[HoF Mode]Party setup...
Vesimas
Member Posts: 42
...from the beginning. Never played this on the original IWD that i played with core rules.
Undead Hunter Long Sword and Single Weapon Style
Archer Longbow or Crossbow
Sorcerer since the lack of scroll for wizard
Beserker 7° --> Cleric X Dual Wield Flails/Morning Star
Fighter 7° --> Druid X Spear
Swashbuckler 6° --> Fighter X Dual Wield Long Sword since is way better than F/T multi and it covers 100 in OpenL and Traps. With let's say 4.000.000xp a Swash 6/Fighter 23 vs Fighter/Thief 16/19 has 9/2 apr vs 7/2 and a thaco with a normal weapon of -5/-3 vs 1/3 and 132hp vs 118hp
Undead Hunter Long Sword and Single Weapon Style
Archer Longbow or Crossbow
Sorcerer since the lack of scroll for wizard
Beserker 7° --> Cleric X Dual Wield Flails/Morning Star
Fighter 7° --> Druid X Spear
Swashbuckler 6° --> Fighter X Dual Wield Long Sword since is way better than F/T multi and it covers 100 in OpenL and Traps. With let's say 4.000.000xp a Swash 6/Fighter 23 vs Fighter/Thief 16/19 has 9/2 apr vs 7/2 and a thaco with a normal weapon of -5/-3 vs 1/3 and 132hp vs 118hp
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I don't think it's a good idea to dual-class in IWD, but you'll tell us if it worked for you!
That means that you will need to think very hard about your damage output, and your damage mitigation. Obviously you can't just have hits flying left and right because that'll wear you down before the fight is over, so you need some sort of tanking and/or control. Your Berserker->Cleric should do fine there, Clerics have some very powerful buff spells both for themselves and the party to make tanking easier.
The second part is damage output. You need to be able to deal enough damage if you don't want to get overwhelmed, and I believe that both the Paladin and the Sorcerer aren't too well suited for that. Paladins, unlike Fighters, do not get Grand Mastery, which in IWD is even better than in BG and comes with a whopping 3/2 APR (i.e. +1 APR over Paladins with their Specialization). Furthermore, the only compelling reason to actually roll a Paladin is Pale Justice, which you only get very late in the game - but the earlier parts actually tend to be more challenging, because you have less tools available to deal with things.
The Sorcerer has a similar problem, and the added issue of spell damage being exceptionally bad in HoF. No surprise given that everything has literal tons of XP, and spells are bursty by nature (limited availability, 1/round cap). The buffs and debuffs a mage offers are good to have to be sure, but if you're going for just a buff machine maybe something like a Bard would be better suited, as they also come with a passive group buff (Skalds in particular come to mind).
The spell problem also affects druids to an extent, as their spells are quite offensive in nature (pun!). They have some nice defensive buffs to be sure, but given the huge numbers of enemies Iron Skins (like Stoneskin) is worse than it is in BG.
Archer is fine, it's one of my favorite classes. It's a bit annoying that sooooo many enemies have missile resistance in IWD, but even through that Archers deal a lot of damage. There's also a very, very good bow available fairly early in the game, though there is a noticeable lack of enchanted ammunition for the plethora of enemies that require magical weapons to hit (I hear there is a Quiver of Plenty+1 in HoW though). Still, having reliable, high ranged damage is a godsend in HoF, and one of the main reasons why enemy casters are a complete joke (much unlike BG, though in part thanks to SCS pre-buffs which we may eventually see in IWD also).
I also quite like your Swashbuckler->Fighter. I did my first HoF with a F/T, and I really did not end up using anything other than Find Traps or Pick Locks (did pick the Rings of Free Action, but those can be done without fairly easily, or picked by a Bard or whatever). There are a lot of annoying traps in almost every dungeon, and the last thing you need while fighting is less room to maneuver. Having a thief is great, having one that also deals some extra damage is even better. I would consider dualing at 7 for Evasion though; while not amazingly useful it can be gained very cheaply given HoF XP.
