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#21 |
Emerald Dragon
![]() Join Date: September 17, 2001
Location: Good ol\' Blighty
Age: 53
Posts: 913
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Hayashi, if you listen to the veterans, those guys/gals, can't understand why you'd even take six charaters. For the rest of us, the choice of all six is a difficult one. At the moment, I'm running:
1. Dwarven Fighter 2. Dwarven Fighter 3. Half-Elf Fighter/Druid 4. Half-Elf Fighter/Thief 5. Gnome Cleric/Illusionist 6. Half-Elf Bard Some people don't like straight forward fighters, but they level much quicker and can develop faster. With all said and done, it's these boys/girls that will take the brunt of the punishment so make 'em tough (you can't beat Dwarven 19 CON in IWD). This party's been alright for me, but it does lack a cleric/ranger which is an awesome combination of spells/weapons. You have to have a Druid though (as I think I've said, check out Sir Moosington's 'Druids Shock' post to find out why). Well, that's my opinion anyway, and as any good IWD player will tell you, why bother with a single-class thief. Ever. Well, I'll be a monkey's...my graphic's just changed with this post! Bugger! My graphic changed two posts ago and I never noticed. Spot the observant boy! ------------------ Making running away an art form [This message has been edited by Lord Brass (edited 10-06-2001).] [This message has been edited by Lord Brass (edited 10-06-2001).] |
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#22 | |
Silver Dragon
![]() ![]() ![]() Join Date: March 25, 2001
Location: The Lion City
Age: 63
Posts: 1,699
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#23 | |
Ironworks Moderator
![]() Join Date: January 7, 2001
Location: Monroe, LA
Age: 61
Posts: 7,387
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Quote:
I've come across precious few locked doors and chests in this game. Most locked doors require keys to get through, and those that don't can easily be bashed by one of your "tank" characters. The traps thing is a bit sticky, but the only time it's really a problem is in Chapter 2 in the Dragon's Eye. If you dual your thief right after Dragon's Eye, s/he should be fine through the next couple of chapters (and the experience starts rolling in during Chapters 3 and 4, and very few traps there, except for one notable place in Upper Dorn's deep (and I won't spoil you further there). During that time, have your cleric memorize "Find Traps" and use it. By the time you need to find traps again, your dualled thief should be back up and running as a fighter/thief. Of course, you could multi as a fighter-thief from the beginning, but a lot of people don't like multi characters because they take so long to level up...unless you're running the 4-character party. Oh, and I would recommend dualing at 8th level Thief, max. If you have a bard and a ranger in your party, ignore "Pickpocket" (Bard gains in that automatically) and "Move Silently" (Ranger gains in that automatically) and concentrate on building up "Find Traps" and "Open Locks"...unless you want to use your thief for backstabbing (which I've found to be not really worth that much and it places a rather weak character AC and HP-wise in a vulnerable position if backstab fails). Pickpocket is also pretty lame in this game, as you can't steal from merchants and there's precious little good stuff that NPC's carry. That may change in HoW, but since I haven't gotten there yet, I don't know. Cheers, ------------------ ![]() [This message has been edited by Sazerac (edited 10-08-2001).] |
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#24 |
Elite Waterdeep Guard
![]() Join Date: October 8, 2001
Location: Halifax, Nova Scotia, Canada
Posts: 14
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Little Spoiler!
About party composition, I always have a paladin and two mages of some sort;usually one is multi-classed. The reason is simple: (SPOILER!!) the paladin is the only one who can use Pale Justice(an awesome weapon)effectively, and I find that the extra magic ability of the second mage really helps on the final fight in HoW. And trust me on this I've beaten the game 4 times, you must have plenty of magic. By the by, while 4 characters advance faster, 6 gives you more options. Besides if you are worried about experience turn up the difficulty level on the game. ------------------ You wore out your welcome with random precision. |
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#25 |
Emerald Dragon
![]() Join Date: September 17, 2001
Location: Good ol\' Blighty
Age: 53
Posts: 913
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You crazy_diamond, you. I must confess that I've never taken a paladin - well, once as an experiment in BG, but it didn't last. Can't say that I've ever really enjoyed their skills. Now I'll have to go and look at the items lists to see what I'm missing!
------------------ Making running away an art form |
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#26 |
Elite Waterdeep Guard
![]() Join Date: October 15, 2001
Posts: 17
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Actually rangers are quite good and can use stealth and at lvl 6,7,or 8 can use mage spells and they have good attack abilties and weapon catagories.
Chow Necromancer3000 |
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#27 | |
Ironworks Moderator
![]() Join Date: January 7, 2001
Location: Monroe, LA
Age: 61
Posts: 7,387
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#28 |
Elite Waterdeep Guard
![]() Join Date: October 15, 2001
Posts: 17
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Ur one smart cookie Sazerac and u post replys all over ub\ve been really helpfull,thanx
Necromancer3000 |
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#29 | |
Elite Waterdeep Guard
![]() Join Date: October 16, 2001
Location: Winston-Salem,NC
Posts: 13
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#30 |
Silver Dragon
![]() ![]() ![]() Join Date: March 25, 2001
Location: The Lion City
Age: 63
Posts: 1,699
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I am considering restarting the game & I have the following party composition in mind:
Paladin - leader of the band Elf fighter - to utilise his bow and long sword bonuses Fighter dualled to mage at level 3 - put more points into weapons whilst still a fighter, plus higher hps when starting out. Bard - for pickpocket, lore ability and songs. Plus mage spells subsequently (must remember to roll 18 for INT next time, doh!!) Cleric/Ranger - priest & druid spells Dwarven fighter/thief - best possible starting stats for open locks and detect traps. Any comments? Critiques? |
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