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Best IWD party setup

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Comments

  • WowoWowo Member Posts: 2,058
    @theoduck what were the kill stats for the characters? Was the run satisfying? Which characters were strongest? Weakest? Would you have changed any characters if you'd known better?

    Personally I'd always go for a Skald in a HoF run, the AC bonus is just so convenient for maximising efficiency.

    Seems a bit light on healing while waiting to get back priest levels too?

    Also seems light on arcane power, that's a fair chunk of the game to have only one arcane spell cast per round?
    JuliusBorisovCrevsDaak
  • theoducktheoduck Member Posts: 8
    Wowo said:

    @theoduck what were the kill stats for the characters? Was the run satisfying? Which characters were strongest? Weakest? Would you have changed any characters if you'd known better?

    Personally I'd always go for a Skald in a HoF run, the AC bonus is just so convenient for maximising efficiency.

    Seems a bit light on healing while waiting to get back priest levels too?

    Also seems light on arcane power, that's a fair chunk of the game to have only one arcane spell cast per round?

    Joy (Paladin) 34% total XP; 33% total kills; 351 kills
    Arya (Swashbuckler/Fighter) 33% total XP; 33% total kills; 360 kills
    Sedaris (Fighter/Druid) 10% total XP; 9% total kills; 102 kills
    Krystal (Priest of Lathander/Mage) 2% total XP; 4% total kills; 51 kills
    Mephisto (Sorcerer) 3% total XP; 4% total kils; 50 kils
    Grath (Fighter/Thief) 14% total XP; 13% total kills; 145 kills

    Non dual-classers started with 1,200,000 XP
    Dual-classers began IWD with enough XP to start the second class

    Yes, it was very challenging, despite the fact that all characters started the game with a ring of free action. My thinking on that was if a character got held, it was just gonna be a reload anyway, so I just cut out the middle man. There were some really tough parts of the game that required precise tactics -- the troll & spider level of Dragon's Eye was very hard -- harder than the fight with Yxunomei. My Paladin just barely beat Presio in single combat.

    I liked this party a lot. It was a challenge, but rarely did anyone get offed -- I had to choose my sorcerer's spells very carefully; all debilitators (web, chaos, hold undead). Improved haste was handy to have... animate dead was a real game-changer, particularly at high levels; opponents would go for the undead, which were immune to big damage spells like horrid wilting.
    CrevsDaakmf2112
  • rickcrrickcr Member Posts: 73
    Since it's sort of pain without EE Keeper on my Android device where I'm going to play IWD:EE, I don't want to screw up making my first party so need some thoughts on the following, and what specializations to take?

    Pally [ two hand? ] or Berserker [dual wield long swords?]
    Druid Avenger Kit? Specialization?
    Elf F/T - my archer/ thief [ longbow, long sword ]
    Dwarf Cleric - [ mace, sling ]
    Bard - skald?
    Elf Sorcerer [staff/ darts ]

    I don't mind dualing or multi on the Druid if it's super beneficial but I want to play a pure Cleric and Sorcerer.

    Pally would be main tank with the Cleric off tank if I go with Avenger for the Druid.

    Party above seem pretty well-rounded?


  • PokotaPokota Member Posts: 197
    All these arguments on a six-person power team.

    What's the optimal four-person power team?
  • CrevsDaakCrevsDaak Member Posts: 6,910
    edited January 19
    Pokota said:

    All these arguments on a six-person power team.

    What's the optimal four-person power team?

    For me it would be:
    • Fighter/Thief
    • Fighter/Mage
    • Bard
    • Druid
    But I've never completed the game anyway.
  • FinneousPJFinneousPJ Member Posts: 4,631
    Pokota said:

    All these arguments on a six-person power team.

    What's the optimal four-person power team?

    For Heart of Fury I would do:
    FMT
    FMC
    FMC
    Skald
    semiticgod
  • SkatanSkatan Member Posts: 2,050
    I enjoyed a playthrough with; F/M, F/C, F/D and F/T. Never made it all the way though due to restartitis.
    CrevsDaakmlneveseformer_customer
  • AyeotieeAyeotiee Member Posts: 28
    My current party setup(levl 2-3)

    Cavalier (two handed sword)
    Dwarven Defender (axe and shield)
    Priest of Tyr (flail and shield)
    Bounty Hunter (short bow)
    Bard (sling, he just sings though)
    Diviner (darts) - maybe I should have picked a Sorcerer instead


    CrevsDaak
  • nuthernuther Member Posts: 6
    edited February 10
    I played this back in the day but never finished. I picked up the EE edition at X-mas.

