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sorcerin
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Party makeup:
Dwarven Defender
Cleric of Lathander
Sun Soul Monk
Swashbuckler (thief)
Stalker (ranger)
Sorcerer
A Dwarven Defender buffed with Improved Haste and Regeneration can plant himself with Defensive Stance and hold most enemies at bay while the rest of the party takes them out. And they have the HP of a barbarian with the chance of a 19 constitution at the very start without the armor or weapon limitations (four points in hammer and ax is invaluable).
The Sorcerer may not have the number or diversity of spells of a mage, but he makes up for it in what he can cast. If he has six different fifth level spells he can cast, he can cast whichever fifth level spell he wants, not just what he has memorized.
Bards are good back-up mages, can identify almost anything, and their songs are very powerful, especially regeneration and resistance to sound attacks. Avoid any kit that limits or removes their songs. Their ability to pick pockets frees up your thief to put more effort into other skills. I generally play with one in the party, but for beta-testing I was requested to run the party above.
My recommendation is have a cleric, mage, thief and bard in the party with your front line fighters. You'll want two front liners in HoF mode.
Grandmastery+kensei gives:
+4 attack, +6 damage, +1 APR
Vs whatever racial bonuses you can muster (mostly irrelevant - cleric duals get to 25 strength anyway, no other race has a big impact).
There really is no contest.
I'm going with:
Kensei (9)/Cleric
Kensei (9)/Druid
Kensei (9)/Mage
Swashbuckler (10)/Mage
Priest of Lathander/Fighter
Skald
I don't think that there's quite enough fast/action weapons in the game to get everyone to 5 APR but it'll be close.
Some questions/alternatives remain for me:
- Assassin instead of the Swashbuckler
- Cleric or fighter instead of Mage for the thief dual
- Not sure when to dual the cleric
- May dual the kensei/Mage at 13 due to a lack of APR weapons
But overall I'm excited to see the party develop and already they are proving capable of mowing through enemies quite effectively.
Wasted xp isn't an argument as anything over fighter 13 is a wasted level up and even 13 is a waste in most circumstances as you can get to the APR cap without it very easily. Having a higher level caster at any given point in the game on the other hand is preferable and this team gives that hopefully when it's needed.
Personally, I've come to love the tank/spank style of fighting, as most monsters are very straightforward in their scripts and will just keep attacking the first thing they saw (if they can get to it). That means you can reliably concentrate incoming damage on your tank, which can be an actual character or summoned monsters (their HP scales up with HoF, except for Totemic Druid spirit beasts). Unlike BG2, there is very little incidental damage on the rest of your party, meaning you can actually maximize offensive capabilities and not worry too much about defenses on your damage dealers.
There's also a number of very powerful buff spells available in IWD that you do not find in BG, namely the cleric prayers (Prayer, Recitation, Righteous Wrath of the Faithful) and the mage emotions (Emotion: Courage, Emotion: Hope). They really are quite incredible, so I highly recommend being able to cast both types. Note however that scrolls are at a premium in IWD and not readily available, so Sorcerers shoot up in value (particularly considering the high XP in HoF).
For damage however, spells aren't that efficient. You only get good output on high enemy numbers - which you do find in IWD; but you are at a constant risk of running out of the actually efficient spells, and given that resting has a very high chance of ambush in IWD you quickly fall behind in output as a caster. I very much prefer weapon damage in the game, particularly crushing type damage as you constantly face skeletal undead that have piercing/missile resistance, and often slashing resistance as well.
That being said, I also do like having an Archer around, if simply for the reason of completely trivializing any sort of spellcaster. Without SCS-style pre-buffs, you can literally stop enemy casters from ever getting off a single spell. Even bosses like Yxunomei can be completely locked down by a single Archer and never get to cast anything. Archers also do great damage on regular mobs, though the high incidence of piercing resistance can get a little annoying at times. Pick Long Bows by the way, as you're guaranteed to get a VERY good one fairly early in the game (Chapter 2).
Lastly, with the high XP rewards in HoF you can definitely do a lot of dual-classing, or even multi-classing if you like, though Grand Mastery does give 3/2 APR in IWD (more than in BG) and multi-class fighters cannot reach that. That's also a reason not to dual at lvl 13, as the 1/2 APR you get at that level as a fighter is essentially wasted if you use a +1 APR weapon (and there are many in the game).
My personal party is currently this:
Berserker 7 -> Cleric (tank + buffs)
Swashbuckler 6 -> Fighter (damage + traps/locks 100)
Kensai 9 -> Cleric (damage + buffs)
Archer (damage)
Sorcerer (buffs/debuffs, CC/summons)
Skald (singing buffs only, no actual attacking; occasional casting buff/debuff/CC)
It's of course an ENTIRELY different matter in non-HoF games.
The scrolls become available fairly late (after Dragon's Eye?), but in principle yes. For HoF I prefer a Sorcerer for the simple reason that the higher XP means your spells scale directly with XP, whereas scrolls scale with game progression - i.e. you do not get spells any faster in HoF with a scribing mage, because you don't get to the point where you find the scrolls any faster, even if you already have the required spell levels available. I can agree with all of this
What is your XP value like?
Keep trying! I'm sure you can do it.
Makes a strong fighter but basically only member who cant self buff. So sometimes that is annoying.
I went with:
Dwarven Defender
Fighter 7 --- Cleric
Fighter 7 --- Druid
Swash 5 --- Fighter
Elven Archer
Sorcerer
The Archer destroys things. Had the lowest Thaco and the most attacks per round quicker than anyone else. If only there was a quiver +1/+2 in the game he The Archer would probably be the best character by far.
Really enjoyed the Dwarven Defender in HOF he basically is 100% resistant to everything. Normal mode I would probably go Berserker instead.
Sorcerer because of Spell management is so much easier. And you can sell those scrolls early game which makes you earn money quicker than normal.
enjoyed Druid/Cleric both have plenty of self and group buffs and the Druids summons are great in HOF.
Think if I had to do it over I might go some kind Thief/Cleric for ultimate support character. And Kensai -- Mage. Mage basically just for self buffs. Then keep the rest.
Does arrows of piercing work? They should be +4 Thac0 as description says, maybe they'll pierce his immunity?
You can find them in watchtower in Lower Dorn's Deep.
Also I can upload here a component from Spells Revisions, a revisioned Enchanted Weapon. As description says:
"Enchanted Weapon - each and every type of +3 weapon can be created (including arrows, bolts and bullets) "
Guess it makes a game easier for an archer.
It's interesting to know, what happens if you cast protection from normal missiles on Belhifet. Spell doesn't protect against +1 arrows and higher, maybe it overlaps it's innate immunity?
Now, having 5 characters dual wielding with 8 to 10 APR means that, even with inflated HP, enemies really don't last long.
In fact, I can be a bit lazy now and just roll with skald song, barkskin and entropic shield and move through levels at a very comfortable pace popping DUHM occasionally as party damage is just so high. Can go at least 8 turns without resting if I need to buff everyone, much longer if I don't buff as much.
Easthaven, twice in the orc caves, once in the Kuldahar Valley, Kuldahar itself, the Vale of Shadows, Kresselack's Tomb, and the Temple of the Forgotten God. That makes him 10th level before entering Dragon's Eye.
I now believe it's possible to start characters on Insane/HoF, but the battles will be very unpleasant and tricky, especially when there's large numbers of enemies as happens twice in the orc caves and once in Kresselack's tomb. Leveling up won't be the problem, magical weapons to deal with the Shadows and Imbued Wights, weak clerical turning and healing ability and higher level spells for mages and bards will be.
For those who like such a challenge, be my guest. I'll still with veterans.