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jackal2513 11-08-2002 09:44 AM

Well IWD2 finally came out in eth shops in the UK today. I will build my party tonight and heres some initial thoughts... anyone have any advice/reccomendations. (PS I dont really like multiclassing.. like to keep it pure)

1. Tank - probably a barbarian, max out on str, low dex

2. Tank 2 - fighter, maybe a dwarf, max out on constitution

3. Healer - cleric or druid or bard ?

4. Trap finder/disarmer - ?

5. Wizard

Now im not sure about the 4. trap person. I figure that i'll need someone to detect and disarm traps but i dont really need a scout or pickpocket/backstab skills as i dont play like that. Is there a way of maybe having the healer as the trap person as well ... ? That way, i could have number 4 as a second harcore magic caster.

Also, is the bard any good as a healer ?

jackal2513 11-08-2002 09:55 AM

sorry, i forgot that 4. should also be the lockpicker as well

Vassago 11-08-2002 10:22 AM

My advice for the #4 person would be to take a Rogue 2/ Ranger X. If you use a hafling, human or half-elf, there is would be no ecl pentality. Also, b/c most of the ranger skills are rogue skills, they would only cost you 1 skill point instead of 2. I suggest taking atleast 2 rogue levels b/c at level 2 rogue, you get evade, which is a very good feat.

Madrigal Five 11-08-2002 11:27 AM

A lot of people would say that a pure rogue is unnecessary primarily because bards have almost the same skill costs available to them and bards also have spell casting ability.

I, however, disagree. I think rogues are the only class where disarm traps costs 1 skill pt a level (everybody else is 2 skill pts a level). And I really love backstabbing.

Don't completely rule out multi-classing because having a few levels of a class can be handy sometimes. You might want to give your Barbarian 4 levels of fighter so he specialize with some weapons and get that extra +2 to damage. I give my Rogue some levels of Wizard so he can use some scrolls and items (a surer method than spending points for Use Magic Item skill).

jackal2513 11-08-2002 11:57 AM

Right I am narrowing things down a bit and have also decided to add a 6th member for the fun and seeing as the game is supposed to be hard (i'll be playing at most difficult setting):

1. FIGHTER-TANK, fighter, human, high str, may multi to Barb after 4 lvls
2. TRUE-TANK, Fighter, shield dwarf, High Constitution
3. SHARPSHOOTER-MELEE, fighter, elf, Longbow, High Dexterity, Weapon Finesse etc..
4. HEALER, Cleric
5. SPELLCASTER, wizard or sorcerer, plenty of conjuring
6. LEADER, Rogue, for scouting/disarming/lockpicking/backstabbing

Anyone have any alterations to advise or improvements (please bear in mind that i dont really multiclass).

Im a bit worried about the lack of spellcasting and also not sure if the rogue can cover all those tasks well enough ?

Also, in terms of what weapons come up is it best for the party to be evil or good ? Id quite like to be evil for a change... any drawbacks ?

Final question, will the longbow elf be not that effective as a melee fighter after getting all the skills to be a good archer ? How much use will he be in IWD2 ? Maybe i could have a druid instead there or something with majic. ?? I do like the idea of ranged fighters though.

any help appreciated

regards

R

Nightowl2 11-08-2002 12:17 PM

Fighters get a *lot* of feats. You won't have to worry that your sniper fighter will fall behind in melee.

Although if you plan on doing a lot of summon spells, you may want a second mage rather than a third fighter. I like sorcerers myself as they don't have to memorize spells beforehand, and they can cast more spells per level than a wizard. Main drawback is far fewer spells to learn. However, you always get your choice at level up time, so no worries about missing a particular spell because you couldn't find the scroll. And sorcerers can cast spells from scrolls, so you could have a few of those for extra spells.

Playing at insane difficulty doesn't do much for you, alas; it just makes the monsters tougher. You get no extra experience, and the items are pretty much the same as in the lower difficulties. Just so you know.

<center>Nightowl2</center>

P.S. I always take Elves (Moon or Wild) for my mages. They come with longbow skill, which is handy when they aren't casting spells.

Yggdrasil 11-08-2002 12:57 PM

I got bored with my original party (just completed the Fell Wood) and so created a new one, 3 members only. They just got back from the Bridge mission:

Aasimar.........Paladin3/Cleric3 (Illmater)
Human...........Fighter4/Cleric3 (Tempus)
Deep Gnome......Rogue2/Illusionist2

The Aasimar's levels will be kept equal (though I'll favor the paladin), the human will advance as a Cleric, and the Gnome will advance as a Wizard. The Gnome is an okay performer, but that 3-level penalty is a huge friggin pain in the ass, especially for a spellcaster. I almost went with an elven rogue/wizard combo, but curiousity won out. Oh well.

