Best party for IWD2
ShapiroKeatsDarkMage
Member Posts: 2,428
in Off-Topic
What is the best party formation for the Icewind Dale sequel?
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Bard, Fighter, Paladin or Barbarian, Cleric, Druid, and a Mage/Thief multiclass.
5-person: drop the Druid
4-person: recruit another party member or two, personally.
If you want a smaller party, I think the engine will probably end up penalizing you pretty harshly for XP after awhile, as its your ECL average iirc that rewards you. HOWEVER, a well known trick of great evil is to start with 4, then add in two characters later as lvl 1s, so they will greatly reduce your average level, and just retire them whenever they start getting too high level. Otherwise, you'll pull really bad xp after awhile, as you get to too high a level for the challenges, meaning the game will be harder, and it's already the hardest IE game imho. Be prepared to reload often due to critical hits if you play on a difficulty level that boosts damage... everyone can be one hit KOed by a crit from an arrow on Insane for several levels. Infuriating actually if you aren't pretty careful to keep healed.
IMHO, aim for a Barbarian (consider 4 levels of fighter) with maxed out strength and cons, probably wielding a two handed weapon. Aim to include a dedicated Archer, IE maxed out dexterity, probably lowish strength, relying on TWFing and Weapon Finesse for melee. Rapid shot is just dreamy early on. Strongly consider 2 clerics, but do not go without any. A Paladin is nice for a certain sidequest (...very, very, very hard fight involved with this side quest), but Paladin or Monk should NOT be spokesperson, they'll turn down rewards. Which is cool, but still sucks. You do need some Rogue abilities, but a multi-class Rogue is good enough after probably level 5ish. Early on, pure Rogue will have more luck then a multi, which might have trouble with the odd trap.
Druids are decent, Monks are decent, Rangers are not unless you dual out asap, but watch out for XP penalty for unfavoured class! Bards are really unique in IWD2, different spell list even, one which offers essentially no direct damage spells, but is excellent for crowd control. Take Greater Spell Focus Enchantment maybe, and either sing or crowd control enemies. Bards aren't powergamey, but they DO contribute.
Beware multi-classing Paladins and Monks, and anyone you intend to cast spells with most of the time. Paladins kinda stink, but Monks are okay, though monks should hesitate before dualing to anything but Cleric or Druid. Druid in particular is pretty cool, as Wisdom is key for both, and Druids remember can Wildshape! So you can let physical score slide a bit if you have 2 levels of Monk planned. Some Monk abilities function while Wild Shaped, which is cool, if not exactly overpowered. Most importantly, your Monk AC bonus works, and you can use expertise or Power Attack in Wild Shape, so this is a solid trick to use for non-HoF. In HoF, you'll get eaten alive if you try this I suspect.
Oh! Last point, If you use characters with light or no armour, one sorcerer can cast Armour many times on each. Monks get a HUGE boost from this, and your other casters probably will like the bonus too. Heck, a Rogue would almost certainly benefit even, so its a great first pick for a Sorcerer in the right party. Stoneskin is a good buff they can cast too, should be your first 4th level pick for a sorcerer, makes your front liners SOOO much tougher.