Beserker 7° dual to Druid
Fighter/Cleric multi
Dwarven Defender (for the undead hunter)
or
Totemic Druid
Beserker 7° dual to Cleric
Dwarven Defender (for the undead hunter)
What do you think?
@Vesimas I love Totemic Druid for HoF and I'll always strongly recommend him, so I'd take option two if I had to choose.
I didn't think about the Totemic Druid summons in HoF. Immunity to Normal Weapons at level 10 is quite nice indeed.
I started HoF mode with 6 level1 characters, it took a fair bit of kiting and I dual-classed my cleric earlier than usual but it was still doable. If you have done all the side quests and killed the goblins, your party members should reach level4 before entering the cave in prologue. (Even the dual-classed characters)
Once you have Animate Dead from your cleric things turn from hard to easy, tbh. Sorcerers should take glitterdust as soon as its available. Otherwise, just use a character with high dexterity (my fighter dual thief in splintmail) and good AC to kite the monsters until your party members kill it with ranged weapons.
The hardest part was in the orc cave where the first mob of orcs would jump on you soon as you aggress one of them. At the time my dual-classed cleric was not level5 and had no access to animate dead yet, so it took a fairly bit of kiting and glitterdusting/color-spraying as well as map transitioning (Make sure to have the squishiest characters go out first, not all at once, or the orcs will follow and immediately attack the nearest character) to get the job done.
Well, that's how I approached prologue, things were easy afterwards even with my not-so-min/maxed party. I'm actually interested in what others have came up with.
Still, the caster issue I think remains. I'm not advocating Mage over Sorcerer as a single class, but rather F->M or F/M, i.e. a mage that can also deal proper physical damage as a means of sustained, efficient throughput. That's what I feel Sorcerers lack, despite their undeniable utility. It just feels to me that too much utility ends up inefficient, which is why I'm loath to have a "stand-around-doing-nothing" character.
The only scroll for this spell is found
Just an example that shows how versatile this class is in this particular setting. Yes, it's sad you can't warriorise it, but you get more summons, more debuffs! And the joy of waiting for that 30D6 Skull Trap! You can't refuse that !
@Lord_Tansheron Sorc always has something to do. If he's not casting buffs, debuffs or summons for some reason, that's the time to fling offensive spells. You will have a lot of spell casts quite early on so you literally never run out in a single battle. Not to mention that there's nothing I'd rather use in his spot honestly. Another melee? Nope, it's already crowded with two plus summons. It's not just about casting a Web and flinging rocks: sorc spams the spells all the time.
I agree, sorcerers definitely lack the necessary sustained damage when compared to fighter dual mages. At this point it depends entirely on the players, whether to have access to spells fairly early in game or trade such utility for a better character throughout the duration of the game.
All my characters are not completely min/maxed (not 18/18/18 on str/dex/con and 3 on charisma, that is) and I even had a bard in my playthrough. At the end of the day I just wanted to have a more challenging playthrough with weaker characters (while still good enough to be able to do the contents) since I'm sure the currently HoF mode is not as challenging as one would imagine.
But yes, provided the player's party can get past the early phase of leveling, fighter dual mage is definitely a better choice over sorcerer.
@Manveru123
Thing is there are times when my sorcerer would run out of spells after a couple of skirmishes. Sure, I can always setup the party to rest, but there are times when physical damage is required (a cluster of wraith spiders in dragons eye, for one), one would hope a sorcerer could have done more than getting his spells resisted.
All that being said, the Improved Haste argument is VERY real. I thought I just got unlucky not finding it earlier, but it seems it really is in a most unfortunate location to be having a scroll-scribing mage around. Perhaps I do need to revisit the whole Sorcerer thing, and adjust party size upwards to compensate. Should buff the Skald I'm planning to take also...
Damage spells are cute, but even Skull Trap deals a pathetic amount of damage compared to enemy HP until late, late game. On the other hand having Emotion: Courage in Chapter 1 (thanks to HoF's greatly increased XP gains) means all your Fighters are now doing +3 damage on each attack.
