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-   -   what feats are worth investing? (http://www.ironworksforum.com/forum/showthread.php?t=25311)

Snowking 05-30-2003 05:27 AM

is there any good feats for tanks?my fighter/paladin couldn't find a good feat worth investing.some of the feats like dirty fighting need 13 dex!!!my paladin only has 10 dex.by the way,is the feat expertise useful?you need 13 points in int to get it.isn't that unrealistic,i mean,who will throw 13 points into int for a tank?

btw,is there any items that adds on to dex?(so that i can choose more feats)

J'aran 05-30-2003 06:35 AM

There are items that give a bonus to Dexterity, but they won't give you a wider choice in feats. The game checks basic ability scores only when determining which feats can be chosen by a character and ignores the bonus.

Expertise is moderately useful. Personally I never bother with it, but I could think of some situations where an increase in AC could keep your character alive a bit longer.

Good feats for tanks include, among others, Improved Critical, Power Attack and Cleave/Greater Cleave. Dirty Fighting has it's use as well, although by mid/endgame your enemies will practically always make their saves against the effects. Don't bother with Toughness. You need to pump five feat-points into it to gain 15 extra hit points. Which isn't going to make much difference on a tank who can easily have 200+ or even 300+ HP at higher levels anyway.

ZFR 05-30-2003 06:38 AM

The most important is definately IMPROVED CRITICAL

The other important is DODGE... +1AC is useful and it stacks with shield, armor, desxterity and deflection bonus to AC

There are many clerics and druids in the game, so it could be worth to take Heretics Bane

Maximized attacks is excellent but the prequisite of specialization in two weapons is too high IMO

Dont take Fiendslayer... not enough such creatures to make it worth it... and club of disrution is good against demons

Dont take blind fight... there are only a few times you will be attacked by invisible enemies... and when you will be, you will have more important things on your mind than worrying about missing due to concealment

I wouldnt advise extra turning or improved turning... not too many udead in game, nor extra smite evil... not too useful

you might want to consider taking those feats that improve your weak saving throws... or take luck of heroes if human... I find heroic inspiration also useful, since a tank can survive for a long time with less than 50%HP

Snowking 05-30-2003 07:45 AM

i have a question.how many tanks do you need in a party?right now my party has two main tanks(fighter/paladin,battleguard of tempus).the others are spellcasters.however,i find it quite hard to win some battles at the beginnig of the game since the spellcasters aren't too powerful.but i believe as the game goes on,spellcasters will become more important.

so,do i need an extra tank?if yes,what class should i take?

thanks

trueheart78 05-31-2003 12:15 AM

Young casters do get some spells worth casting, like Sleep, and Magic Missile. I'd make a note to use those, if they're an option - or find the scrolls needed to scribe them - will help alot in some of the large battles at the lower levels.

As for what I woul suggest on tanks - My groups usually consist of 2 fighters, a thief / fighter, a druid, a cleric, and a wizard. Covers all the ends I need, and gives me a decent amount of options.

Sagramore 05-31-2003 03:14 PM

I definately would take blind-fight or w/e, because idk about you but my dwarves get blinded by this that and the other thing. With that feat, its not a problem.


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