Thread: a Newbees Party
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Old 05-31-2005, 10:47 AM   #14
NobleNick
Quintesson
 

Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 65
Posts: 1,045
Kitiara,

Welcome to the IWD nook of the forum!

I agree with the advice that has been given so far on HoW. You really want it for several reasons: 1.) It adds lots of game control and video features to IWD; 2.) It rebalances the game, giving the Druid and the Bard a lot more punch; 3.) It patches IWD; 4.) (IIRC) It gives you Heart of Fury (HoF) mode; and 5.) It gives you the HoW (and free download, TotLM) expansion areas.

Assuming you are in the U.S: Install IWD, then HoW, then Trials of the LureMaster (TotLM), and nothing else, for a totally patched game.

Now, your party: Looks O.K. Suggestions: I think (but am not sure) that the Elven Ranger would get a bonus to Bow. Also, it appears you might be thinking of the Bard as a warrior. The Bard is most powerful as a singer, if you have a beefy party for her to sing for, and secondarily as a spellcaster. The War Chant lowers friendly AC by 2, cumulative with other spells, etc.; plus the healing from that song is really nice -- makes it so your party always enters a battle at full HP. The War Chant is more powerful, the more warriors the Bard has to sing it to, and IWD is a physically intensive game. You already have some heavy hitters in your party, which is great; but more is better, so-o-o-oo...

If you are NOT playing the expansions (just IWD straight through): I would recommend another warrior in the 6th slot: Paladin, Fighter or Ranger.

If you ARE playing the expansions: Hmmm... this is a little harder. You will want muscle and buffing; but the Druidic spells are powerful and fun. Some options you might consider for the 6th slot:

1.) Human DC Ranger(13)/Cleric
2.) Human DC Fighter(13)/Druid
3.) Human DC Fighter(13)/Cleric
4.) Human DC Ranger(12)/Cleric
5.) Human DC Fighter(12)/Druid
6.) Human DC Fighter(12)/Cleric
7.) Human DC Fighter(9)/Druid

The above are ordered starting with the most powerful additons to YOUR existing party of 5. Builds 1 through 3 take patience, but yield a polished character for the last 1/4 to 1/3 of the game (including expansions). Builds 4 through 6 take less patience, yield a slightly less powerful character; but you get to use the finished character for about 1/2 the game. Build 7 is the fastest, and basically gives you a full Druid with a Fighter's HP plus O.K. abilities as a backup Fighter: Monsters that hop past the front line looking for an easy kill are in for a nasty surprise. The R/C builds give you access to SLVL 3 Druidic spells (via the Ranger) and a boatload of slots to stock up on them (via the Cleric).

I, personally, would go for the R(13)/C or the F(13)/D.

I think you will like your Gnome Thief/Illusionist. My only big beef about mine was that the Mage abilities are a rear/protected function whereas the Thief is usualy out front. An awkward mix; but the combination of two characters of high utility into one slot was worth it. The Bard will cover the Necro spells that your Illusionist can't use.

Oh: don't forget to save all your pennies and buy the Bardic Horn of Valhalla as early in the game as possible. I consider it the most powerful artifact in IWD/HoW.

EDIT: THis is a new record --> FIVE posts slipped in since I started my reply! Hmm... getting old and slow...

Kitiara, if you fill your 6th slot with a Cleric mix you will have two warriors with blunt weapons and can leave the Dwarf to his edged weapons. Also, if you go axe, it is good for melee and ranged axe, so you can put the PP that you would have otherwise put into a separate ranged weapon (e.g., Bow) into blunt weapon.

--------------------
What's a party,
without a song?
Bards ROCK!
Party On!!


[ 05-31-2005, 10:59 AM: Message edited by: NobleNick ]
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