Why are you building a fully evil party or fully good? That's highly inefficient to not mix to a slight degree lest you miss out on items. Your evil guy can walk up to the mummy to waste his spell, but if it's a priest, the undead won't explode.
I've always wanted a single class cleric in my party so that his turn undead ability is ready for the very first big area after the prologue - the Vale of Shadows. I wouldn't want to do those dungeons with a multi-classed cleric whose turn undead ability would be down by at least a level, and maybe two levels.
It doesn't stop there, either. IWD is an extremely undead heavy game. We're talking swarms of them, in almost every area.
I can't remember how much XP is earned at this point in the game, but a Fighter 2 > Cleric isn't really "2 Levels behind" a single classed Cleric, at least not for very long. After the Cleric reaches level 3, s/he's about 4500 XP behind a single classer. That's nothing, in the long run
Is a Berserker > Druid dual a viable character in IWD? I had one rolled up in BG but never got around to playing it.
I would guess a max Berserker level of 9, but what about weapon proficiencies? BG2 I was going with scimitars, are there enough good ones in IWD to go with? Or stick with good ol quarterstaff?
Is a Berserker > Druid dual a viable character in IWD? I had one rolled up in BG but never got around to playing it.
I would guess a max Berserker level of 9, but what about weapon proficiencies? BG2 I was going with scimitars, are there enough good ones in IWD to go with? Or stick with good ol quarterstaff?
There are a few good scimitars in the game, but they come much later and there are barely any quarterstaves in the game. i think the best scimitar you can get b4 like chapter 5 is +2
It is viable, but rolling an ideally statted one ideally is a pain. I'd keep str as 15 or 16, and max the other warrior and druid essentials and take advantage of the Gloves of Elven might. 18/51 may seem weak, but it also functions like a free ring of protection (+1 Armor/saves) while not conflicting with magic gear.
The best Scimitar you'll have for a while is the Lucky Scimitar (+2 and grants luck effect) which at Conlan's only costs about 5000g and then one of Drizzt's... and later on the Valiant, which is +2 with +1 APR. On the other hand, large swords offers longswords if you're going for long term fighter usage of say lvl 13 dualling level. In IWD, it takes only 1.8 million to get back to 14.
- are really pretty much what you need and works great. No need to complicate things more, unless you want less than 6 members.
I would also keep the Druid single-class because they get awesome shapes after level 10 I think.
wow.... totally my party, except maybe a ranger/cleric
My question: do rangers still get the extra attack per round when not using an off-hand, or will that be eliminated because of the implementation of dual wielding?
Now when in IWDEE Ranger/Cleric's druidic spells are nerfed, a Fighter/Cleric may be a better choice:
1) you can play as a shorty race for shorty bonus as a Fighter/Cleric, a Ranger/Cleric must be half-elf only.
2) you can get half-orc's STR and CON bonuses.
3) there's the freedom to choose your alignment besides "good" as a Fighter/Cleric.
4) on epic levels (for e.g., in the HoF mode) and if there're HLAs in IWDEE, a Fighter/Cleric gets more HLAs than a Ranger/Cleric.
A Fighter/Cleric doesn't get Two Weapon Fighting points for free and gets no Favored Enemy but still a Fighter/Cleric looks better. The single fact a Ranger/Cleric can't cast IronSkins in IWDEE changes it all.
I'm pretty sure that a Ranger/Cleric can cast iron skin (although you have to wait until 22 Ranger). More spells per day and expanded spell book are both pretty good reasons to play one.
The single fact a Ranger/Cleric can't cast IronSkins in IWDEE changes it all.
Ergo since Ranger/Cleric CAN cast Iron Skin it changes nothing.
Since they can't do it until they hit 22nd level as Ranger, it changes everything unless you are playing HoF mode. And even then, you are better as a single classed ranger.
In the non-enhanced IWD, cleric/rangers were still better than fighter/clerics because of the ranger ability that gives you +1 APR if you are using a melee weapon without a shield. Cleric/rangers could get up to 3.5 APR, while fighter/clerics could only get up to 2.5.
Now when in IWDEE Ranger/Cleric's druidic spells are nerfed
For something to be nerfed it requires a change to the game from an original or previous state. Icewind Dale has always treated Ranger/Clerics like this, so they aren't/haven't been nerfed.
The single fact a Ranger/Cleric can't cast IronSkins in IWDEE changes it all.
Ergo since Ranger/Cleric CAN cast Iron Skin it changes nothing.
