Visit the Ironworks Gaming Website Email the Webmaster Graphics Library Rules and Regulations Help Support Ironworks Forum with a Donation to Keep us Online - We rely totally on Donations from members Donation goal Meter

Ironworks Gaming Radio

Ironworks Gaming Forum

Go Back   Ironworks Gaming Forum > Ironworks Gaming Classics > Icewind Dale | Heart of Winter | Icewind Dale II Forum

Reply
 
Thread Tools Search this Thread
Old 05-30-2003, 05:27 AM   #1
Snowking
Dungeon Master
 

Join Date: November 22, 2002
Location: UK
Age: 40
Posts: 61
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)
Snowking is offline   Reply With Quote
Old 05-30-2003, 06:35 AM   #2
J'aran
Mephistopheles
 

Join Date: December 12, 2001
Location: Fryslân, The Netherlands
Age: 46
Posts: 1,493
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.
J'aran is offline   Reply With Quote
Old 05-30-2003, 06:38 AM   #3
ZFR
Legion Symbol
 

Join Date: February 14, 2002
Location: Ireland
Age: 41
Posts: 7,369
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
__________________
ZFR
ZFR is offline   Reply With Quote
Old 05-30-2003, 07:45 AM   #4
Snowking
Dungeon Master
 

Join Date: November 22, 2002
Location: UK
Age: 40
Posts: 61
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
Snowking is offline   Reply With Quote
Old 05-31-2003, 12:15 AM   #5
trueheart78
Elite Waterdeep Guard
 

Join Date: April 3, 2001
Location: OH
Age: 46
Posts: 37
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.
trueheart78 is offline   Reply With Quote
Old 05-31-2003, 03:14 PM   #6
Sagramore
Avatar
 

Join Date: December 26, 2002
Location: Connecticut
Age: 36
Posts: 528
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.
__________________
\"\'Fleshy, honey\' the paladin said, \'Yes, baby\' said the golem\"<br /><br />I have seen the others and I have discovered that this fight is not worth fighting<br /><br /> <img border=\"0\" alt=\"[pimpser]\" title=\"\" src=\"graemlins/pimpser.gif\" />
Sagramore is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Paladin Feats shadowolf03 Neverwinter Nights 1 & 2 Also SoU & HotU Forum 3 04-09-2005 03:07 PM
All these new feats?!? Target Neverwinter Nights 1 & 2 Also SoU & HotU Forum 9 07-14-2003 03:01 PM
Regarding Feats White Lancer Icewind Dale | Heart of Winter | Icewind Dale II Forum 4 11-22-2002 02:45 AM
Hmm Feats Zoltan Neverwinter Nights 1 & 2 Also SoU & HotU Forum 9 08-01-2002 10:24 PM
Attributes worth investing for gadgeteer??? fung Miscellaneous Games (RPG or not) 3 07-20-2002 01:37 AM


All times are GMT -4. The time now is 12:18 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved