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Old 03-10-2004, 02:58 PM   #11
Shotgun
Manshoon
 

Join Date: August 4, 2003
Location: Canada
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Yeah, I'm not sure I'm loving the pure ranger right now. The last time I played one, I had him dual class to a cleric in IWD. Maybe I'll change the one I have for a rogue and multiclass her to a ranger later, and create a dwarven fighter/druid, as you suggest.

As for sorcerers, this is my first time playing one, so I can use any advice you can give. I picked Command (the sleep spell) and magic missile as my first spells because I ALWAYS use magic missile when I play a wizard. Any other suggestions?
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Old 03-10-2004, 04:14 PM   #12
ZFR
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The "command" is a cleric spell which affects 1 creature only. So you must mean the "sleep" spell which is an excellent choice as you will be using lots of it. Magic missile is good as well. Pick chromatic orb as at higher levels that will stun enemies which can be very useful. Don'd get identify, rather useless in IWD2. Web is another very good spell to have as well as melf's acid arrow or angazar's scorcher versus trolls and protection from fear (paladins aura is not too reliable). For level 3 pick dispel magic (although later you will find an item which allows you to cast dispel magic an infinite number of times, that will be way towards the end of the game and before that time you will need to cast dispel magic lots of times.)also I like fireball and flame arrow, or you might want vampiric touch. Melf minute meteors is another good spell and haste is an excellent buff though personally i dont use it so much.. You might want to pick some summon spells as well but dont do so for low level spells. Also I wouldnt get buffs which affect caster only.

[ 03-10-2004, 04:18 PM: Message edited by: ZFR ]
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Old 03-10-2004, 04:48 PM   #13
Magness
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Join Date: January 7, 2001
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Shotgun, rangers can be good characters *IF* used properly. IMHO, rangers as presented in IWD2 are best used as hi DEX, stealthy archer-scouts/backup dual-wielding tanks, not front-line tanks.


Spell choices for a sorc?

These are my favorite two spells per level. Other have different favorites. Generally speaking, I prefer spells that affect an area, not an individual target. I leave individuals for the tanks.

1: Chromatic Orb, Magic Missile
2: Mirror Image, Web
3: Fireball, Skull Trap
4: Stoneskin, Otiluke's Resilient Sphere
5: Animate Dead, Cloudkill
6: Chain Lightning, Mass Haste
7: Mordenkainen's Sword, Delayed Blast Fireball
8: Horrid Wilting, Symbol of Hopelessness
9: Mass Dominate, Gate

I like creating "kill zones" where my spellcasters first cast immobilizing or stunning spells in front of the enemy and then cast either instantaneous bombarding spells like fireball or enduring damage spells like cloudkill on top of that area, creating a "kill zone". At the same time, my non-spellcasters are using ranged weapons to pepper the enemies stuck in the "kill zone".
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Old 03-10-2004, 05:55 PM   #14
Bozos of Bones
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Join Date: July 29, 2003
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The problem here is the sorcerer is the prime and only spellcaster so that needs versatility which the sorecerer lacks. So you need to emulate it. You will be needing lots of direct damage spells(Fireball, Skull Trap, Mordenkainen's Force Missles...)and plenty of buffs. Don't concern yourself with protection spells accept for the sorc, meaning take some low-level protectionspells but pass on the higher level ones like the ultra-costly impervius Sanctity of Mind. Stop somewhere at Trollish Fortitude. But the final choice of role for the sorc is your call. You have two(one and a half) healers and clerics can dish out some mean spells(Harm, Glyph of Warding, Holy Word) as can druids.
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Old 03-10-2004, 06:37 PM   #15
Shotgun
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I agree that I should stick to spells that deal damage to a large area (fireball, cloudkill), so will be choosing those along the way. I always use stoneskin on a mage and mordenkainen's sword, so will probably pick up those, too. As for summoning spells, my cleric is of the Tempus order (I think that's the name), so he'll be able to animate the dead and summon some creatures when he hits higher levels.

ZFR, you're correct; I picked "sleep," not "command."

I think I am going to change my ranger and rogue so they become the following:

rogue, multi to ranger (originally planned to multi to druid)
fighter, multi to druid (don't have one now)
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Old 03-10-2004, 08:11 PM   #16
Magness
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Shotgun, I wouldn't vote against some summoning spells for the sorc, just not my first or second choices for spells at any level.

As far as protection spells for a sorc, I find that mirror image provides for a massive amount of damage protection. Yes, I do also use stoneskin, but not nearly as often as MI.
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Old 03-14-2004, 12:31 PM   #17
Celdemar Gold
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Join Date: February 16, 2004
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half orc barbarian... give 4 levels of fighter.... specialise in weapon, have mega strength... and your away....


sorcerer
off memory...try these spells
1. chrom orb and enfeeblement
4... improved invisibility... game quirk makes you undetectable..even when hacking them to pieces.. kind of spoils the game... in pnp atleast they have a chance to hit you..

for a blast have a str18, dex 16, con 18, int 3, wis 5, chr 20 assimar
1st level paladin......
second level and above ... sorcerer....
all weapons at disposal.... and if you choose tensers trans (6), trollish fort (6) and shield (1)... perhaps with lich touch (6), you've got one hell of a fighter for a battle....

and never mind low wis... the paladins chr bonus more than offsets it
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Old 03-14-2004, 03:06 PM   #18
Q'alooaith
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Join Date: December 10, 2003
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I'd recomend taking at least one fighter..

Beyond that it's up to you, though one good strong fighter with skill in bows and a good melee weapon, greatswords is good, though I'm partial to axes and grabbing a great axe early on..

for most fun, I'd say take a rouge, cleric or druid and then specalist mage, conjurer, though can't take invocation it's great fun, though no magic missile it breed's better tactic's not to be able to use the common damage spells.
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Old 03-22-2004, 03:59 PM   #19
RedballUK
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Join Date: November 12, 2002
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I think that there are some very good multi class mixes and also some very good specialists. Depends what you're after/enjoy playing.


My current party has the following (Just finished chapter 1):


Human Bard(3)/Rogue(4) - This is proving a good mix. Levels fairly even at the moment. She's a good party talker, trader and sneaker/sniper. Rogues are good for the chatting skills - only class to have all three as class skills.

Ghostwise Halfling Barbarian(2)/Ranger(5) - Better than expectations. Fast on his feet. Has accounted for 43% of party kills so far armed only with small blades. Took ORC as hated enemy - uselful towards end of chapter 1 with all those Orc shamans about.

Human Monk(1)/Cleric(6) - Currently happy with taking the Monk level to begin with. As WIS increases, both AC and spellcasting will go up. Concentrating on getting good selection of spells before taking more Monk levels.

Human PAlly of Helm(7) - Chose Helm so I could take soem fighter levels at some point but she seems to be doing fine specialising as a Pally. No immediate plan to take those fighter levels.

Dwarven Fighter (7) - Very good exmaple of a specialist. You just cant get Greater Cleave quick enough with a Axe weapon specialist with improved initiative. 'ard little bugger.

Elven Wizard - The architypal specialist. Dont distract from massing those spell levels as quick as possible. She also does all ID skills and some Search Dis Traps assist as well.
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Old 03-22-2004, 04:19 PM   #20
ZFR
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Quote:
Originally posted by RedballUK:


Human Monk(1)/Cleric(6) - Currently happy with taking the Monk level to begin with. As WIS increases, both AC and spellcasting will go up.
I hope you realize you will get no AC bonus from wisdom if you wear armor.
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