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Comments on future party plz!

Discussion in 'Icewind Dale 2' started by Apeman, Sep 25, 2002.

  1. Apeman Gems: 25/31
    Latest gem: Moonbar


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    Now that I've find out how many days I have left to create my party to perfection I could use some advice.

    How is this one (by the way I put a lot of thought in this one)

    Dwarven Paladin (hammer shield combo)
    Wild elven fighter (dual wield swords)
    Human fighter/druid (spear or halberd)
    Aasimar cleric of lathander (mace or morningstar)
    Gnome illusionist/thief (bow)
    Drow Elven Enchanter (small crossbow)

    The only thing im not sure about is the fighter/druid guy and the enchanter.

    Should I go for a pure druid and lose the power of a fighter? will my party be weakened by this?

    Is the enchanter as a specialized mage a good choice?

    please let me know
     
  2. Grey Ghost Gems: 6/31
    Latest gem: Jasper


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    A perfect party... Is there such a thing? It is really all based on what you like? Basically, your party has the necessary requirements to succeed in the game. You have a healer, some tanks, and enough magic to knock the stuffing out of a few guys. So, if you want an evaluation I’ll give you mind.

    Paladins are great to have, you can choose to pick up a few (4) levels of fighter, if it’s a Paladin of Helm, to get weapon specialization. Remember the Holy Avenger is a longsword so if you want you Pali to use it to maximum effect you can choose weapon specialization for longswords. But, my main tank also uses hammers and there are some good ones in the game

    Fighter/Druid: this is a good combo, but I would only pick up a few levels of fighter, probably no more than 4. That way you get a few extra feats and you can specialize in with spears if you want (and yes there are some good spears too).

    Aasimirs make good clerics and Lathander is my fav, followed by Tempus.

    Gnome Illusionist/thief is ok, just remember thieves get much better as they gain levels and so do mages. If you are going to level them up equally by Chapter 4 or 5, imho, he or she will not be as strong as the rest of your characters. He/she will be using lower level spells and may not have access to all the cool thief feats that you get after level 10 (rogue levels that is). Plus as your rogue gains levels they do more sneak attack damage which makes them fairly deadly fighters. My preference for my rogue is to make either a rogue with 1 level of ranger (to get the dual wield abilities for free). Or to take 4 levels of fighter for the extra feats, which helps to get 2 weapon fighting, ambidexterity, and weapon finesse, plus specialization in small blades. All the while picking up some rogue levels. Of course these two strategies work best with either Human or Tiefling rogues, although the second will work for dwarves as well since fighter is their favored class.

    As to the Drow enchanter, I guess enchanter is a good specialization. It all depends on which spells you want, and which you do not mind not having. Remember that Drow, while they have some great benefits, also have a pretty tough level penalty which will make keeping him or her alive in the first part of the game tricky.

    Now for your Wild Elf fighter, personally I like the fighter class since you get so many feats. The one thing I will say about this is that with dual wielding, while it is really cool, you only get 1 attack per round with your off hand. So, my dual wielding thief /fighter gets 3 attacks with his primary hand and only 1 attack with his off hand (that sucks, imo). For a tank, I prefer to use a shield rather than the extra attack granted by the extra weapon. Mainly because there are some kickin shields that offer extra hit points and other stuff. But, it is up to you if you want to dual wield. Also, for you fighter think about what weapons you want to wield and look at their critical damage stats. Some swords like scimitars do less damage but hit for criticals on more rolls or do more damage with criticals. Hammers do x3 damage on crits, and scimitars hit for criticals on 18-20 instead of just on 20. The improved critical feat is great for fighters, so get it as soon as you can. My half orc was hitting for around 40 points of damage on criticals in chapter 2 with a +2 hammer…
     
  3. HeartOfDarkness Gems: 4/31
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    I just have one suggestion
    if you can don't multiclass at all
    the way third edition works it doesn't pay to multiclass that much

    For example your thief illusionist will be both poor at magic compared to an illusionist of the same level and not that good as a rogue as a rogue of the same lefel, not to mention that rogues aren't that good in this game.
     
  4. Kovsky Gems: 3/31
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    my part has 4 members, and i like it a lot, cause they improve in level faster.
    i'm using the 'default group", fighter, cleric, rogue and sorcerer and it works very well.
    avoid to create players just to complete 6, create only what you think will be useful.
     
  5. giridion Gems: 2/31
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    Just make sure your wizard can cast necromancy spells since they ARE the best in the game (both modes included)!!!
     
  6. Bartholomew Gems: 1/31
    Latest gem: Turquoise


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    If you like the party, go with it. This isn't like the first IWD where a powerful party is almost a prerequisite for enjoying the game. Having said that: My main suggestion would be to give one of them an axe because most of the best weapons in the game, for some reason, are axes. Also- don't forget the XP penalty for multiclassing if the character's two classes get more than one level apart. If you're going to multiclass at all, you probably want to keep the levels of each class at 50/50. I would suggest not multiclassing the druid at all as both Animal Empathy and Wilderness Lore can be extremely valuable skills in this game and you would be better off not having to dilute them with points towards Fighter skills and feats.
     
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