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Whats your best four man party?

Was thinking about

F/M/T Crossbow and Longswords
Ranger/Cleric Sling and dual wielding blunt weapons
Archer Longbow
Dwarven Defender Axe Hammer , later dual wield

What do you think about this party or what would you change?

Comments

  • atcDaveatcDave Member Posts: 2,869
    Obviously IWD is made for this sort of experimenting. I think melee is a huge part of this game, so the most obvious thing is two warriors (any sort) backed by a cleric and a mage/thief.
    That said, I think my favorite four character team was a Paladin/Undead Hunter and a fighter/cleric for melee. Backed by a Bard and a Fighter/Mage/Thief. That actually started as a three character team (without the Bard), but I found just the three sort of boring.
    And really, I generally find a full six more interesting.
  • oakheartoakheart Member Posts: 71
    I find a party of 4 quite hard to balance (I prefer a party of 3 or 5).

    I'd probably go with:

    1) Fighter/druid
    2) Dwarven defender
    3) Mage/thief (or fighter/thief, if you like melee)
    4) Mage/cleric

    I really enjoy having a sorceror in my party, but I can't really justify them a place in a party of 4.
  • Sloty1984Sloty1984 Member Posts: 182
    Do you think a dwarven defender or an undead hunter is better?
  • sarevok57sarevok57 Member Posts: 6,101
    Sloty1984 wrote: »
    Do you think a dwarven defender or an undead hunter is better?

    flavor wise the undead hunter is better

    power game wise the dwarven defender is better
  • atcDaveatcDave Member Posts: 2,869
    Both are extremely effective in this game. The Dwarven Defender is more broadly *powerful*, but you will face A LOT of Undead in this game that makes the Undead Hunter extremely effective.
  • Sloty1984Sloty1984 Member Posts: 182
    What do you think would be an ideal four person party to clear the game once on normal and a second time in heart of fury mode?
  • sarevok57sarevok57 Member Posts: 6,101
    fighter/cleric multi
    fighter/cleric multi
    fighter/mage/thief
    fighter/mage multi

    races are up to you,

    although gnomes get the trusted defender helmet which is a +3 AC bonus and immune to fatigue which is solid, and since you are going to do 2 runs, that gives you the option of obtaining 2 of them, that is something to think about

    dwarves are also solid thanks to their amazing saves and 19 CON for a nice HP boost for them multi-classes

    half orc can also be a early strong candidate for fighter/clerics, coming out of the gate with 19 STR/CON is damn strong and with draw upon holy might around the corner, gorgeous , absolutely gorgeous

    for the fighter/mage/thief, not too many options race wise, so might as well go with elf, for the extra to hit with ranged weapons and more thief points thanks to the DEX

    fighter/mage you actually have some options;

    elf for extra to hit because of DEX
    gnome for extra spell per level and better saves ( but 2 opposed schools of magic, one being abjuration, yikes )

  • Sloty1984Sloty1984 Member Posts: 182
    How would you build a party of four with an unnerfed ranger/cleric in it (so he really gets all the cleric and druid spells in the game)?
  • Sloty1984Sloty1984 Member Posts: 182
    edited February 25
    What do you think about this party:
    Sorcerer (or better fighter/mage with a crossbow?)
    Archer
    Ranger/Cleric
    Undead hunter

    ?
    Post edited by Sloty1984 on
  • Sloty1984Sloty1984 Member Posts: 182
    Who would you take out of berserker, dwarven defender and undead hunter?
  • Sloty1984Sloty1984 Member Posts: 182
    Do you think I should not take the archer and have the following party:

    Fighter/Mage with crossbows (not sure which melee weapon, perhaps longswords?)
    Fighter/druid with slings, dual wield and scimitars
    Berserker to 7 then cleric gm Flails, later slings, maces and dual wield
    Undead Hunter or Berserker or dwarven defender(still not sure which to take and what proficiencies to give him)?

