What is your ideal BP2 Party?
queenofamsterdam
Member Posts: 16
What classes do you use? Also, weapon proficiencies, strategies or tactics perhaps?
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Properly reading title & OP is highly recommended.
I tend towards groups comprised of character concepts I've yet to try out, sometimes I use a theme (Druidic, Wizards of Thay, etc) and then build a group based on whatever that theme is, almost always fun, almost always viable...
Though the Bardic group was...interesting..
Kensai>Mage
Inquisitor
Ranger/Cleric
Archer
Sorceress
Sorceress
Dont remember profencies, but they weren't optimal since I didn't know you could get all that good stuff by asking for items, I just ran the ones you could buy. Tactics... well... Open up with mass summons, focus fire casters while dispelling them with Inquis, fry everything with mass chain contingency ADHW and Energy Blades, snipe enemies with Time Stop+Improved Haste. Just the usual cookie-cutter stuff.
Front row:
Fighter/Cleric - dual wield flail of ages and crom faeyr. Melee dps and self buff/healing.
Fighter/Druid: Tank, sword and board, defender scimitar/shield, Tank, healing.
Kensai/Thief - 2H, ravanager and holy avenger - Holy fucking melee dps 2Hander backstabs
Back row:
Ranger/Cleric - Slings/Mace and board - heals, offensive druid spells, strong ranged damage.
Archer/Mage - Shortbowing it up because all the best magic bows are SB. also main caster. Squishy.
Blackguard/Mage - more ranged dps, still squishy. Also works with the archer/mage to bring down enemy mage protections quickly. Elven chain type candidate. Likely crossbows for flavor.
Still tweaking, but that's my dream team. The last character could also be a regular old fighter/mage or classic kensai/mage, but that's just sooooo common
But in the original games, a thief is necessary for potentially disarming every trap and opening every lock unless you have a mage with the Knock spell but you can beat the game without a thief. Traps could just take a toll on your party.
Human Inquisitor
Human Swashbuckler 10 -> Fighter
H-Orc Fighter/Cleric
Gnome Fighter/Illusionist
H-Elf Avenger
Elven Sorcerer
Why? First of all, I like a setup where 4 of my guys can Greater Whirlwind, and the other two stand around and do nothing cast spells.
Since I have free reign and am not limited by NPCs, I want my two backliners to be my single-class* arcane and divine casters; I also want a secondary user of each type of magic.
Sorcerer is chosen for raw power and not needing to scribe scrolls.
A Druid is chosen because to me they make more sense in the backline than Clerics do. The Avenger kit is chosen because it adds the most versatility for a backliner, and its penalties firmly plant it there.
Gnome F/I for the extra spell per level compared to an elven Fighter/Mage
Half-Orc F/C for the racial bonuses and for gaining levels faster than an R/C or F/D would. Also to have access to Cleric-only spells, since the Avenger doesn't get them.
Swashbuckler dualled to Fighter at 10 because even in BP it's nice to have thief skills somewhere, and because the bonuses should make for a pretty sweet fighter, and because I don't care about backstab.
Inquisitor because the free Dispels and True Sights are amazing and overpowered.
So that's my ideal party, and why.
Oh yes, and consider bringing a Cleric/Ranger, Fighter/Druid, Fighter -> Druid or similar for insect based spells. That interruption is incredible.