02-23-2002, 01:18 PM | #31 |
Elite Waterdeep Guard
Join Date: February 15, 2002
Location: S\'pore
Posts: 15
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My party is as follows.. now at Dorn's Deep
Paladin Fighter Cleric Cleric/Ranger Thief/Ranger Mage how do I dual class? who can/cannot dual class? |
02-23-2002, 01:46 PM | #32 |
Drow Priestess
Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 54
Posts: 4,037
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NobleNick, you mean I actually have to use my brain if I want to use magic? [img]graemlins/crying.gif[/img] [img]tongue.gif[/img]
Similarly to sending your tanks to attack enemies in an area effect spell, you can also layer area effect spells: web, slow, and fireball/cloudkill/death fog. Death fog is one of my favorites, along with Acid Storm and Incendiary Cloud (just cast them and wait for your foes to fall). [img]graemlins/petard.gif[/img]
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02-25-2002, 01:02 AM | #33 |
Elite Waterdeep Guard
Join Date: February 25, 2002
Location: Germany
Age: 36
Posts: 48
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I Beat IWD With:
Paladin Dwarven Fighter Human Fighter Thief(forgot to dual) Priest(also no dual) Mage(again, no dual) Should've dualed though... [ 02-25-2002: Message edited by: Lopadamus Flimbog ] |
02-25-2002, 01:41 PM | #34 |
Quintesson
Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 63
Posts: 1,045
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Azred,
OOOOoooooo!!! I am green with envy! I only have 1/2 a mage (gnome thief/illusionist), and she can't throw web. (It just now occurred to me that maybe the reason she can't learn it is that I maxed out on spells of that level. Hmmm, I smell a Dalekeeper "spell trading" session coming on...) I decided, instead of dualing my 2 specially prepared fighters over to mage at level 7, to hold out til level 9 for one and 13 for the other. I am almost to where I can dual the first one over. Multiple mage power! Aaugggh!!! I can almost taste it! |
02-25-2002, 03:04 PM | #35 |
Drow Priestess
Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 54
Posts: 4,037
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quote: Yes, I seem to have that effect on people. [img]graemlins/petard.gif[/img] [img]tongue.gif[/img] Anyway, Web is probably the most useful 2nd level spell, just behind Invisibility, especially once your priests have access to Free Action. That will remain to be one of my standard tactics, layering spells like Grease and Web; it concentrates your foes and makes it impossible for them to run. And yes, wait to dual your characters for just a little bit; the extra power will come in handy. By the time you hit Chapter 5, you can level your dualers pretty quickly.
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Everything may be explained by a conspiracy theory. All conspiracy theories are true. No matter how thinly you slice it, it's still bologna. |
03-21-2002, 03:42 PM | #36 |
Zhentarim Guard
Join Date: March 5, 2001
Location: The leafy, green forests of Wisconsin
Posts: 315
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just for fun; here's what I think is a good combo.
Cleric/Ranger (half-elf, of course) Cleric/Illusionist (Gnome, duh) Bard Thief-Fighter (dualed to fighter at level 9) between the C/R and the C/Il; you can summon enough fodder to keep enemies at bay. The Bard makes for a good backup mage; getting very powerfull with spells that increase with level. And the Thief? well, he finds traps and fights with sword or bow. Honsetly, Thiefs are not necessary in this game. Sure, they help a lot; but Clerics are far more essential. Clerics can find the traps; but not disarm them. Of course, every trap offers a saving throw; so you can just send "lucky" out to "scout" after the cleric finds the traps. Though, the cleric spell for finding traps is a bit of a bother to use. As far as mages go; i think an earlier poster was a little delusional as to their power. Straight mages? suck. Multi or dual-classed mages can be powerful. The Extra HP and THac0 from a preist or fighter class make a difference; as do the use of Helms (protect from a critical squash) and Large Sheilds (protect against spell breaking misslies). [ 03-21-2002, 03:44 PM: Message edited by: Leafy ] |
03-21-2002, 05:26 PM | #37 |
Red Wizard of Thay
Join Date: October 5, 2001
Location: In front of my computer
Age: 32
Posts: 860
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fighter,ranger,thief,druid,cleric,mage
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03-22-2002, 03:30 PM | #38 |
Drow Priestess
Join Date: March 13, 2001
Location: a hidden sanctorum high above the metroplex
Age: 54
Posts: 4,037
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If you have HoW installed, then having a bard in your party is a must. They gain access to a song (the name of which escapes me right now since I am at "work" [img]tongue.gif[/img] ) that makes your foes just stand there and take a royal beating. What could be more fun than lethargic enemies?
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Everything may be explained by a conspiracy theory. All conspiracy theories are true. No matter how thinly you slice it, it's still bologna. |
03-25-2002, 04:59 PM | #39 |
Ra
Join Date: August 14, 2001
Location: Copenhagen, Denmark
Age: 52
Posts: 2,326
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Party formation:
paladin - M - human - LG - swords and axes cleic - F - h-elf - TN - any blunt + sling ranger - M - elf - NG - 2h-waepon + bow fighter dual-> mage - M - human - LN - halbard + bow thief dual -> mage - M - human - CG - dagger + bow Bard - F - h-elf - TN - x-bow + any close
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04-02-2002, 05:01 PM | #40 |
Bastet - Egyptian Cat Goddess
Join Date: September 5, 2001
Location: Calgary, AB
Age: 49
Posts: 3,491
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My idea of a good party:
1. Cleric - Must have 2. Mage - Not a must but makes things easier 3. Thief - Must have for traps and locks 4. Fighter - At least one in the party to take the hits. Later on I like to summon undead to the front. 5 & 6 you can put anything in you want in. Two more fighters would probaly make the game easier to beat but I like a little variety. |
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