Can't decide on party for Black Pits II
Eck4343
Member Posts: 38
I can't seem to settle on a party for Black Pits II, so I haven't started yet. I'd like to get pretty power gamey, but I also prefer a 4 person party to 6, for faster leveling and less micro management.
The party I have in mind is 2 kensai/mages and 2 fighter/clerics. The trouble is that I'm afraid I might be putting myself in an impossible situation while I try to level up the mages. So, for those who have played, do you think this will work, and how long am I going to have to grind before the mages get their kensai class back? Also, is the black pits similar to Icewind Dale, where you can re-design your party mid game, or am I stuck with my choices throughout? Finally, am I safe in assuming that I can get away with no thief, like the first black pits?
Thanks for your help, and I'm certainly open to other suggestions for 4-man parties.
The party I have in mind is 2 kensai/mages and 2 fighter/clerics. The trouble is that I'm afraid I might be putting myself in an impossible situation while I try to level up the mages. So, for those who have played, do you think this will work, and how long am I going to have to grind before the mages get their kensai class back? Also, is the black pits similar to Icewind Dale, where you can re-design your party mid game, or am I stuck with my choices throughout? Finally, am I safe in assuming that I can get away with no thief, like the first black pits?
Thanks for your help, and I'm certainly open to other suggestions for 4-man parties.
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Comments
You can hire npcs to help you if you have problems.
I wouldn't want half my team dual classing at once. I suggest at least one sorcerer to save money on scrolls.
I've only done the 9th battle so far but heres my party.
Cavalier - general melee damage and tanking. Poison immunity and good saves are really handy.
Inquisitor - Dispel and True Sight, 'nuff said.
Gnome F/T - I get the feeling some thieving abilities are gonna be useful later on. Plus his HLAs are really good. Also has a bow with Arrows of Dispelling.
Dwarf F/C - Another good, tough melee character. With my playstyle I rarely take more than half a priest in a party.
Sorcerer x2 - These guys win most of the fights on their own while the rest do some distracting. They generally just nuke everything (drow fight aside) but are also capable of rapidly summoning several skeleton warriors or swords to tie up the enemy.
Sorc specced in anti caster, CCs, and chain cont ADHW.
One or two Kensages (I used a kensai and a blade, both lasted longer than any armoured character could with their buffs. 2 Kensages is far better though, or just two Fighter / Mage multis).
One F/C or R/C multiclass, just for buffs. You dont need healing, and this gives you buffs and another strong melee.
Optionally a dedicated Archer or ranged fighter for sniping down breached / dispelled mages in mere seconds. Arrows of dispelling would likely work great, I just use spellstrike > breach > kill with archer tactic on mages.
The Inquisitor and R/C would usually go squish fast. I tried using them initially while getting the kensage + blade buffed up, then pulling them out when they had taken too much damage and sending in the near invicible melee arcanes.
Theres no shame in using OP class combinations like Kensage x 2 in here, its very very hard.
They can easily reach -20 AC, 90% magic resist with 15-35 dmg/4 attacks.
Additional they can use Mirror Image, Whirlwind, great Stuns, Fire/Cold damage, lay hands or Hardiness.
Far better then Fighter/Cleric.
If you really want a 4-man party there's the el classico of powerhouses (kensage+inquis+ran/cler+sorc), although it might make the game a bit too easy.