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Old 11-30-2001, 03:05 PM   #21
Yggdrasil
Dungeon Master
 

Join Date: November 26, 2001
Location: Home
Posts: 94
Dualled Fighter-Mage
Dualled Fighter-Mage
Dualled Fighter-Cleric
Dualled Fighter-Cleric
Dwarven Fighter
Halfling Thief
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Old 11-30-2001, 07:17 PM   #22
Martin the Blue
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Join Date: November 20, 2001
Location: CA
Posts: 3
Half Elf Ranger/Cleric
Human Ranger
Halfling Fighter/Thief
Human Bard

I played on Hard level.

I originally started with a full party but once I got to the Vale I got tired of having that many people and started over with these four. I won IWD/HOW and Trials with these 4 chars. The Rangers I specialized in Skeletal Undead. I did it because there were so many skeletal undead in the Vale. It turned out this was a great choice due to the items I picked up later and the amount of undead I encountered in the game. I utilized the Ranger dual wield by not having a shield in their hands which gave them 1 extra attack. It seemed to worth out fine. By the time my bard hit level 11, which was quickly. She had that awesome Regen/Ac song that allowed me to practically eliminate my healing spells on my cleric. I liked this group, I really enjoyed the game with them. I think I might do it again with a Pally instead.
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Old 12-01-2001, 01:41 AM   #23
Yggdrasil
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heh. I played HoF mode with a 4 member party...

Dualled fighter-mage
Dualled fighter-mage
Dualled fighter-cleric
Elf thief

It was much easier than a 6-member party, and the thief levelled up so fast she wasn't a llability.

I just had my toughest fighter/mage memorize as many dimension doors as possible. Cast defensive spells on himself, teleport next to the maximum mage, pound him (or whomever) into a crimson puddle and teleport back. Easy. The only thing to watch out for is the thief, who winds up taking the most damage.

IMO, IWD/HoW would be much more difficult without dimension door. With dimension door, it's cheese.
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Old 12-01-2001, 03:23 AM   #24
Cerek the Barbaric
Ma'at - Goddess of Truth & Justice
 

Join Date: October 29, 2001
Location: North Carolina
Age: 61
Posts: 3,257
I just received my copy of IceWind Dale today (from eBay), so forgive me if this sounds like a silly question.....but are there NO NPC's for me add to my party in IWD? Do I have to make up my own party?

Thanks for the help.
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Old 12-01-2001, 04:10 AM   #25
Yggdrasil
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Join Date: November 26, 2001
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Posts: 94
Yep.

In IWD, you create your own party. No npc characters join your group.
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Old 12-01-2001, 11:33 PM   #26
koz-ivan
Manshoon
 

Join Date: March 14, 2001
Location: boston, ma, us
Posts: 164
as far as party construction if you have a paladin and a bard the game's 1/2 over. single class mages and thieevs seem very weak vs other classes.

finished the game today w/ my second group.

paladin
ranger / cleric (human dual class at 9th)
fighter / invoker (human dual class at 9th)
bard (1/2 elf)
druid (human)
ill / thief (gnome)

the only major mistake i made with this group was the gnome can't wear helms. and i'd forgotten how long it takes the "good" druid gear to show up. only time i had problems was when i jumped right into totl w/o doing any of how. other down side the invoker can't use conj / summon spells which were the only 9th level scrolls i had so i never got to cast any.

the druid was winning fights all by herself. entangle / spikes / thorns / elementals / shambling mounds.

i'm trying a new group that looks like this:

paladin
bard
ill / cleric (gnome) (17 wis, but get's the helm + specalist spell slots)
thief dual to ftr at level 8
fighter dual to druid at 9
fighter dual to mage at 9
250,000 xp will be a major pain as both ftrs dual before the thief / dual really gets going.

dualing a ftr to a druid is a major pain: int is really the only stat you can afford to drop. i had to sacrafice a lot of dex (cat's grace) to get the wisdown / charisma / strength / con to make this char work.
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Old 12-02-2001, 08:27 PM   #27
dragons rage
Elite Waterdeep Guard
 

Join Date: December 2, 2001
Location: ct
Posts: 19
this is what i have, i am at the dorns deep

fighter- dwarf
2 fighter-theif- dwarf
cleric- dwarf
fighter-cleric- dwarf
necromancer-human
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Old 12-03-2001, 12:07 AM   #28
Teeran
Elite Waterdeep Guard
 

Join Date: November 29, 2001
Location: Gigas
Posts: 10
My first party is as follows

Male Paladin - Human
Male Fighter - Human (Great Swords are his best wep)
Male Ranger - Human (Hates Trolls since i do too becuase of regen and requiring fire to murder them)
Female Mage - Human
Female Cleric - Human
Male Thief - Elf (it would be a human too, but i have a friend that we always call the elvish thief and decided to put him in the game)

