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Old 07-29-2005, 12:51 PM   #1
Aerich
Lord Ao
 

Join Date: May 27, 2004
Location: Canada
Age: 43
Posts: 2,061
Bear in mind this will be my first full run through the game. I've been sidetracked a few times. I'm a little leery of my perceived lack of dedicated healing and melee power. Question is simple - will this be enough? I've managed fairly well with a high AC tank, healing potions, and strategic fighting so far. However, my main healer is the second-option tank, in addition to being evil (does being evil block access to major healing and resurrection spells, as in IWD 1?), and my secondary healer (druid multiclass) is a long ways away from access to the Heal spell.

The party is now exactly midway through the Ice Temple. It started with a core of four characters, and added one at the crash site and another in the area outside the Ice Temple. Stats are fairly powergamish.

The core group:

Deep Gnome Monk[8] - tank, tank, and more tank. Draws 80% of the melee attention and often harasses casters and archers, bringing melee enemies along in the wake. Usually buffed to the gills.

Human Fighter[1]/Stormlord of Talos[9] (evil) - casts a spell or two then joins melee. Spells about equally split between buffs, healing, and pure offense. Using axe or mace.

Drow Rogue[3]/Wizard[5] - obligatory rogue, multipurpose caster. Mostly casts buffs (Cat's Grace, MI, Eagle Splendour), with the odd CO or MM. Dedicated archer and sometimes sneak attacker. Has expertise to offset being targeted by something he can't handle in melee.

Aasimar Paladin[2]/Sorceress[8] - bombs away. 1st and 3rd level damage-dealing spells, primarily uses Web (also MI, Scorcher) at 2nd level and Stoneskin at 4th. Poor strength, but uses the moonblade if pressed in close.

The additions:

Human Bard[5] - projects as pure party-support. Has the Wisdom to multiclass to Druid and will do so. Is level-squatting right now. Poor physical stats. Singing Tymora's Melody 95% of the time (I never before realized that Luck was such a killer status effect). Spells are status effects (CO, Luck) and enchantments.

Human Sorceror[6] - officially bomber #2. In reality, is focusing on enchantment and other disruptive spells (Melf's, CO, MM) with a bit of necromancy (Skull Trap) thrown in.

Playing style - cautious and canny. This party is focused on strategic preparation and placement. Monk decoy/tank scouts, draws the fire and holds the line against huge odds. Spellcasters/archers make melee opposition manageable with Web and target dangerous opponents with spells and concentrated missile fire. If flanked, monk holds the front line while remaining party members go full-out to meet the new threat. I tend to conserve pure damage spells for "necessary" times - AoE bombardment against massed enemies, single-target spells against dangerous casters, and anything goes in chaotic fights.

[ 07-29-2005, 12:54 PM: Message edited by: Aerich ]
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