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What's your usual party?

Discussion in 'Icewind Dale 2' started by Newfie, Apr 18, 2005.

  1. Newfie Banned

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    I have tried just about every combo for this game, but seeing this game is VERY combat oriented, I find this the most effective: Aasimar Fighter/Paladin, Half Orc Fighter/ Barbarian, Human Fighter, Human Battleguard of Tempus, Human Rogue and a Human Necromancer. I would be interested in hearing on anybody else's power combo and why it is effective.

    [ April 19, 2005, 05:46: Message edited by: Newfie ]
     
  2. DanSkibo Gems: 3/31
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    Too many characters IMO ... at least for the start of the game.

    I finished the regular game with 5:

    Start:
    Dwarf L4 Fighter/X Battleguard(bad combo I know)
    Elven X Cleric of Lathander
    Tiefling l3 Thief / X Wizard(1 too many thief levels)
    Human X Sorcerer

    At the Yuan Ti Temple I added a Deep Gnome Monk

    At the beginner of Heart of Fury I added a Drow Ranger(prolly should have gone with paladin or pure fighter)

    I also started a second game:

    Start:

    Male Drow Paladin2/X Conjurer
    Female Drow Morninglord of Lathander

    after the end of first big goblin fight I added:

    Deep Gnome Monk. He'll go to 2 then switch to illusionist.

    I plan on mixing in rogue, fighter, bard, and sorcerer levels to the male drow. The Female I may add Bard levels to, but will prolly just stay a pure cleric. The gnome may get a couple of fighter levels at some point to up his survivability. I tried not to powergame the stats too badly(the gnome has a Cha of 4 ... that's a the worst I got), so unfortunately they're a little underpowered.

    I'll be adding another character at the Yuan Ti temple I think. The gnome is 3 real levels behind the drow, and with the extra ECL penalty he'll stay behind for a while, keeping me from getting screwed too hard on the XP penalty for kills.
     
  3. Sir Belisarius

    Sir Belisarius Viconia's Boy Toy Distinguished Member ★ SPS Account Holder

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    I don't know if it's the most effective, but this always seems to be my favorite party:

    Human Paladin
    1/2 orc Fighter 2/Barby X
    Dwarf Fighter 2/Battlegaurd of Tempus X
    Halfling Ranger 1/Rogue X (I personally love having a rogue in the party!!)
    1/2 Elf Druid
    Tiefling Wizard
     
  4. Acrux Gems: 8/31
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    I always have a lot of fun with this party (I call it "Band of Brothers" and have a cool little rp story to go along with them), though it is certainly not the most effective:

    Hum Sorc
    Hum Fighter 4/Rogue x
    Aasimar Pal 2/Cleric x
    Aasimar Pal 2/Sorc x
    Hum Druid
    Hum Wizard
     
  5. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    I don't really have a usual party because I'd have a different one each time. But I would generally gravitate towards something like:

    Human Rogue 10 / Fighter X
    Aasimar Fighter 4 / Paladin X
    Drow Dreadmaster of Bane
    Aasimar Sorcerer

    I never go with more than 4 members any more as I'm too lazy to manage any more characters than that. I usually avoid Wizards because I can't be bothered with scrolls. I quite like monks and often try and fit them into my party where possible.
     
  6. Shrikant

    Shrikant Swords! Not words! Veteran

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    In my last run I had this party:
    Aasimar Paladin of Ilmater[3]/Sorcerer[x] (The only one to step of the Wench)
    Human Battlegaurd of Tempus[8]/Barbarian[x] (Assigned by Isherwood to help the lady)
    Drow Bard[11]/Lorekeeper of Ogmaha[x] (Oswald's assistant sent out to find the right ingredients for the mending spell)

    I used to take a Confused Gnome along with me to take all the hits but found it too boring to repeat. He was:
    DeepGnome Rouge[1] /Monk[1] /Ranger[1] /Fighter[2] /Illusionist[11] /Dreadmaster of Bane[x] Dementedly high AC this fellow had.
     
  7. Khemsa Gems: 7/31
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    I run a modified JUPP arcane party:

    Deep Gnome Rogue 1 / Monk 1 / Dreadmaster 1 / Illusionist 27 (High AC decoy)
    Deep Gnome Cleric 16 / Druid 14 (Tank / Healer)
    Drow Sorcerer 30 (Blaster / Diplomat)
    Drow Paladin 2 / Sorcerer 30 (Blaster / Rear-guard tank)

    Four characters is the most I run because I have found that six characters is too much trouble to given the game's terrible pathfinding. Early on melee is the order of the day, but by midway into the game in normal mode (and all the way through HOF) blasting is the best/easiest way of getting through the game.
     
  8. Shayleigh Gems: 3/31
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    My favorite party so far is probably Human fighter/cleric of Lathander, Half-elf ranger focusing on archery, Half-Elf druid, SH Halfling theif, Moon Elf sorcerer, Gnome evoker.