    I made it to chapter 5 so far. I am at the giants.

    Here is my party, The Hobbit themed:

    Thorin Oakenshield, Dwarf Beserker (solid front rank)
    Elrond Halfeven, Elf Cleric kit (very low AC front rank)
    Bard the Bowman, Human Archer (very OP) has the most kills
    Beorn, Human Shapeshifter (very powerful melee)
    Bilbo Baggins, straight Hobbit thief (underwhelming)
    Gandalf, human Wild Mage (Wild Mage is disappointing because of random effects)

    I'm almost through the game, planning my second party now.
    Post edited by nuther on
    CrevsDaak
  • kozkoz Member Posts: 7
    Just finished normal mode with this group: fwiw I used the tweaks mod to loosen some of the race / class restrictions

    1. River Windsong - Half-Elven Bard, used 1 handed weapons + the Lyre of Progression, relatively standard Bard.

    2. Gristle Flintstrike - Half-Orc Ranger / Cleric, Dual Morningstars / Flails, or Sling + Shield. Racial enemy = Skeletal Undead. This one surprised me, the idea going in was to to use gristle as a ranged support / healer toon, but very quickly turned into a melee powerhouse. (Note, a Fighter / Cleric is a legal alternative)

    3. Katya Weavebane - Human Inquisitor Paladin, Bastard & Long Swords, Mace + Shield (initially) developed into dual long swords by mid -> late game. I thought I might miss not having the Undead Hunter package - I didn't. having quick casting Dispels & Truesight helped get the group through a lot of sticky situations.

    4. Frytz Wyrmbynder - Halfling Dragon Disciple - this guy was fun, despite the Kit being very awkwardly situated in 2nd ed. The heavy melee focus of the group often left this guy with not much to do except hide in the back with the bard. In boss fights Frytz was more heavily managed and was very effective in that role despite the limited selection of spells known and the fewer casts vs a pure Sorcerer.

    5. Halgred Duskthorne - Half Orc Blackguard - 2 handed weapons, Crossbow. I was a bit disappointed with this guy, the idea was he'd be chunking things left and right with massive damage a la Dorn or Saravok but that never really manifested. I'll chalk some of that up to 2 handed weapons seeming a bit underwhelming compared to Dual Wield or even Sword + Shield. There is a ton of non-good / evil restricted gear and from a RP perspective the guy was pretty neat, but for whatever reason this guy never found his niche.

    6. Kat Duskthorne - Half Orc Fighter / Thief - Longbow, Dual wield Scimitars, Short swords. A perfectly acceptable fighter thief - primarily the main party archer but more than capable as backup melee.

    In hindsight, this group (in particular Kat & Halgred) could have gotten a lot more mileage from using Axes and or Hammers as there were a lot of pretty good ones that just didn't get used.
    CrevsDaak
  • HumizHumiz Member Posts: 6
    The "All-Fighter" Party:
    ------------------------

    This is a "powergamer" type of party, that takes advantage of the Human's
    Dual Classing.

    Create a party of six (or how ever many people you want) fighters. While
    creating each of them, keep in mind what you would like them to dual class
    over to later. So, when you are creating your Fighter who will dual to
    Cleric, you need to get not only good Fighter stats, but also good Wisdom.
    The same would go for your Fighter who will be Thief, needing good
    Dexterity, Fighter who will be Mage needs good Intelligence, etc. Now
    when they reach level two, instantly dual class them over to their new
    class. What this accomplishes is creating better versions of
    Clerics/Thieves/Mages/etc., at a low cost of experience. (2000 exp for the
    Fighter level 2)

    Fighter (stays a fighter)
    Fighter (stays a fighter)
    Ranger dualled to Cleric at level 2
    Fighter dualled to Thief at level 2
    Fighter dualled to Mage at level 2
    +1 more character if desired (I'd take a Bard)

    This way, once your Cleric / Thief /Mage hits level 3,
    then they can wear normal armors and weapons.


    Taken from: Icewind Dale (PC) &
    Heart of Winter (PC)
    FAQ/Walkthrough
    Written by: Dan Simpson
    CrevsDaak
  • PokotaPokota Member Posts: 197
    edited February 20
    Regarding that "guide", I'm happy to report that in unmodded IWD you can dual as late as 7 and not miss a lot - I dualed at the start of Dragon's Eye and had reclaimed five levels on my druid and four on my mage by the time I hit Yxunomei (my thief was backwards so that I could get assassin perks without kEEpering), and was back to using full equipment sets by the time we reached Larrel.
    CrevsDaak
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