My new party/Are Bards really that great?
Devorum
Member Posts: 5
I've gone through IWD a couple of times in the past, but always without a bard or druid. I'm seeing how awesome the druid can be, so my new party will have one...but I'm still not convinced on the bard. Are their songs really worth an entire character slot that could be casting spells or murdering things? Are there Bard only RP opportunities just lying around waiting to be uncovered?
My current party idea:
1 - Undead Hunter: Long Swords
2 - Dwarven Defender - Axes
3 - Fighter Dualed to Cleric or Multiclass - Hammer/Flail
3a - Fighter/Thief - Bows
4 - Fighter Dualed to Druid or Multiclass - Quarterstaff/Sling/Scimitar?
4a - Druid (not sure if I want to multiclass. I've never run a druid before)
5 - Thief/Illusionist - bows/spells
5a - Cleric/Illusionist - ALL the spells
6 - Bard
6a - Pure Mage or Fighter dualed to Mage
Any insight or advice is appreciated.
My current party idea:
1 - Undead Hunter: Long Swords
2 - Dwarven Defender - Axes
3 - Fighter Dualed to Cleric or Multiclass - Hammer/Flail
3a - Fighter/Thief - Bows
4 - Fighter Dualed to Druid or Multiclass - Quarterstaff/Sling/Scimitar?
4a - Druid (not sure if I want to multiclass. I've never run a druid before)
5 - Thief/Illusionist - bows/spells
5a - Cleric/Illusionist - ALL the spells
6 - Bard
6a - Pure Mage or Fighter dualed to Mage
Any insight or advice is appreciated.
0
Comments
The Bard gains War Song of the Sith which improves your party's AC by 2 and gives 2 HP regen per round. This practically makes your party unkillable. In Heart of Fury this makes things a lot simpler. A lot lot simpler.
They also have a song which adds 1 damage per attack, and in a party of Fighters this will add up to huge amounts.This affects summons to, so if you have a horde of summons (which the Bard can contribute to) that's more attacks to apply +1 on. They can stun foes every turn.
They level so ridiculously fast that they end up being better at casting spells like Chromatic Orb and Skull Trap than Mages which rely on caster level for a good portion of the game. IWD isn't spell intensive so a Bard can step in as the Arcane caster. War Song of the Sith makes them the party healer. So they become the ultimate support character in a game where supporting Fighters makes things drop dead really fast.
Also they pickpocket really wel, giving ther party thief one less skill to worry about.
I'm also aware i might have to have several different alignments, which hurts Righteous Wrath...but oh well!
This is for pure bards. If you were doing a blade, you'd probably want some Strength too. But don't do a blade. They don't get all the good songs a vanilla bard gets.
extra note: Its good to have one party member with a decent charisma. It lowers prices at merchants. Doesn't have to be the bard specifically. Your undead hunter will probably have that covered.
Having a fully customizable party means more Fighters (especially multi/dual) which means more attacks their bonus can apply on. Also using up one character slot for your Skald is a fairly painless choice. As opposed to BG where only the Protagonist can be a Skald which makes it harder to justify.
No HLAs means no Bard does what a Skald does at high levels.
Human Paladin (Undead Hunter)
Dwarf Fighter (Dwarven Defender)
Half-Elf Ranger/Cleric
Human Bard (Skald)
Elf Sorcerer (Dragon Disciple)
Gnome Illusionist/Thief
I'm debating on whether I should dump the Dwarf and go with a Fighter/Druid instead. While Arcane spells are well covered, I feel like I might be a bit weak on the Divine spells. Or maybe a Dwarf Fighter/Cleric? I do kind of like the idea of having a dwarf in the mix. Would a Fighter/Cleric be able to achieve Grandmastery at all?
if you go heavy on physical damage and have 3 frontliners, +4 damage translates to an ENORMOUS increase in the party's damage output. if everyone hits twice in a round, that's already 24 dmg per round
and if they hit (effectively) 5 times per round, that's "only" 60 dmg per round
The main advantage of Bards is their fast level progression. 1 more level than Wizards by level 10, 3 by 15, 5 by 20, 7 by 25, 9 by 30. I also checked some spells and it seems they benefit from added levels up to 30.
But they trade this advantage for worse access to spells. 1 level 4 spell against 2 level 5 for Wizards by level 10, 2 level 5 against 1 level 7 by 15, 3 level 6 against 2 level 9 by 20. Then Wizards get more uses and Bards slowly progress though never get level 9 spells: 4 level 7 by 25, 1 level 8 by 30.
So it all depends on what you prefer: more power for lower spells or more spells for lower power. I prefer the latter but since it's so hard to find spell scrolls in IWD, it may be more interesting having a Bard than a Mage full of free, unused high level spell slots.
The songs are not that great, unless stacked with Mislead Bards maybe, since the Bard has to keep singing for the effects (7 seconds duration) to last.
The Bardic items are quite useless.
However, there are some very interesting pockets to pick in Kuldahar.
In the end, I think I'd choose a Sorcerer over these two!
Also 2 HP regen is pretty big, especially in HoF.
2HP/round regeneration is a joke and especially in HoF.
4 x 3 attacks per party member x 4 party members = 48 damage per turn
6 summons, assume 1 attack per round, that's an additional 24 damage
At least 72 damage per turn
2 HP per round is big if damage is spread around by forcing the AI to switch targets. Also Mirror Image and Stoneskin only protect the Sorcerer, who is really is better off spending early picks on summoning spells, which draw attacks better.
So I'm actually rethinking my party line up. Rather than the sole Ranger/Cleric, I might drop the Paladin and have a pure class Cleric and a Fighter/Druid. I just feel that my current lineup is a bit weak with Divine spells overall. That will give me 3 Arcane casters, 2 Divine and 1 character that's nothing but a tank.
I would also make the Bard a HElf as well. Other than that, great party!
So not cheese, so not enabled.
Did you ever play HoF? I don't know how you'll manage to spread the kind of damage you see in this mode where a character that starts taking hits won't last more than a few rounds.
That's also why healing spells bar Heal are useless in combat.
With summons the times your characters get hit should be significantly reduced to the point that all that get through is a few occassional pot shots that WCotS can handle.