Your ideas for good arena party
Krongir
Member Posts: 19
Hi, i'm interested to hear your ideas for good arena teams (black pits ect) and give me your opinion on mine.
My party is as follows (a proper "evil be gone!" party)
Human-Cavalier
Human-Inquisitor
Human-Undead Hunter
Dwarf-Fighter/Cleric
Human-Ranger/Thief (is this possible without mods?)
Human-Evoker
Not 100% sure on this party, some advice would be appreciated (the 3 pallys stay though lol)
My party is as follows (a proper "evil be gone!" party)
Human-Cavalier
Human-Inquisitor
Human-Undead Hunter
Dwarf-Fighter/Cleric
Human-Ranger/Thief (is this possible without mods?)
Human-Evoker
Not 100% sure on this party, some advice would be appreciated (the 3 pallys stay though lol)
0
Comments
If you want to make a Ranger/Thief, use EEKeeper: http://forum.baldursgate.com/discussion/16497/ee-keeper-updated-to-v1-0-2/p1
I would reccomend a cg sorcerer also, instead of the bookish evoker. Scrolls are very expensive especially high lvl ones and a well built sorc is a power house. You will save a hundred thousand of gold approx.
Make your fighter/cleric a half elf ranger/cleric:free dual wielding and all those nice druid spells şike Ironskins, Insect swarm, fire elementals etc. on top of usual cleric goodies.
Human Inquisitor - as always, a godly powerful class
Elven Sorcerer (not dragon disciple)
Human Assassin 12 -> Mage (Tuigan Bow + Improved Haste + Poison Weapon + Timestop = instant death for most enemy spellcasters)
Dwarven Fighter/Cleric
Dwarven Berserker
Human Kensai 14 ->Thief
My best (good) TBP2 team was
Inquisitor
Barbarian
Ranger/Cleric
Kensai
Archer
Sorcerer
That being said, when I opened this thread, I thought the word good was not referring to alignment but to utility. Then I saw the evil party thread and realized!
@lunar what do you mean by cg? Will definitely take you up on the sorcerer advice as well as the ranger/cleric, will I really need a thief for the arena's. Are they essential?
No, you don't need a thief for the arenas. Between arenas, there are things you could pickpocket and some extra things you can do (traps to disarm, etc etc). But it is optional.
A thief is useful in outside of the arena, their combat prowess is somewhat lacking in bp2 as you can't set traps very reliably other than at the very start of the combat. So a multi or dual thief is way to go. Shadowdancers have unique high level abilities, however I haven't tested them and can't comment how well they work against tough foes. They get simulacrum and mislead type of abilities IIRC.
Here's what I'm rolling atm:
Human Inquisitor
Dwarven D. Defender
Human Priest of Helm
Human Stalker
Half-Elf Dragon Disciple (with d6 HD, con and AC bonuses these guys can actually take some hits and live)
Half-Elf Shadowdancer
Here's what I hope I had done differently:
I should've dual-classed my cleric from ranger, the druid spells would've come in handy.
An archer would be a better choice than stalker, the end-tier guys all have true sight capability. And archer would be even more kick-ass with bows.
As I said, the shadowdancer is pretty much decorative on tier 3 fights. A multi-classed F/T or M/T would've been much better, either frontlining or support-spellcasting. I wouldn't want to leave thieves out of the picture though.
My team
Cleric/Ranger multiclass (crom fayer/runehammer)
Inquisitor (Holy Avenger)
2 x Dragon Disciple (robe of vecna for one of 'em)
Archer (with FireTooth xbow)
Berserker (spectral brand or axe of unyeilding / belm)
Most battles weren't too hard. There's a room to rest in before fighting, and you can see the next fight monsters below. The ultimate guide is here:
http://forum.baldursgate.com/discussion/29638/the-black-pits-ii-items-and-rewards-guide
My team rarely had to refight any battles until the final one.
My beserker was the least useful of the team. Maybe I had spec'd the wrong weapons for him. IMO Crom Fayer is the best single handed weapon. The beserker was good against the mind flayers and such when he goes beserk.
My Inquisitor was needed to tank the Winged because she has a vorpal weapon that instal kills everyone, but doesn't work on him. Not sure why.
The archer with firetooth can damage monsters others can't do much to so is invaluable. Did most of the damage to the winged.
The cleric/ranger has armor and ironskins and heal and res, enuff said. Weakness is that the good cleric/druid spells are slow to cast.
A single sorc would do instead of 2 DD. There's only 1 robe of vecna (not willing to cheat). DD were useful early on, but their extra abilities don't matter much in the final battle. Wear the robe of vecna, then cast timestop, then improved alacrity, then you can insta cast a lot of spells!
2 sorcs with contingency -> 6 al hazims! Have the sorcs rush the non magic resist enemies for greatest effect. Maybe that's why it is good to use DD instead.