Nightowl2 11-08-2002 03:37 PM

Yeah, ECL's are not a good choice for spellcasters. The one level penalty for Aasimar and Tiefling aren't too bad (had an A cleric who was quite good), but after that, it's nasty. My first group had a Drow Sorceress, and I finally abandoned that one; two levels back was too much. Deep Gnomes work better in classes that don't depend on magic.

<center>Nightowl2</center>

Yggdrasil 11-08-2002 04:56 PM

I thought having fewer members in the party would take care of the level penalty (more xps); perhaps it's too early to tell. One problem is the multiclassing; without the rogue levels she'd be a 4th level wizard by now.

Gimli 11-08-2002 05:37 PM

"1. FIGHTER-TANK, fighter, human, high str, may multi to Barb after 4 lvls"

Sounds good - if you do go to Barb, to get the advantage of their fast movement, you have to be in medium or lighter armor - so a high Dex is a good thing. High Wis is also good for Will saves. Int and Cha can be skimped on.

"2. TRUE-TANK, Fighter, shield dwarf, High Constitution"

I have one of these now, they're very tough - 20 Con at the start is plenty, build up Str from there.

"3. SHARPSHOOTER-MELEE, fighter, elf, Longbow, High Dexterity, Weapon Finesse etc.."

Might want to give him even levels of Ranger/Fighter as you'll get the free 2-weapon fighting feats, those with two short blades and weapon finesse are pretty effective. Or just make him a pure Ranger. The high dex works well with light armor too.

"4. HEALER, Cleric"

Always handy to have around [img]smile.gif[/img]

"5. SPELLCASTER, wizard or sorcerer, plenty of conjuring"

If it's your first game you might want to go Wizard to see what all the spells are like; I would go for a Tiefling generalist, max out Int.

"6. LEADER, Rogue, for scouting/disarming/lockpicking/backstabbing"

They're fine - a human with a good Int would be nice as you'll have tons of skill points to play with.

"Anyone have any alterations to advise or improvements (please bear in mind that i dont really multiclass)."

Well I would probably multi the Elf as I said, build up his stealth with the Ranger levels and let him sneak sometimes with the Rogue.

"Im a bit worried about the lack of spellcasting and also not sure if the rogue can cover all those tasks well enough?"

Hmm, if you're really worried about spell power, you could make the Elf a pure Ranger with a decent Wis, and maybe the 1st tank a Paladin, also with a decent Wis, that will add in a little more spell-wise. But with a pure Cleric and Wizard you wouldn't be too bad.

If you make the Thief a Human and give him a good Int score, you won't have to worry about skills too much either.

"Also, in terms of what weapons come up is it best for the party to be evil or good ? Id quite like to be evil for a change... any drawbacks?"

Only a couple of weapons would not work for you if you're evil; also there's one very nice long sword only Paladins can use. But some enemy casters cast pretty nasty spells that won't effect evil party members.

"Final question, will the longbow elf be not that effective as a melee fighter after getting all the skills to be a good archer ? How much use will he be in IWD2 ? Maybe i could have a druid instead there or something with majic. ?? I do like the idea of ranged fighters though."

He'll be pretty darned effective IMHO for most parts in the game, and very nice to have against enemy casters. If he goes the ranger/fighter route, or pure fighter route, he'll have enough feats to be good in melee and with a bow. Druids are nice too but pretty different. I would say pick whichever you'd rather roleplay.

Zoltan 11-10-2002 06:22 AM

Multi-classing is not a good idea for spellcasters but you can multiclass your rogue and support him with some fighter levels. I have a 1 dwarf fighter/barb, 1 human fighter/paladin, 1 cleric, 1 wizard, 1 bard (leader, ranged attacker, spell caster) and a fighter/rogue. I use my rogue for both melee and ranged attacks. 1 wizard + 1 bard solves the magic problem [img]smile.gif[/img]

Just an advice, playing evil is not so much fun..

Cristian 11-10-2002 09:39 AM

ok this is my party...

Leader Dwarf high con with shield

Human barbarian high str

elf ranger long bow high dex

drow wizard

Jack of Speed 11-10-2002 02:18 PM

-------------------------------------------------------------------------------
ok this is my party...

