Improve my HoF lvl 1 party.
Shyn
Member Posts: 73
Hello fellow IWD fans,
I want to give a HoF run from level one a shot, and I am very curious about your professional opinion on my party.
To add some context; im fairly expirienced on the infinity engine games. I have played loads of BG, and BGII+TOB. I also have played about 60 hours of IWD and I am about to finish a 6-man run through on insane. I know my way around spells and most mechanics.
However, I never tried HoF before. So thats why I would like some advice.
What I came up with myself:
Swashbuckler 7 -> F with longswords.
F / C multi with blunt weapons.
Berserker 7 -> Druid with GM daggers (mostly because daggers have fun effects)
F -> M with either GM longbows or crossbows
Archer with GM longbows
Sorceror
I would have liked to add a Skald or vanilla Bard to the lot, but im not sure if that would result in more damage, since I'd have to scrap a damage dealer for that.
What is your professional opinion on this composition?
Cheers
I want to give a HoF run from level one a shot, and I am very curious about your professional opinion on my party.
To add some context; im fairly expirienced on the infinity engine games. I have played loads of BG, and BGII+TOB. I also have played about 60 hours of IWD and I am about to finish a 6-man run through on insane. I know my way around spells and most mechanics.
However, I never tried HoF before. So thats why I would like some advice.
What I came up with myself:
Swashbuckler 7 -> F with longswords.
F / C multi with blunt weapons.
Berserker 7 -> Druid with GM daggers (mostly because daggers have fun effects)
F -> M with either GM longbows or crossbows
Archer with GM longbows
Sorceror
I would have liked to add a Skald or vanilla Bard to the lot, but im not sure if that would result in more damage, since I'd have to scrap a damage dealer for that.
What is your professional opinion on this composition?
Cheers
0
Comments
Due to the small number of mage scrolls in the game, and the small number of spells per level that are useful in IWD, sorcerers are a great choice. You want at least one and possibly two of these in the party.
Two key things to know about HoF mode are 1) your summoned monsters get the same boost enemies receive and 2) enemy hit point pools are so large that immobilization becomes more important than DPS.
Overall, I'd do something like this with your party:
Elven F/M/T who generally uses longswords and casts melee buffs like mirror image and stoneskin
Half-orc F/C with 19 strength who uses flails
Half-elf R/C who uses maces, war hammers, and eventually flails
Additional melee character with the flavor you want: cavalier, F/M/C, or archer (but keep in mind that blunt weapons are king in this game so arrows will be ineffective against a fair number of enemies)
Sorcerer who mainly casts stun/immobilize spells (chromatic orb, emotion hopelessness) and summons (animate dead when he can, monster summoning VII later)
Berserker/mage dual, a second sorcerer, or a bard
Fighter/druid
Fighter/mage
Bard
Dwarven defender
Fighter/cleric
Pretty standard stuff.
Buff spells for the bard and offensive/CC spells for the mage then it's plenty of spells to go around.
Main role of the druid is the meat shields via summons and lots of CC available CC is the most important part of HoF mode as you will not be able to go head to head with everything.
Is archery worse in HoF than it is in a normal run then? Because currently in my 4 man insane run, my archer wrecks a lot of mobs, and holds about 40% of the kills (vs the other 2 chars are melee)
Im not sure about a F/M/T, it gets spells that are usefull fairly late. A swash (or any kit, really) dualled to a fighter seems much more effective and a bigger damage contribution in the long run? That way he doesnt lose out on grandmastery. Its just sans the spellcasting, but its not like scrolls are abundant.
I like the idea of creating chokepoints so the rest of the party can pummel them with 2-handers or arrows from a relative distance. Is it worth thinking about a dwarven defender? Or is that a waste of potential in HoF?
second, enemies' HP are through the roof, all their HP are x3 +50 ( so even a lowly ogre has 140 HP ), hence the reason why blunt weapons are going to be your friend, because lots of those undead have around 80 or so HP ( even more) and take half damage from everything except blunt weapons, and have 90% resistance to missile, so if your missile weapons are dealing 20-30 damage ( somehow ) you will only be dealing 2-3 damage against 80+ HP undead baddies ( at least to the skeletal undead)
on top of this madness I believe enemies also get a + 6 to hit/ to damage/ saving throw bonus AND an extra attack per round, so baddies will be hitting hard and fast
this is why crowd control is king in HoF, enemies have SO many HP you will not simply be slicing and dicing through them like a hot knife through butter, enemies take a nice while to kill, so get all those crowd controls ready ( chaos is a great spell with it's killer -4 penalty) and greater malison is almost mandatory for the bigger boss enemies who have the better saves
also, enemies get a boost in their HD ( I almost want to say +15 or so? or maybe its +10 ) so don't waste or use spells that only work on lower HD monsters, even the goblins in the first are you start off in wont be affected by spells like that ( spells like sleep for example)
the last time I did a HoF run, I had 3 melee'ers and 3 ranged dudes, and when it came to ranged combat I had to completely fill my inventories to the brim ( for my ranged characters) and they would run dry just from a half dozen areas or so ( no doubt from the fact that lots of enemies have resistance to missile weapons and it takes A LOT of arrows/bullets/bolts to get through those ludicrous amount of HP enemies will have )
I wanted to see how the archer's favored enemy bring set to skeletal undead might mitigate that slightly tho.
Also, if everyone in the party is using blunt weapons in one form or the other... Will equipment not be stretched rather thin? Seems wasteful not to utilise thiongs like the longsword of action for example.
But if you want to take the easy way and don't like druids just turn off HoF in the very beginning and turn it back on when you're comfortable handling the strong opponents.
BTW: I agree with the comments about Totemic Druids. They are pretty awesome in HOF mode. I would definitely consider swapping in one for your fighter dual druid. That still leaves you two tanks and the archer for some major damage dealing. You'll find summoning is your friend in HOF. The cleric/fighter can summon skellies and zombies, Totemic gets insects and his signature summons and the sorcerer can cast the Monster Summoning spells. Perfect!
My current lv1 HoF party is this:
- Dorfus - dwarven defender
- Daniel - gnome fighter/cleric
- Sarina - elf totemic druid
- Bailey - halfelf bard
- Miran - halfling fighter/thief
Just finished Kuldahar Pass, on my way towards Vale of Shadows. My strategy consists of summoning spirit animals depending on the situation (fast snake to interrupt spellcasters, bear to tank or wolf for the fancy frost animation), flanking with the fighter/thief for sneak attacks, tanking with the dwarf defender and using the druid to cast entangle and curse. The bard just sings or uses chromatic orb to get enemies of my squishy partymembers.
I'm doing everything I can to not rely on loads of summons since they make the HoF experience a bit trivial, so I don't use any of the summoning spells except my spirit animals or summoning spells that summon only 1 creature (call woodland being, etc.)