    Right now, to experiment, I have Human bard, Human ranger, Tiefling monk, Elf druid, SH Halfling Theif, Wild Elf Sorcerer. It actually works fairly well and I got through the goblin fort without casualties.
     
  9. Scythesong Immortal Gems: 19/31
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    6-member Bard (band?)party. It was well worth it once they all got to level 11. I keep a permanent save of when they finally did - perfect time to multi-class.
     
  10. T2Bruno

    T2Bruno The only source of knowledge is experience Distinguished Member ★ SPS Account Holder Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    I had a lot of fun with:

    Human Paladin 2/Fighter X
    Human Ranger 1/Rogue X
    Tiefling Monk X
    Half-Orc Barbarian 1/Battleguard X
    Wild Elf Sorcerer X
    Human Wizard X

    I can't remember what level I was at the end but had no problems at any time in the game. The barbarian/cleric was a great combo for half-orc.
     
  11. Silverstar Gems: 31/31
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    Moonelf Silverstar of Selune13/Invoker 17 (has all useful spells and definitely ther strongest of the party)
    Human Fighter 20/Barbarian 10 (protector of the moony)
    Aasimar Paladin of Helm26/Fighter 4 (for weapon mastery)
    Drow Ranger20/Druid 10 (cool)
    Tiefling Rogue 30 (for 15d6 sneak attack)
    Human Necromancer 30 (duh)
     
  12. The Shaman Gems: 28/31
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    Any supporters of the Priests of Oghma? I intend to make one in the party next time I try...
    Aside from that, do you think having a drow as a spellcaster will be a good idea, given the level penalty?
     
  13. Shrikant

    Shrikant Swords! Not words! Veteran

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    _annoying nerd imitation_ Me! Me! Pick me! :banana:

    Pair up the Lorekeeper of Oghma with a Sorcerer.
    You have no idea how satisfying it can be to throw two Wails at the same time. Or have someone at the frontlines who can cast Executioner's Eyes when the Sorcerers spell runs out and you dont want him wandering into the fracass.

    The Drow ECL+2 penalty has never ever bothered me. You need a few thousand more XP to get to the next level but the Magic Resistance more than makes up for it.
     
  14. Will Gems: 13/31
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    [​IMG] I tried a lorekeeper when I first started the game. One day I shall give one a go once again. Yes indeed...

    Like many others here, my party changes as my whims dictate. So much, in fact, that despite the huge number of games I've started I've never got beyond the Jungles of Chult. :s My current party is planned as:

    Duregar Fighter x - As good a tank as any, and I wanted to see what this funky axe is all the walkthroughs hint excitedly about. No spoilers please folks.

    Aasimar Paladin 2/Painbearer of Ilmater X - Field medic and someone to use the Holy Avenger.

    Wild Elf Ranger 1/Barbarian 1/Sorcerer X - Surprisingly good spellsword (at least in the early parts of the game when a pure sorc is most vulnerable). Dex based, but barbarian rage will give a nice post-mirror image boost in power when needed. Will most likely be relegated to pure bomardier duties when he gains overwhelming amounts of sorc levels and enemies get tougher.

    Human Bard 11/Druid x - Trying out Scythesong's summoner/shapeshifter/singer build. Looking good so far.

    I'll probably add a Deep Gnome monk when they start not getting any exp from kills. It's shaping up to be a fun party and that's all I'm concerned about. :)
     
  15. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Actually, I've just realised that I actually use an average of about 12 characters per game. I usually start with #1 in Targos, add #2 in the Palisades, add #3 and #4 somewhere in Chapter 2 and 3.

    By the time we start to get towards the Black Raven monastery, I usually dump one of the characters in order to bring in another level 1 character.

    I do this because I want to try new characters but don't want to start over again. Because I'm always bringing in new level one characters, this keeps the average party level down so everyone levels up quite quickly and I can easily get to having used 10-12 characters by the time I reach the end. Sometimes I even dump a character for a while and then bring them back a bit later.
     
  16. Erisad Gems: 2/31
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    I love the party I came up with and am surprized of how well they're doing.

    Aasimer Male Paladin
    Shield Dwarf Female Fighter
    Aasimer Female Cleric
    Aasimer Female Druid
    Strongheart Male Halfling Rogue
    Moon Elf Male Wizard

    Simple? Yes, but so am I.
     
  17. The Shaman Gems: 28/31
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    So far, the party I'm playing with (getting around level 12) is:

    Aasimar F. Pal. of Helm(x)/Fighter (4) - for weapon specialization, and a few extra feats, fights with longsword/shield or greatsword - whichever is better.

    G. Dwarf M. Fighter/P. of Tempus (will keep a 1 to 2 ratio in levels) - the idea is of a secondary divine caster, mostly for healing and buffs (the bless derivative tree, so far recitation works well) - axe + shield stereotype, with a flail for bashing damage when the time comes. Clerics of Talos and Bane get some insane domain spells, but I tend to gravitate toward good/neutral parties.

    Drow F. