Is this a good party? What should I keep and or change?
ZeroxSP7
Member Posts: 55
Gonna have at it with this game for the first time. Here's the party I'm thinking of.
1. Paladin
2. Cleric/Ranger (or Fighter/Druid)
3. Fighter/Thief (or Cleric/Thief)
4. Archer (or Fighter)
5. Mage
6. Skald
The races have not been decided yet. My thought process is as the following.
1. The Paladin will be at the front of the group, therefor the main target of attacks and spells. He will also be the "face" of the group and have access to any Paladin exclusive equipment.
2. The Cleric/Ranger will be up front with the Paladin, using blunt weapons and casting buffs and protections before fights.
3. The Fighter/Thief will assume thief responsibilities. He can fight up front with a sword in plate or from the back with a bow in leather.
4. The Archer will provide the best ranged damage anyone could ask for. I will also consider a straight up vanilla Fighter for versatility, being able to fire bows from afar or battle up close with blades.
5. The Mage will provide arcane spells for crowd control and nukes.
6. The Skald will help buff with song.
7. I will also consider a Fighter/Druid paired with a Cleric/Thief as alternatives if I decide to split the spellcasting responsibilities of the Cleric/Ranger, therefor replacing the Cleric/Ranger and Fighter/Thief.
What should I change and what should I keep? And what races should be chosen?
1. Paladin
2. Cleric/Ranger (or Fighter/Druid)
3. Fighter/Thief (or Cleric/Thief)
4. Archer (or Fighter)
5. Mage
6. Skald
The races have not been decided yet. My thought process is as the following.
1. The Paladin will be at the front of the group, therefor the main target of attacks and spells. He will also be the "face" of the group and have access to any Paladin exclusive equipment.
2. The Cleric/Ranger will be up front with the Paladin, using blunt weapons and casting buffs and protections before fights.
3. The Fighter/Thief will assume thief responsibilities. He can fight up front with a sword in plate or from the back with a bow in leather.
4. The Archer will provide the best ranged damage anyone could ask for. I will also consider a straight up vanilla Fighter for versatility, being able to fire bows from afar or battle up close with blades.
5. The Mage will provide arcane spells for crowd control and nukes.
6. The Skald will help buff with song.
7. I will also consider a Fighter/Druid paired with a Cleric/Thief as alternatives if I decide to split the spellcasting responsibilities of the Cleric/Ranger, therefor replacing the Cleric/Ranger and Fighter/Thief.
What should I change and what should I keep? And what races should be chosen?
0
Comments
Paladin (Hu); Fighter/Cleric (D); Ranger/Cleric* (HE); Fighter/Thief (Ha); Fighter/Mage (E); Bard (HE).
(*I used the "cheat" menu option to enable Druid spells from level 1)
I don't know how much you know about IWD, but if you haven't looked into it much then the best advice is this: your prior experience of the Baldur's Gate games will be a big help, but if you assume that everything that applied in BG and BGII will apply in IWD, you might end up causing problems for yourself. Here are a few key differences to keep in mind:
Either of your proposed parties will be fine, but I have a few thoughts:
1. Paladin: A good choice, although Undead Hunter is vastly superior to unkitted Paladin in IWD. I only used the Paladin because IWD was designed without kits (they are backported to the EE from BGII), and I wanted a more authentic IWD experience. You'll want proficiency in a blunt weapon to begin with, due to the skeletons, but plan to specialize in Long Sword later.
2. Cleric/Ranger (or Fighter/Druid): Both good choices. If you go for a Fighter/Druid, note that some of the Druid weapons have very little support. Don't take Spear or Quaterstaff as early choices (impossible to get a magic weapon until the very end of Chapter 2), and if you go for Club or Scimitar, you're very likely to have to buy a magic weapon from a merchant (there is a good and cheap +2 Scimitar). Note that Icewind Dale has several extra Druid spells, some of which are pretty good.
3. Fighter/Thief (or Cleric/Thief): Both good choices. Single class Thieves are poor in IWD.
4. Archer (or Fighter): A sketchy choice. Archer is powerful, but its utility in IWD is limited by three factors: (1) magic arrows are fairly hard to come by (and fire and acid arrows are best saved for trolls); (2) there are a fair amount of enemies immune to non-magic weapons; and (3) ranged weapons are bad against the plentiful skeletal undead. I also don't see the point in a Fighter designed to switch between melee and ranged; the strength of the Fighter is in making the most of Grandmastery. If you don't go for the Archer, you're better off using this slot for a Fighter multiclass that uses ranged weapons but can melee if needed.
5. Mage: A bad choice. Taking a single class Mage (an Invoker) was what made me abandon my first IWD playthrough! Even though I had a decent idea of where and when I would pick up arcane scrolls (from the excellent wiki article here), I didn't realise I'd gain XP so quickly that I had spell slots but no spells to cast (and that this would persist through the game), and it just felt unfun. I'd recommend a Sorceror or a Fighter/Mage here, or maybe a Fighter > Mage dual. A Mage/Thief is also a decent option, freeing up slot 3 for you, although I tend to prefer Fighter multis. You can even get by without a Mage if you have a Bard/Skald and a couple of Divine casters.
6. Skald: A good choice, but I'd recommend unkitted Bard. The IWD version of the Bard is arguably better than Skald but, either way, you can use a Skald in the BG games, whereas you only get to play the IWD Bard in IWD (see here for details of the IWD Bard).
ETA: Added a point 11; added info about IWD having extra Druid spells
I’d be more inclined to choose a Sorcerer over a straight vanilla Mage if I knew how they worked and progressed. Same for a Fighter/Mage multi.
Judging from your post, you already know how the Fighter works, how the Mage works, and how other Fighter multiclasses work, so what is it about the Fighter/Mage that's unclear to you? As for the Sorcerer, what do you mean by "how they worked and progressed"?
I dislike Enchanter in IWD due to the higher percentage of undead you end up facing. Also, in IWD, Conjurers have Evocation as their barred school, not Divination.
Fair point about Enchanter in IWD, but Skull Trap is still viable against Undead so having a mage that specializes in crowd control can still be viable. I usually play in Legacy of Bhaal mode these days though, so that might explain my thoughts. In LoB, the usual damage dealing spells (fireball, chain lightning et al) are underwhelming when all the enemies have oodles of hit points. Also, the huge hordes of enemies that get to you more quickly than in BG tend to make it so I hit my own guys more often than not with the damage dealing spells. That's made even worse when some of the better ones like horrid wilting and chain lightning aren't party friendly anymore...
Magic Missile, Web, and Stinking Cloud are all huge losses for the Enchanter, with Web in particular being great for crowd control both in general and against undead in particular. Fireball (and Aganazzar's Scorcher) also have additional utility as troll kiillers and against enemies with vulnerability to fire damage. I will admit to "cheating" by using the display AoE option...
All true (and with an IWD unkitted Bard, I assume Tymora's Medley would work on the Rabbit). That said, if the OP is on their first run in IWD, and they aren't confident in how Sorcerer and Fighter/Mage work, I'd imagine that Rabbit Familiar as party thief is probably not a suitable tactic for them at this stage. A Fighter/Thief is still a great choice.