane as heart of fury |
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ipersonally used to hate using summon spells but i found that its IS quite rewarding to see the critters take all that damage and leave theenemy set up for the kill
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hehehe. sweet condescension.
i just use the tactic adapt or die. things were quite different i found moving from baldurs gate to IWD1. lots more combat, more difficult combat, summoning limit etc. things got tough, my party got klobbered a fair bit and out of the ruckus came new tactics to suit. |
My tactics are two simply scout out the area with my rogue and then take my sorcerer in and nail the suckers with an area effect spell, run back and plop a summoned beats in front of group to take first line of attack, nail their spell casters with sleep spells and rain fire on their tanks, by the time the summoned monster is shot there aint much left to clean up.
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i like the idea of being able to pick any old class.
might be interesting to have some variations of the traditional Fighter/Mage/Thief or Fighter/Mage/Cleric. im thinkin Paladin/Mage/Thief? Ranger/Mage/Thief? Paladin/Sorceror/Druid? Ramger/Mage/Cleric? hmmmm all i need now is time to play it. |
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