Please give me party composition advice.
abacus
Member Posts: 1,307
Despite having destroyed a few BG/BG2 disks through over use, my experience of IWD amounts to a single evening's play on a borrowed disk way back in the mists of time. (My schoolmate demanded the game back after we had a Pog-related disagreement... that's how long ago it was!)
So this leaves me in the nice position that on release, I'll be able to attack the game with *zero* meta-game knowledge.
I always like my PC to reflect the 'intended' story line, as it helps with my RP'ing.
(As an example, I started NWN2 as a Paladin... got through the prologue and then immediately rerolled as a I felt a Ranger was a better fit for that background.)
So, I'm asking for suggestions for appropriately thematic classes/ kits for my first run.
(Basically, I'd like to avoiding mistakes like building a team entirely composed of Elves and then discovering that they originate from a Dwarf village!)
So this leaves me in the nice position that on release, I'll be able to attack the game with *zero* meta-game knowledge.
I always like my PC to reflect the 'intended' story line, as it helps with my RP'ing.
(As an example, I started NWN2 as a Paladin... got through the prologue and then immediately rerolled as a I felt a Ranger was a better fit for that background.)
So, I'm asking for suggestions for appropriately thematic classes/ kits for my first run.
(Basically, I'd like to avoiding mistakes like building a team entirely composed of Elves and then discovering that they originate from a Dwarf village!)
0
Comments
Bad Boyz Fo' Life
-Blackguard
-Priest of Talos
-Assassin
-Necromancer
-Dark Moon Monk
-Jester
Holy Moly
-Priest of Lathander
-Cavalier
-Undead Hunter
-Inquisitor
-Bard
-Fighter/Thief
Wild Thang
-Ranger
-Barbarian
-Sorcerer
-Druid
-Fighter/Thief
-Skald
The College
-Invoker
-Conjurer
-Illunsionist
-Enchanter
-Abjurer
-Transmuter
If you plan to play the HOF Mode, remember that you'll need a strong party, and that in HOF damaging deal spells are almost useless, while disabling, confusing, buffing and debuffing spells are priceless.
in HOF enemies have loads of HP (so fireballs will be almost useless), and deal huge damages, but their saving throws will not change very much (if they change at all), and IIRC we can say the same for their thac0 (so your AC will matter unlike in late BG2-TOB).
2th advice:
In IWDEE I'd go with a good oriented party.
3th advice:
Druids are cool in IWDEE, while Bards are Super cool!!!
4th advice:
It's full of undead, really really full of undead (more than 50% of monsters are undead).
So a good cleric or an undead hunter could be good choice.
5th advice:
In the original IWD there were few wizard spells (I hope there will be more in IWDEE), so if you plan to have more than one arcane caster, remember sorcerers.
Thanks for the advice btw. I'm wary of the other threads as I don't want to run into spoilers.
Besides, you can take an Assassin as a pure thief. Sneak attacks, available in IWD, will make an Assassin a beast.
Mage/Thief works too if you need room for a secondary caster.
Paladins too. Inquisitors won't be able to abuse the generous spell leveling advantage that IWD allows (you can get up to lvl 6 Lawful Good Cleric spells,) and Cavaliers just don't have enough dragons, demons (and devils which oddly count as demons,) to abuse their bonuses against and there WILL be times you want to fight at range, especially early on. Undead Hunters are still great, even with a lack of Level Drain and an abundance of Free Action/anti-hold items. The +3/3 vs. Undead is like an on average +2/2 for the entirety of IWD so they'd be my man of choice... unless only unkitted paladins get remove disease!
Mages too, except for the Wild Mage, also got gyped in school loss. I almost dare call the ENCHANTER the best school because there's so much Emotion Hopelessness going around that +2 saves can make all the difference. Conjuration isn't a bad substitute with Symbol of Pain popping up a ton as well and a loss of evocation in both cases can be made up by your other mage or other schools: Burning Hands is godly in this game because it hits more targets ITS SO FUN!
I used an elf FMT as my only thief in this game and never felt short-handed. IIRC, my only other arcane caster was a Bard.
I'd say a fairly good lineup would go something like this:
Ranger or Paladin
Fighter/Thief
Cleric
Druid
Bard
Mage
With that having been said, there are threads wherein having a Druid may help. From a tactical perspective, there is a fair amount of undead, so a Cleric would be of significant benefit. And having a Barbarian will add benefit to certain story elements. But none of these are "Necessary". Merely suggestions.
Fighter
Ranger
Paladin
Fighter/Cleric
Fighter/Mage
Fighter/Thief
Of course, if you actually want to have fun, then try something else.
There's a wide variety of ways to achieve all these goals and part of the unique challenge of IWD is crafting a full party to solve this problem. You could of course go for a smaller or more focused party, but for a first run and a good overview of what the game has to offer I suggest a varied party.
Here's what I'm using currently:
1) human fighter3/druid dualclass (+++ sling, ++ sword) 18/..-18-18-3-17-17
2) human cleric5or9/illusionist dualclass (sling, mace, hammer, flail) 14+-18-16-18-15+-3
3) human ranger7/cleric dualclass (++ sling, ++ mace, ++ flail) 18/00-18-18-3-18-3
4) half-elf bard (bow, halberd, greatsword, crossbow) 14+-18-16-18-3-15+
5) dwarf fighter/thief (++ bow, ++ dagger, ++ long sword) 18/00-17-19-useless
6) gnome axe fighter (good aligned, +++++ axes, ++ bows) 18/00-18-18-useless
VERY happy with this group. Lots of options and tons of firepower. A little light on mage spells but the bard does provide nice backup in that area. Mage spells also aren't nearly as dominant as they are in the BG games.
People from all parts of Faerûn and all walks of life can end up in Icewind Dale, so you needn't even worry about them having to be northlanders, either.