Leader Dwarf high con with shield

Human barbarian high str

elf ranger long bow high dex

drow wizard
-------------------------------------------------------------------------------

Sounds good to me. The first time I played through the game and then through HoF I had a Drow Sorcerer. He ruled! Having a spellcaster with magic resistance is NICE! and the level penalties werent to bad. There is a trick to it that I heard a LONG time ago on this forum. The way the game works with EXP is to divide it up evenly among your characters; however if the number cant be divided evenly the remainder goes to the PARTY LEADER. So if you keep your Drow in charge of your galavanting band of raggamuffins he will SLOWLY catch up to everyone else. I say slowly because the remainder is usualy only a few
EXP point. BUT this combined with the "How to be an Adventurer" books that you can by at the Monestary in the 4th chapter actualy put my Drow AHEAD of the rest of my party. The first one in regular IWDII gives you 10,000 exp for 100,000 gp in heart of Fury its 20,000 exp. OR if you cant wait this long you can find a cheap tactic that will alow your wizard to kill enemies by himself and then KILL or let be killed your own party(evil huh?) and let your wizard level squat somewhere. You see when your party members are dead... they gain NO exp it all goes to the living memebers. So if there is only ONE living member he gets ALL the EXP. [img]smile.gif[/img] Cheesy. But if your impatient it is definatly a possibility.

A dwarf leading the party though??? I wouldnt. What class will he be? If hes the leader you want him to have high Charisma and Intelligence. Whats your wizards Charisma at? He may actualy be a better choice to lead. And you will probably want to put a couple rouge levels into the ranger so he can Disable traps and Pick locks. Human barbarian is a good choice, I would lower his charisma and intelegince down to 3 each. and pump everything else up.

The game may be difficult with only 4 characters though. And a cleric is a MUST!!!

Yggdrasil 11-10-2002 10:09 PM

Update!

Just starting the Fell Wood with the 3-member party:

Aasimar Paladin6/Painbearer6 (14/12/14/10/17/16)
AC varied, depending on weapons (2h sword or defender + shield: 19 or 22 with max beetle armor)
Feats are: Extra Smite 1, Improved Critical, Lightning Reflex, Luck of Heroes, Large Sword 2

Human Fighter4/Battleguard9 (18/12/14/8/19/6)
ditto on the AC: either 18 or 20, usually wields Executioner's Wife
Feats are: Axe 3, Cleave 2, Great Fortitude, Improved Crititical, Luck of Heroes, Flail (2--should have been Mace but oh well)

Deep Gnome Rogue2/Illusionist9 (10,18,10,19,,13,6)
AC 20
Feats are: Bow 2, Disclipline, Rapid Shot, Greater Spell Focus, Spirit of Flame

General tactics: both clerics buffed with Bull Strength and Protection from Evil; wait until everyone in the party has enough points to advance at least one level before levelling up.

Also I am a big fan of using the gnome as a rabbit: toss a fireball at a group and then let them chase her for awhile (her next feat will definitely be Dash) before turning invisible.
Found a quasi-bug: after luring the Chief Bugbear (Fortress) into the kitchen, my gnome ran out and shut the door behind her.
When I re-opened the door with my tanks at the ready, he wasn't there!! That sucked, because then I thought I'd have to do the whole thing over (can't complete the mission without killing him); however, if you open the kitchen door, discover he's gone, just shut the door and
then open it again, he's there.

All in all, this party is performing very well now. Earlier I was wishing I'd taken an elf instead of a deep gnome, but she seems
to have worked out.

And whatever happened to Dimension Door? That was my favorite spell back in IWD1!!

Vassago 11-11-2002 07:46 AM

Quote:

Originally posted by jackal2513:
Right I am narrowing things down a bit and have also decided to add a 6th member for the fun and seeing as the game is supposed to be hard (i'll be playing at most difficult setting):

1. FIGHTER-TANK, fighter, human, high str, may multi to Barb after 4 lvls
2. TRUE-TANK, Fighter, shield dwarf, High Constitution
3. SHARPSHOOTER-MELEE, fighter, elf, Longbow, High Dexterity, Weapon Finesse etc..
4. HEALER, Cleric
5. SPELLCASTER, wizard or sorcerer, plenty of conjuring
6. LEADER, Rogue, for scouting/disarming/lockpicking/backstabbing

For your Rogue, I would suggest a hafling or elf. Hafling if you are planning on doing any kind of multiclassing w/ him. Elf if you are not. Give him an INT of atleast 14 and max out his dex. As for feats, I recommend taking Weapon Finesse (the one that applies dex bonus instead of str). You'll have to wait till level 2 though b/c a prereq for WF is BAB 1. Also, and this purely my recommendation, take Two-Weapon fighting and Amberdexity. Since a shield will hinder your theiving abilities, I found it more useful to have my Rogue swinging 2 short swords. There is a hafling (don't remember which one) that will give you an extra feat to start w/.

[ 11-11-2002, 07:48 AM: Message edited by: Vassago ]

Nightowl2 11-11-2002 12:32 PM

Tieflings are also good for rogues. The one-level penalty doesn't amount to much, and they get a bonus to INT at the start (among other things).

<center>Nightowl2</center>


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