    What do you think?
  • sarevok57sarevok57 Member Posts: 6,101
    Sloty1984 wrote: »
    Do you think I should not take the archer and have the following party:

    Fighter/Mage with crossbows (not sure which melee weapon, perhaps longswords?)
    Fighter/druid with slings, dual wield and scimitars
    Berserker to 7 then cleric gm Flails, later slings, maces and dual wield
    Undead Hunter or Berserker or dwarven defender(still not sure which to take and what proficiencies to give him)?

    What do you think?

    fighter/mage with crossbows and longswords will work just fine

    fighter/druid with sling is great for range, but for melee, just remember it wont be until chapter 5 until you start getting some good scimitars ( conlan sells 1 that is +2 i believe and you have a 25% chance or so of getting one in the vale of shadows ) other than that, no scimmies until chapter 5, daggers on the other hand are plentiful throughout the game and lots of them have poisoning type effects, but up to you

    berserker going to flails is absolutely solid, for maces there is only ONE good mace, and it is in HoW ( 3 white doves ) so be careful about that weapon choice, because in IWD good maces are very rare if they exist at all

    for #4 cant go wrong with a dwarven defender, especially if you plan a HoF mode run afterwards ( can use this guy as a literal wall ) for weapons you can go with axes and hammers, there are lots of those to go around with hammers being slightly weaker because of the damage output, but there are a couple nice hammers out there if you can get them
  • Sloty1984Sloty1984 Member Posts: 182
    How would you change the party so it can include an archer(but still a four person party)?
  • sarevok57sarevok57 Member Posts: 6,101
    Sloty1984 wrote: »
    How would you change the party so it can include an archer(but still a four person party)?

    well you have;
    fighter/druid
    berserker/cleric

    so you could substitute one of them

    mechanically speaking, the berserker/cleric is going to outshine the fighter/druid big time, so the fighter/druid might be the one that has to go
  • Sloty1984Sloty1984 Member Posts: 182
    edited February 26
    But how do I heal my party before the berserker cleric reaches level 7 and duals to a cleric?
  • sarevok57sarevok57 Member Posts: 6,101
    you could go with fighter/cleric multi instead, the damage output you would "lose" from berserker/cleric will be more than made up with the archer and also you dont have to stick with human for your race so you could either be a dwarf ( for awesome saves ) or gnome ( gnomes with warrior classes get to wear the trusted defender helmet which gives a +3 AC bonus and immune to fatigue ) or even half orc so you can start with 19 STR/CON which is never a bad thing :)
  • Sloty1984Sloty1984 Member Posts: 182
    Thank you.
    If I wanted to include a thief, should I replace the Fighter/Mage with a Fighter/Mage/Thief or better with just a Mage/Thief?
  • sarevok57sarevok57 Member Posts: 6,101
    i would stick with fighter/mage/thief because then you can use the throwing axe+2 for range and not have to worry about carrying around extra stacks of ammunition
  • WisteriasWisterias Member Posts: 216
    sarevok57 wrote: »
    i would stick with fighter/mage/thief because then you can use the throwing axe+2 for range and not have to worry about carrying around extra stacks of ammunition

    Normal arrows are endless and you can cast the spell 'Enchanted Weapon' on the fmt so his arrows become magic (+3)
  • sarevok57sarevok57 Member Posts: 6,101
    Wisterias wrote: »
    sarevok57 wrote: »
    i would stick with fighter/mage/thief because then you can use the throwing axe+2 for range and not have to worry about carrying around extra stacks of ammunition

    Normal arrows are endless and you can cast the spell 'Enchanted Weapon' on the fmt so his arrows become magic (+3)

    fair enough, i just like using the throwing weapons that dont require ammo, plus when it comes to ammunition i believe arrows still have the widest range of special ones that can be found, and even with a couple having a default +3 enchantment on them ( like the confusion arrows and the arrows of piercing )
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