Since they can't do it until they hit 22nd level as Ranger, it changes everything unless you are playing HoF mode. And even then, you are better as a single classed ranger.
Except that if you are NOT playing HoF then you are not going to achieve Ranger22 either...
The single fact a Ranger/Cleric can't cast IronSkins in IWDEE changes it all.
Ergo since Ranger/Cleric CAN cast Iron Skin it changes nothing.
Since they can't do it until they hit 22nd level as Ranger, it changes everything unless you are playing HoF mode. And even then, you are better as a single classed ranger.
Except that if you are NOT playing HoF then you are not going to achieve Ranger22 either...
That's my point. However, if you ARE playing HoF (or soloing), a single class Ranger will get Iron Skin earlier, and have many other advantages over a Ranger/Cleric.
Without the BG cheese, there really isn't a great deal of point in ranger/cleric multis, even in HoF. Stalker(9)->Cleric dual isn't bad with IWD sneak attack though. Stalker(14)->Cleric dual in HoF.
The single fact a Ranger/Cleric can't cast IronSkins in IWDEE changes it all.
Ergo since Ranger/Cleric CAN cast Iron Skin it changes nothing.
Since they can't do it until they hit 22nd level as Ranger, it changes everything unless you are playing HoF mode. And even then, you are better as a single classed ranger.
Except that if you are NOT playing HoF then you are not going to achieve Ranger22 either...
That's my point. However, if you ARE playing HoF (or soloing), a single class Ranger will get Iron Skin earlier, and have many other advantages over a Ranger/Cleric.
Without the BG cheese, there really isn't a great deal of point in ranger/cleric multis, even in HoF. Stalker(9)->Cleric dual isn't bad with IWD sneak attack though. Stalker(14)->Cleric dual in HoF.
Fairly certain you do not have a point; at the very least you have not adequately conveyed one...
In HoF/Solo the Cleric multi/dual is still a better option than a straight Ranger. Given that spell casting is more versatile than melee, any caster automatically has a significant advantage in this regard. Yes, the improved Ranger (and Paladin) casting help, but they lag far behind a straight caster.
In IWD, much like the Black Pits, the game has a functional level cap, since the XP cap only affects duals - allowing you to reach Ranger30/Cleric30, providing significant advantages over an equivalent Fighter/Cleric. Alignment is a non-issue since non-good Clerics and especially evil Clerics lack access to the best spells. If HLA are in both Ranger & Fighter will get the same number, although yes the Fighter would cap out first.
By giving up racial selection and accepting a steeper experience curve, the R/C gains access to Druid spells, more weapon proficiencies and tracking. The Ranger gains greater casting abilities while the Fighter loses Grandmastery.
Even if we take your simplistic approach and look solely at a single class Ranger, by the time the Ranger gets Iron Skin the R/C is already casting multiple level7 spells with access to lvl4 Druid spells. A fairly large power differential. Indeed as the single/solo Ranger caps out, the R/C is close to achieving Iron Skin itself and still has more potential power growth.
Is the R/C as badass as in BG? No, but it still remains one of the best multis/duals in IWD.
I disagree with opinion that evil clerics are useless. They have very powerfull 4th-level spell - Cloud of Pestilence. Combined with Animate Dead spell it create unpenetratable wall for 90% battles in game. With that you absolutely not needed in healing spells, because of enemies can't attack your characters. Cloud makes enemies blinded, and also decrease their strenght and dexterity. Your summoned undeads immune to cloud, and can stay long vs weakened opponents, while your party shooting with ranged weapons. Also HINT. I found that clouds are cumulative. It's means that 2-3 simultaneously clouds can drop strenght and dexterity of enemies to minimum and even INSTAKILL them when characteristics drop below 0. It work very well vs clerics and mages. Also it is possibly to quick kill even powerfull enemies with cast on them 3rd level Cause Desease. Unfortunately, when opponents die from loosing strenght, you don't take experience from him. I finished game with party of two characters: Evil dual Fighter7>Cleric and Fighter3>Thief. The only problem i had is high-level undead on burial isle in Hearth of winter. My cleric could not to turn them and they were immune to cloud of pestilence. But right use of anti-undead spells and thief's traps help me. P.S. Sorry for my english.
Comments
Levels behind" a single classed Cleric, at least not for very long. After the Cleric reaches level 3, s/he's about 4500 XP behind a single classer. That's nothing, in the long run
I would guess a max Berserker level of 9, but what about weapon proficiencies? BG2 I was going with scimitars, are there enough good ones in IWD to go with? Or stick with good ol quarterstaff?
