Help me choose - F/M dual class or multiclass?
Proteus
Member Posts: 40
I'm creating a Fighter/Mage to use primarily as a backline archer + mage.
Am I better off going dual class (Fighter 9/Mage X) or just choosing Elf and going multiclass?
Edit: I am playing with a 4 man party, and intend to go through HoF eventually.
Am I better off going dual class (Fighter 9/Mage X) or just choosing Elf and going multiclass?
Edit: I am playing with a 4 man party, and intend to go through HoF eventually.
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Comments
You'll appreciate the higher damage and better spell casting infinitely more for a vast majority of the game, especially if you plan on 2 runs.
I'd only Multi for a utility class (Thief, Cleric) and only in non-HoF. And even then it depends on the rest of your party.
Personally, I'd probably go with the multi, actually. THAC0 is pretty important in IWD, and wizard spells... aren't. Losing grandmastery is unfortunate, but its benefits don't help much if you can't hit anything because your THAC0 never improves past ~6.
A Cleric will drive THAC0 even lower.
Enemies in this game don't have a abysmally low AC values.
Also, I'm allowed to delay leveling to save for proficiency slots?
Usual reason to go to 9 (or 13) in IWD is if you have the kensei kit and are playing a level 1 HoF party.
If you did want to go to 13 I'd recommend a kensei. I have a kensei 13/Mage in my level 1 HoF party and she's done pretty great. Main reason I didn't dual her at 9 (a good break point for kensei for the extra damage) is because I had 2 other kensei dualing at 9 so she stayed to provide the damage while they were finishing the dual.
Overall though even with a kensei 13/Mage in a fast leveling HoF party I can't honestly say that it was worth it. Berserker 7 or kensei 9 duals are where it's at.
Be warned that with such a party you'll probably find that it's too easy once the duals are completed.
Kensai bonuses are good but they're just another bonus when you factor in all the bonuses the game lets you pile up on Fighters.
And since this is Normal Mode, even a Sorc with 18 STR and 18/19 DEX using slings already performs ridiculously well. A Fighter with proficiencies and Fighter APR is going to melt things. Although as far as Normal Mode is concerned, damage spells are usually better most of the time.
Is your party already set in stone? If not you might want to consider going for a pure Archer instead. These guys are *insanely* strong. The only things is a bit of a pain in the ass in IWD:EE is the lack of an unlimited source of +1/+2 arrows.
For a normal run I'd suggest some combination of Skald, bard, Avenger Druid, Archer, Sorcerer or Fighter 7/Mage for the back line.
For HoF it's a bit different and there's a whole thread with ideas.
I wouldn't do 2 runs with the same party. Each run would just end up too easy. Instead I'd suggest to make a core appropriate party and play core. Then you can make a HoF appropriate party and run HoF.
only really tuff mobs or grps that i bother to pull the mobs back to the grp.
the tap heal shortsword from burial isle is great for tanking with.....rarely dips under 70% health.
Add in the robe from malavon(imm to confusion) and hes my main char for killing underhulks.
Not my main tank, but decent melee dps. [4APR unhasted] Lower hps might put some off...