How would you do a 3-4 characters party?
Sloty
Member Posts: 113
After I complete it with a full party, I want toplay the game through with a small party of 3-4 characters.
It should still be very powerful though.
Which classes and races would you suggest for that playthrough?
It should still be very powerful though.
Which classes and races would you suggest for that playthrough?
1
Comments
Personally, I've had fun at several difficulty settings with this party:
* berserker, half-orc
* cleric/thief, half-orc
* totemic druid, half-elf
* sorcerer, elf
At normal difficulty, with that party of four the game ends around level 14 (Fighter), and you can choose to continue into Heart of Winter if you like.
But could you post a little comment of each of your party members and how you use each?
I dont think its obvious from the races and classes alone...
And what stats does each one need?
Another question: If I would build a F/M/C how should I best distribute the stats?
Edit: FMC needs great wisdom for extra spells, might want great int to improve your scribing, and high dex and cons because they are harder to buff. Note, str will soon be very easy for a cleric to buff, even a multi. Be cautious about uber-dumping str, but cleric buffs will set your min eventually. Even the mage strength spell is sufficient.
Note: If all your melee folks have the same alignment, Righteous Wrath is insanely good.
FMC or Berserker>Druid
Archer
Sorcerer
Human Blackguard with longsword,flail/morningstar and longbow
Dark moon monk or Dvarwen defender with 2 handed axe/spear
Assassin with dual wielding shortswords
Priest of Talos with warhammer
This crew haven't been tested yet,but I'm looking forward to try them out soon.
Don't try to avoid the manual like a plague. Start a game with one of the default parties to learn to know it. Discover their strengths and weaknesses. It's the same when learning new spells and when memorizing spells. It's you who needs to choose what to learn, what to memorize and what to cast in which situation.
In my opinion the game is also much more fun, if you avoid reading walkthroughs, faqs and howtos before playing it yourself.
The rather simple but still powerful party-of-four I've outlined is a pretty safe choice:
The Berserker as a fighter has all options to become more defensive or more offensive. It's a half-orc because of the attribute bonus that race gets. Once you've made a first encounter with enemy archers, decide yourself whether you like learning the sword-and-shield skill for its extra protection against ranged attacks. It's not necessary but can be helpful depending on how you like to play.
The multi-class Cleric/Thief is a trade-off. Enough experience to learn disarming traps early enough and advances fast enough (at anything equal to or higher than Core difficulty) to become a good cleric.
The Sorcerer learns those spells that work for me. No dependency on scrolls.
The Totemic Druid adds a bit of early healing ... during resting ... and summons the spirit animal before there are other spells to summon better allies. Else the druid is played like a mage ... keeping distance to the enemies. No melee combat. At most ranged attacks with a sling, or wearing a staff with some spell charges.
I had scale of balance instaled.
Sorcerer
Archer
This team will completely dominate and be totally fun at the same time.
Really shouldn't be much need for melee with this party anyway, just freaking destroy everything (which won't be difficult).
As it stands, if you want to go for an average degree of power-leveling, I'd go for:
Dwarven Berserker
Human Cleric of Helm (True seeing offsets the Mages shortcomings) or half-elven Fighter/Druid
Half-orc Fighter/Thief
Elven Conjurer Mage
If its possible I want:
- 2 arcane casters
- 2 divine casters
- 1-3 good melees
- a way to open locks
Bonus if you can iclude:
-1 Sorcerer
-1 Bard of any kit
and all that in a small party...
I play this on a tablet and the amount of taps I do with a full caster party doesn't even come close to games like Battleheart. IE games are on the low end of the spectrum of real time games where there's actual micromanagement. I've seen low ranked RTS players with better micro skills than what's needed for a caster intensive party.
Locks are handled by Knock.
Sorcerer
Blade
Berserker Cleric
Berserker Druid
Or would multiclassed F/C and F/D be better?
Wouldnt a Kensai be better dual material for one of them two?
Dont you think a F/M/C and F/M/T combo would be better? Then I could add 2 extra of whichever classes I want... perhaps an avenger or a bard or a sorcerer or a REAL tank...
Or another idea: A 4 character party without ANY fighter classes mixed in...
perhaps Bard,Avenger,Sorcerer and some melee strong type of cleric?
You heal on rest, not while fighting. Sorc should take spells that reduce your chances of getting hit.
The problem with a kensai is that it can't wear armor or a helmet - meaning AC issues early on and susceptibility to critical hits.
My view on a small party is if party size = n, it is preferable to have at least n-1 casters. After that, you're good. After you have experience with the game, it becomes exponentially easier, so pretty much any party with spell options will do. Get some experience and then play the party you want to play, not because someone says Party A is more powerful than Party B.
I just want to play...something different this time around...
I have started the original game(without EE) so many times with different parties so now I want a powerful party that is off mainstream...
And which stats would they need for succesfully dualing over?
How much melee is really needed to beat this game?
Please dont forget my other questions...