The best Scimitar you'll have for a while is the Lucky Scimitar (+2 and grants luck effect) which at Conlan's only costs about 5000g and then one of Drizzt's... and later on the Valiant, which is +2 with +1 APR. On the other hand, large swords offers longswords if you're going for long term fighter usage of say lvl 13 dualling level. In IWD, it takes only 1.8 million to get back to 14.
Paladin
Fighter/Thief
Fighter/Cleric
Mage
Druid
Bard
- are really pretty much what you need and works great. No need to complicate things more, unless you want less than 6 members.
I would also keep the Druid single-class because they get awesome shapes after level 10 I think.
My question: do rangers still get the extra attack per round when not using an off-hand, or will that be eliminated because of the implementation of dual wielding?
And yes, Ranger/Cleric > Fighter/Cleric ;-)
Now when in IWDEE Ranger/Cleric's druidic spells are nerfed, a Fighter/Cleric may be a better choice:
1) you can play as a shorty race for shorty bonus as a Fighter/Cleric, a Ranger/Cleric must be half-elf only.
2) you can get half-orc's STR and CON bonuses.
3) there's the freedom to choose your alignment besides "good" as a Fighter/Cleric.
4) on epic levels (for e.g., in the HoF mode) and if there're HLAs in IWDEE, a Fighter/Cleric gets more HLAs than a Ranger/Cleric.
A Fighter/Cleric doesn't get Two Weapon Fighting points for free and gets no Favored Enemy but still a Fighter/Cleric looks better. The single fact a Ranger/Cleric can't cast IronSkins in IWDEE changes it all.
Probably not before completing the game in normal mode though.
Without the BG cheese, there really isn't a great deal of point in ranger/cleric multis, even in HoF. Stalker(9)->Cleric dual isn't bad with IWD sneak attack though. Stalker(14)->Cleric dual in HoF.
In HoF/Solo the Cleric multi/dual is still a better option than a straight Ranger. Given that spell casting is more versatile than melee, any caster automatically has a significant advantage in this regard. Yes, the improved Ranger (and Paladin) casting help, but they lag far behind a straight caster.
In IWD, much like the Black Pits, the game has a functional level cap, since the XP cap only affects duals - allowing you to reach Ranger30/Cleric30, providing significant advantages over an equivalent Fighter/Cleric. Alignment is a non-issue since non-good Clerics and especially evil Clerics lack access to the best spells. If HLA are in both Ranger & Fighter will get the same number, although yes the Fighter would cap out first.
By giving up racial selection and accepting a steeper experience curve, the R/C gains access to Druid spells, more weapon proficiencies and tracking. The Ranger gains greater casting abilities while the Fighter loses Grandmastery.
Even if we take your simplistic approach and look solely at a single class Ranger, by the time the Ranger gets Iron Skin the R/C is already casting multiple level7 spells with access to lvl4 Druid spells. A fairly large power differential. Indeed as the single/solo Ranger caps out, the R/C is close to achieving Iron Skin itself and still has more potential power growth.
Is the R/C as badass as in BG? No, but it still remains one of the best multis/duals in IWD.
They have very powerfull 4th-level spell - Cloud of Pestilence. Combined with Animate Dead spell it create unpenetratable wall for 90% battles in game. With that you absolutely not needed in healing spells, because of enemies can't attack your characters.
Cloud makes enemies blinded, and also decrease their strenght and dexterity. Your summoned undeads immune to cloud, and can stay long vs weakened opponents, while your party shooting with ranged weapons.
Also HINT. I found that clouds are cumulative. It's means that 2-3 simultaneously clouds can drop strenght and dexterity of enemies to minimum and even INSTAKILL them when characteristics drop below 0. It work very well vs clerics and mages. Also it is possibly to quick kill even powerfull enemies with cast on them 3rd level Cause Desease.
Unfortunately, when opponents die from loosing strenght, you don't take experience from him.
I finished game with party of two characters: Evil dual Fighter7>Cleric and Fighter3>Thief.
The only problem i had is high-level undead on burial isle in Hearth of winter. My cleric could not to turn them and they were immune to cloud of pestilence. But right use of anti-undead spells and thief's traps help me.
P.S. Sorry for my english.
Don't rely on a single arcane caster . It helps a lot to have a backup caster, such as a bard, or multiclass -/mage.
Also , have at least one party member proficient in crossbows , there are some very good ones in the game.