Then when Emotion: Hope comes along, that's +5 damage total. For each attack your party makes.
As for the damage itself, asking what the point of 5d4 Magic Missiles are, is like wondering what a 1d8+10 longsword accomplishes... ALL damage is cumulative and thus ANY damage is worthwhile.
As for the MM, sure, all damage is worthwhile. No denying that. The question, however, is a very different one: if the Sorcerer, given the low damage potential, is in itself worthwhile. And then all of a sudden it's 1 MM per round versus that 1d8 long sword multiple times per round and all day every day until the end of time. Don't run out of weapon swings. Do run out of spells.
And yes I do realize that there are lots of buffs and debuffs. That just brings me back to my original question of when the cutoff point is reached for buffs, i.e. beyond which points more buffs are not as effective as more actual damage output (made-up example to illustrate: +1 damage buff to 5 party members vs. a different party member that deals 6 damage = net +1 foregoing the buff).
Nevertheless, a Sorc10 would be roughly sufficient to do so with 26 spell slots of various powers up to and including 5th. Not every spell will be accomplished in a single round due to cast times and the requirements of positioning.
You did not deny it, you merely dismissed the damage as irrelevant. Sure, a lone Magic Missile is not so impressive compared to multiple sword swings, but by the time that sword is swung multiple times per round (we will take that to be greater than 1.5 APR) there is also more than 1 missile. Of course, let us not forget that there would obviously be other more damaging spells to use in this comparison by then as well. Finally, providing you have enough spells to make it through the combat, then it really does not matter - and 30 rounds was your number.
The original assertion indicates that more than two melees is a crowd. As such the implication seems to be that over buffing is a consideration which is why there exists crowd control, summoning and debuffing spells as well. Once all of those are also cast, then the Sorc could switch to pure damage. Rest & repeat.
A lot of the best buffs are self cast only, such as Stoneskin, Mirror Image, Armor of Faith and Entropy Shield. With dual classing and multi classing, you get a warrior that is 90% as effective as a pure class warrior, but also brings buffing, healing and debuffing to the table. I make as many of my characters spellcasters as possible.
Heck, there is one spell that literally doubles the damage output of whoever it is cast on - Improved Haste. Double the attacks per round and I think it gives you an AC bonus too. Add to that +5 to damage from Emotion: Hope and Emotion: Courage, plus Draw Upon Holy Might, plus Righteous Magic, and you have killing machines.
There is just no way that a party of 6 fighters could compete in damage output and survivability with a party of dual and multiclassed fighters and spellcasters.
F/C half orc - morning star, maces - Dual and s/s
Bers9>Cleric -War hammer - Dual
Ken9>Druid - Daggers - Dual
Assa7>Fighter - Crossbow and shortbow
Archer Elf - longbow
Sorc Elf - Fling
F/C: For my 1st run I didn't want to reroll any character mid way, so I went for 1 multi to have heals lvl 1.
K/D: this is an experiment since I would like to try it in BG2 has well with spell rework, too bad both scimitars and clubs are horrible in IWD but I hope to make it works no matter what.
A/F: I wanted a 2nd ranged and the utility for disarm/find traps. Assassins Still gain +1Thaco/dmg with ranged plus poison.
Sorc: This is the slop, IMO, of the group. Pure utility is meh but this little girl had all the buffs in early/mid game to make things easier.
Bards will be better buffer in the end (same buffs but better lvl progress and song) and f/m will do from little to good dps (k/m or ranged f/m) but the run will be way more painfull midgame.
As I said, in my 1st run I choiced to never change any person that I had from the beginning BUT I'm thinking that the best idea for HoF can be to make a party with 3 duals and 1 archer, plus 2 supports for early / midgame (multi f/c and sorc). When you regain your lvls just create two new people to add in the mix over the supports and you can go for the optimal party, since the 1.5m exp gap will be very easy to mitigate due to the insane exp income of HoF, requiring minimal sitting has well.
