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-   -   Your favourite feats (http://www.ironworksforum.com/forum/showthread.php?t=24324)

Zoltan 09-14-2002 07:10 PM

I hope this post will be useful to everyone. What's your favourite feats and which feats to avoid? All comments and thoughts are welcome!

IMO,

Thougness
Arcane Armor
Snake Blood

are useless.

Spell penetration
Aegis Of Prime
Dodge
Lingering Song
Heroic Inspiration
Improved Critical
Power attack & Cleave
Combat Casting
Dash Dirty Fighting

are useful.

Case00 09-14-2002 08:04 PM

I'm partial to expertise, at least for my mid-level guys.

Azred 09-14-2002 08:39 PM

<font color = lightgreen>I like <font color = white>Rapid Shot</font> for my halfling rogue, <font color = white>Luck of Heroes</font> for my paladin, <font color = white>Dirty Fighting</font> for my monk, <font color = white>Combat Casting</font> for my cleric, <font color = white>Courteous Magocracy</font> and <font color = lightgreen>Spell Penetration</font> for my mage, and <font color = white>Bullheaded</font> for my barbarian. I also like <font color = white>Dash</font> and <font color = white>Lightning Reflexes</font>.

I would stay away from <font color = yellow>Mercantile Background, Cleave, Forester, and Two-Weapon Fighting</font>. Those are my choices, of course; if your character concept calls for them, then by all means use them! [img]graemlins/petard.gif[/img] </font>

Hells Forge 09-14-2002 09:26 PM

*CAUTION* This reply contains a spoiler! If you dont want to know it dont read this.

Ill agree with you on snakes blood, but arcane armor and toughness (IF at high level) can be extremely useful. I invested 2 points in toughness and jumped up on my mages hp quite a bit. Personally I like mercentile backround, cleave, improved critical, the mage feats (Spirit of Fire *Improved Fire* etc.) Duel wielding i love, all my members (except mage) have it. My paladin i thought would be useless, then i pumped him up with toughness, some save feats, duel wielding, and gave him the holy avenger! Act 5, Kuldahar, Grave Yard.

Mitro Jellywadder 09-15-2002 12:48 AM

Hmmm..most useful for me so far has been "improved evasion." I love sneaking my thief in to backstab the bad guys, while I launch several fireballs at his feet...Once they take a few blast, then the archers and melee fighter can rush in to finish off the job.

Slippery Mind has helped on more than one occasion...

Sub-vocal casting...every spell caster I have has this feat...the majority of spell casters that you face in the game cast Silence at one point or another.

Weapon Finesse....good for party members (thieves & spellcasters) that use small weapons, but have higher dexterity than strength...which they should, applies dex bonus to attacks instead of strength..

Nanobyte 09-15-2002 12:52 AM

IMHO, they produced a broad collection of these feats, and perhaps too broad. If you take a few 20 minutes or so and look through the 3rd ed. PH, you'd see that there are way too many important feats to regard as useless. But, I do understand that they chose a good collection of useful ones in turn, and I commend them for it. I'm not gonna choose any, as I haven't gotten that far into the game yet to actually find them useful (still Chap 1). I hope you don't take this as pointless bashing, but I just felt like putting in a little insight.

Magness 09-15-2002 01:25 AM

Improved Evasion, Crippling Strike (improved sneak attacks), and Weapon Finesse (attack roll based on DEX instead of STR when using small blades) for rogues are all nearly a must haves.

Improved and Extra Turning feats are definite must haves for clerics. There are not a lot of undead battles in IWD2. But for the battles that are included, having a cleric that is ready to do some heavy duty turning will come in very handy.

Lingering Song for bards is nearly a must have, if you make use of bard songs.

2 weapons fighting is OK, but really only if matched with ambidexterity. Don't bother with either if you really don't intend on 2 weapon fighting.

Improved Critical (greater chance of a hit being a critical hit) is a must have for any melee fighter.

There are a number of useful ones for wizards/sorcerors:
Combat Casting (reduced chance of spell disruption when hit in combat), Aegis of Rime (better cold magics), Scion of Storms (better electrical magics), Spirit of Flame (better fire magics), Spell Penetration, and Sub-vocal Casting are all very useful feats for "mages".

There are some other good feats. The ones that I've listed are particularly good for the given classes.

Note that I did not list any weapon proficiency feats. It certainly helps to give your melee fighters some extra profs in those weapons that he/she will be wielding for the duration of IWD2. But it's not really critical.

I have never spent an additional feat point on any weapon profs for my paladin and she's doing just fine. OTOH, my dwarven fighter has 3 points each (2 points above and beyond the base 1 point recv'd for just being fighter class) in axe and hammer.

Note that wizards (and presumably sorcerors) don't all of the simple weapons at the start. So if you want you wizard to wield a crossbow, you'll need to spend a feat point on it to avoid the BAB penalty.

Zoltan 09-15-2002 07:47 AM

*Power attack, Cleave, Improved Critical are "MUST" for any melee character INCLUDING clerics & fighter/rogues. (but not wizards)

*Extra undead turning is useful? I dont think so, why turn undead? I'll crash their bones with my hammer!!

*About subvocal casting, many people say that it's useful. Do you think that enemy spell casters cast silence spell often? Do you saw the benefits of this feat often? if so, I'll take it [img]smile.gif[/img]

*Spirit of Flame and Aegis of Rime sounds great! But I dont think electric one is a good choice. There's lots of fire and ice spells but only 1 or 2 electric spells. Lightning bolt etc what else? do you agree

Magness 09-15-2002 08:59 AM

I think that there are 4 electricity spells.

There's a level 2 electric whip spell, the traditional level 3 lightning bolt, level 6 Chain Lightning, level 5 Ball Lightning.

I'm not saying that Scion of Storm is best of the 4 elemental mage feats. But if you like using these spells, there are worse choices you could make.

Why Turn Undead? I take it that you haven't made it to the serious battles against undead in near Kuldahar. Maybe my party could have won without Turn Undead. Maybe.

Zoltan 09-15-2002 11:28 AM

You're right about lightning damage there's some lightning spells. I mean acid damage. which spells are acid spells?


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