Could i actually get started with this game?
Mrpenfold666
Member Posts: 428
Hey guys, I mainly bought icewind dale purely to support beamdog, but I thought I may aswell beat it and noticed you have to make an entire party of 6. can anyone recomend a decent starting party?
I was thinking druid, paladin, mage, cleric, cleric, rogue any thoughts on what i might face?
I was thinking druid, paladin, mage, cleric, cleric, rogue any thoughts on what i might face?
2
Comments
You'll get a million different answers as regards to party composition, depending on personal play style. But clerics are definitely useful, as the game is full of undead. A rogue is good too for disarming traps and picking locks, but I prefer to multi class them for utility.
FWIW, here's one of my favourite party compositions:
1) Fighter/Druid (Tank, summons, healing when needed, utility spells)
2) Dwarven Defender (or plain fighter. Tank)
3) Fighter/Thief (Scout, DPS, utility)
4) Cleric/Mage (Healing, buffing, summons, can melee if absolutely necessary)
5) Sorcerer (because sorcerers are awesome)
Write up some backstories for your characters biographies to add some flavor so each character means something to you. I would pick some interesting kits. Your two frontline tanks could be a paladin kit and a fighter type kit. Your middle two could be rogue and fighter/ caster type, and your back two could be a shaman and magic user (or any other kit you can dream up). You can't go wrong as long as you roll your numbers decently and apply them appropriately. The best balance will come on core rules. After your first playthrough, take your same team to insane difficulty, then to heart of fury. Remember that if you go the heart of fury route to have a character with summon abilities, or a power party. Although, it can be soloed.
Have fun.
so have a play through with the already premade party, and then if you decide to play the game again after you beat it, then you will know what you want for your next play through
I don't recomend taking ANY risks when scribing any halfway decent spell, make sure you have guaranteed success one way or another.
For your rogue needs, I'd use a dual classed thief, and dual out after you've got enough trap finding and lock picking. That said, a Bountyhunter isn't a bad choice, and will benefit from higher level, so they are decent for a single class choice. If you push things, I'm pretty sure a Swashbuckler 5 can pretty much handle all your actual thieving needs, and be a slightly better warrior in some ways if dualed to warrior.
Clerics and Druids both have good spells, but try to have your damage dealing warriors the same alignment as your cleric, as there is a nice buff that cares about alignment iirc. Then again, there is a fair bit of aligned equipment, so unless you like being unpleasantly surprised (ie a Good fighter GMing in short swords is a bad plan imho), do some cursory research. Most of the aligned gear isn't gamebreaking, but it can be pretty nice.
Also, in favour of multiclassed fighters, paladins, rangers, etc, you never quite know what you'll get for many drops, so diverse proficiencies are a big asset. It can allow you to use a great weapon early on, and upgrade to something completely different.
Final point, cleric weapons are actually pretty great most playthroughs, so F/C builds are usually a good choice. I've never lacked decent morningstars/flails.
Given the huge number of enemies in the game that are immune to slash/pierce damage (and backstab), singleclass thieves make even less sense in IWD than they did in BG/BG2. I'd suggest FMT for that slot as there are some nice synergies there, though FT can work as well if you wanted to go with a kensai/thief or berserker/thief dual.
As to your melee characters, the leading guide recommends they all be FMCs. I wouldn't go that far personally as it makes for a boring party but FCs, FDs, and RCs are almost always going to be better choices than a singleclass warrior. You may be tempted to go with an inquisitor given how useful they were in BG2, but you don't need one here because mage battles rarely happen, and even when they do you rarely need dispel magic to win them.
it seems that the most of the worry some traps and locks and what not are all within that first 160 000 XP of that thief, and then after that, traps and locks kind of start going the way of the dodo, so this is perfect time to dual over
for me, usually i hit the 161 000 xp mark when i finish off dragon's eye, then dual over to fighter, and then the time i hit the frost giant caves is when my fighter finally out levels my thief, and with this combo i go with archery style and damn is it effective, or even better yet, throwing axe style for that +2 throwing axe that never runs out of ammo, mmm mmm that with a nice STR score and you will do some serious damage from the back line, and best yet, you all the thieving you need and not a point more and now when you gain levels, you actually gain levels in a class that can utilize them win/win