Given the swap when the 2 lvl 9 dual classed would have regained the lvl, I'm quite corious to try out the following (and I'm quite sure it will be my 2nd run set up)
Bers9>C War hammer - Dual and s/s
Bers9>C Morning Star - Dual and s/s OR F/C if you don't want to change any person mid run
Ken9>D Daggers - Dual
Ken9>M Long Swords - Dual
Ass7>F Crossbows and Shortbows
Archer Longbow
Anyway, quite happy with my set up so far!
Edit: on the set up, I think that @Lord_Tansheron philosophy is right. HoF is way more easy if you can optimize the Damage output. My party is still sub optimal: missing those sweet longswords of + atk since no one can use them, I got 1 pure utility toon in the form of sorc and 1 dual classed that will never have GM... but the duals and the archer are shining and making the game quite fast no matter what.
DPS is the way to go, not mass summoning. In fact I used summon basically only vs goblins couz I was still low lvl and naked, vs scarabs and has a "wall" while resting in corners inside dng.
ps: assa7>F can also cover 95disarm/95find thx to the dex buff from mage (up to 20dex) and the magical belt with 10/5 bonus from the shop
Cleric/Ranger
Berserker(7)>Cleric
Fighter/Mage/Thief (I don't want to dual/bi-class Mage or Thief)
Sorcerer
Archer
Skald
I'm still hesitating about shields. Maybe the C/R will wear one even if it means not using the base '2 Weapons' proficiency.
I think they will all be Neutral Good for Righteous Wrath of the Faithful.
I don't think I'll make a Gnomish F/M/T since both Abjuration and Necromancy spells wouldn't be available.
I'd given a try to Druid but it comes 7th.
IWD can accommodate two Mages at best, so I'm good with one and a half (Bard).
Archer
Sorceror
Swash 6°/Fighter
Beserker 7°/Druid
Fighter/Cleric
I think the sixth member will be a Bard, trying to decide if a normal Bard or a Skald
EDIT: during the normal game at what level do you suggest to interrupt the campaign to do HoW and TotL?
Cleric was a bit of pain to relevel but the druid, instead, just needed 125k exp and that's nothing in HoF giving her a lot of time to shine due to GM+Kensai lvls
ps: I would not suggest a Bard AND a sorcerer due to very LOW damage output.Has a true "support" I'm still unsure what is better between F/M/T, Sorc or Bard but 2 of them is a waste of damage. Also if you want to go the bard way go for skald since you will want the damage song over anything else.
Btw sorc 1st run is the way to go. The main problem with spellcaster is that you will gain lvls too fast in a contest w/out any scroll to learn. Sorc will be a 0 damage toon but will make early/midgame way more easy making him a perfect choice while you learn how to play the HoF mode.
edit: Swash/figher will be melee or ranged or both?
Edit: forgot about the levelling of the druid so maybe it's better to do a Kensai 9 --> Druid
Also Fighter/Druids gain Grand Mastery at Druid Level 8 if you don't dual them at 9.
Fighter 1, 2 pips in one weapon
Fighter 3, 3 pips in one weapon
Fighter 7, 4 pips in one weapon
Dual to Druid
Druid 8, Fighter reactivates, Druid gets 1 proficiency, 5 pips in one weapon
So there's really no point other than minor HP bonuses to dual at 9.
Kensai 7/Druid with spear and 2h weapon style (18/74 13 16 10 17 17)
Swash 7/Fighter with long sword and 2 weapon style ( 18 18 18 10 13 10 )
Fighter/Cleric with flail and 2 weapon style (19 15 19 10 16 10)
Archer with longbow/crossbow (14 19 17 10 18 15)
Sorcerer (10 19 16 16 12 15)
I build my sorcs with 18 Wis for the Wish spells. Take it from Int.
I had a F/T with no armor melee during Chapter 1 because I was too lazy to buy studded leather armor and forgot to put on platemail back on after trap duty and opening locks.
It never got hit because enemies were all concerned with the stuff my F/C summoned with Animate Dead. If I saw an enemy target my F/T or a summon beside it about to die I just had it run back wait a few seconds for the enemy to retarget to a summon then send the F/T back in.