I prefer mostly human teams, its just the way I am (but if I could have giants, ogres, or other large humaniod people on my team... that would be a different story)

Basicly, when my thief has arrows he fires, if not he joins the melee (and does it decently I might add) along with my my cleric, fighter, and ranger simply give a beatdown on the people. my mage stays in the back and does an occasional spell or two unless it she goes invis to prevent being hurt
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Old 12-03-2001, 09:52 AM   #29
Mordenheim
Elminster
 

Join Date: October 2, 2001
Location: Icewind Dale
Age: 45
Posts: 432
I beat it with :

Fighter Dwarf
Fighter/Thief Dwarf
Ranger
Cleric
Druid
Bard
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Old 02-21-2002, 07:10 PM   #30
NobleNick
Quintesson
 

Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 63
Posts: 1,045
I would have to side with Avatar on this subject: Anyone who detests mages hasn't learned how to use them. Furthermore, to a point, the more mage-power the better! My Gnome thief/Illusion Specialist has progressed to the point that she easily accounts for more than 1/3 of the kills in my 6-member party; and four of those members are 7th-level warriors. (I can barely wait for 2 of my fighters to dual over to Invocation Specialist and Conjuror Specialist. Heh, heh, then we'll see the [smoking] fur REALLY fly!)

Mages have only three big drawbacks, and all can be easily overcome:

1.) Mages are weak, defensively.

Sure, mages have wimpy HP and armor at all levels; but you can overcome the HP problem by dualing them over from fighters at mid-game. (You must prepare for this at character generation.) That way they build up HP; and, depending on when you switch class, will actually have *MORE* HP than straight fighters! There are many magical spells in most mage's repetoires that can boost their effective AC against magical and melee attacks, when needed. (Try hitting a blurred, mirrored wizard!) Of course, you can also use the common-sense technique of keeping you mage in the rear, away from melee combat.

2.) Mages must "recharge" their arsenal frequently.

Yes, they do; but one can compensate for this in several ways. One is to get an extra spell per level by going as a "Specialist Wizard." Another way is to have more wizards, so that each uses their spells more slowly. Still another is to sleep often. "Wait!" you say, "That *is* the problem, NOT the solution!" I disagree. The problem is when you go to sleep, and you really, REALLY need that sleep, and you get woken up to a monster party before you are done resting! The actual sleeping takes at least 8 hours of game time; but only a few seconds of real time; so it has a negligible effect on gameplay. Therefore, there is no excuse for not sleeping often.

BTW, I have heard people say that "There are only 2 places to sleep in so-and-so caves/dungeon." I have verified at least one such report to be untrue. Just pick a nice out-of-the-way spot, gird for battle, SAVE GAME, and hit the snooze button: If you sleep, that's great. If you fight, that's more easy XP (unless, of course you waited until you actually NEEDED the sleep). Re-form and hit snooze again. If you fight three battles in a row, maybe go try in another spot, or reload. There have been a very high percentage of times when I have been awakened by monsters, dusted them, and simply went back to a successful night's sleep in the same spot.

3.) Some magic is hard to place accurately, and often the effects miss the enemy and damage friendly forces.

Well, there is no really good excuse for this one. First off, there are plenty of direct-attack "no-can-miss" magic (e.g., "magic missile," "chromatic orb," "monster summoning," "and "lich touch," to name a few). Now, admittedly, most of the really neat spells do take some control, and I think this is what makes this game so fun: you need to think! Strategy! Tactics!

The first issue, toasting your own comrades, can be solved by practicing. Load your wizard up with three fireballs, SAVE GAME, and practice throwing them such that your friends don't get scorched. Reload game for more practice. For something like "Agannazar's Scorcher," visualize the line of fire to where your target will be, and practice moving front line troops just far enough out of the way; or just move the mage to the side. (One of my favorite tactics is to line up my fighters in a straight line to meet the monster onslaught. Then my mage waits until monsters have engaged my front line before quickly moving over to the side and just ahead of my front line, and throwing Agannazar's Scorcher at the far monster, toasting the whole brood to a crackly crunch.)

The second issue, NOT catching the enemy with spell effects, can be largely offset by control (the practice sessions you just completed should help there) and by forethought: Where do you think the enemy will be at the time your caster has finally completed his mumbling and unleashed his magical harbinger of doom? Put your area effect magic to this spot, adjusting as needed to not damage your own forces.

Another valid tactic is to march your healthy fighter right into a swarm of enemy, then dump a couple of area effect spells on the whole bunch. Sure, your fighter loses 70 HP; but if he had 150, and each of the eight monsters surrounding him had 60, well, it's battle over.

Of course, one of the really nice reasons for using lots of magic (that I haven't heard mentioned, yet) is that it is really great to watch the fantastic graphics effects!
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