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What is your powergaming party of six for tactics mod?

I want to play this game with most parts of the tactics mod installed.
Now I am looking for a very powerful party setup.
But I want to take NPCs along, with only one self created character.
Which class should I take for maincharacter and which five npcs should I take along for the big challenge of this mod?

Comments

  • DinoDinDinoDin Member Posts: 1,680
    Any powerful party from the base game can work. I would always recommend leaning a little more heavily on arcane casters with Tactics mod or SCS mod. So like Imoen, Jan and Haerdalis. Enemy mage protections tend to be improved so you need to counter that. Jaheira, Anomen and Keldorn are the other excellent good/neutral companions that are top tier, imo. Something to be said for Korgan because of his berserk if you're able to manage your reputation.

    Depends on your goal. But if it's limiting reloads, the only main character concern is really if they are on the frontlines. Since you only game over when you die, it can be better to not be the principal tank. Other than that, any role is fine. Resurrection resources are plentiful for your companions. If you're stuck for an option, any Fighter->Caster dual tends to up extremely strong. Just dual right at the start or level 9.
  • Sloty1984Sloty1984 Member Posts: 179
    So which class do you think is very strong for powergaming as CHARNAME?
  • KhyronKhyron Member Posts: 673
    Fighter/Mage multiclass is probably the strongest Charname can be. At least while still being pretty straight forward in how it works.

    Other possibilities are Berserker->Mage (or Cleric) dual class

    F/C multi is also very strong.

    If you're gonna lean heavily into Mages, then a Sorcerer might actually be a very good option.
    The very best scrolls are hard to come by before Throne of Bhaal, and even then they're not abundant.. so since Sorcs learn all their spells on level up and not from scrolls, that is definitely an option.

    Having 3 high level arcane casters might seem overkill, but it also gives you a LOT of firepower and summons.

    Summoning cannon fodder is a very strong tactic.

    Good aligned I would be at least considering this line up:

    * Charname F/M: Tank/DPS Concentrate on self-buffs/protections and ways to entirely mitigate enemy forces, some crowd control
    * Keldorn: Anti-mage/caster, debuffer, dps and part-time tank
    * Imoen: Party thief. crowd control, debuff, damage, summons (Might want Jan instead.. sacrifice a bit of arcane power for Thief HLA which is just completely game changing/breaking)
    * Neera: crowd control, debuff, damage, summons (Be aware of wild magic shenanigans)
    * Jaheira: Tank, anti-mage, summons, Karen
    * Aerie: Main healer and buffer, and whatever else you want her to contribute from her spellbook.

    Why Aerie?
    She combines 2 caster classes, that both will reach caster level 20 (max).
    She is the only healer that can use Robe of Vecna which makes her pretty much instacast healing spells, her buffing repertoir is unmatched, she is also the only healer that can get Alacrity (faster casting)
    Combining Crom Faeyr, cleric and mage buffs, she can dish out some very serious melee damage if need be (Backup in case Jaheira and/or Keldorn get killed, or just protect the casting trio whilst Jah, Charname and Keldorn are already engaged)

    Aerie is woefully underappreciated, but imo she's the strongest companion you can have if you just know how to play her strengths.
  • Sloty1984Sloty1984 Member Posts: 179
    What do you think about following party power gaming wise:

    Fighter/Illusionist CHARNAME
    Korgan
    Dorn
    Viconia
    Jan
    Edwin

    Will they be strong enough for that difficult mod?
  • DinoDinDinoDin Member Posts: 1,680
    edited February 21
    If you have three arcane casters, the question isn't really whether that party is strong enough or not. It definitely is. The question will come down to how you're using your mages. I agree very much with Khyron above, focus on protection spells with your protagonist caster. And make generous use of summon spells with all your casters. The important thing with summons is they buy you time, allow you to kind of scout enemy abilities. So they facilitate being able to plan and react to the unexpected.

    Be sure to have lots of anti-mage spells memorized between the three casters. And even a few such things with Viconia. And yeah, you're solid. Early purchase of the rod of resurrection also gives you a nice cushion against error and the unexpected.
  • KhyronKhyron Member Posts: 673
    Fighter/Illusionist means you're a gnome, which means your only romance option is Dorn.. so there's that.

    Keep in mind that having 2 illusionists + Edwin narrows your spell options, but there's no hard locks.

    Illusionist = No necromancy
    Conjurer = No divination

    I would advise you go Elf or Half-elf instead, and have an unkitted Fighter/Mage.
    (Vampiric Touch, I'm looking at you.. your only reliable self-heal outside of potions and a good single target damage at the same time)
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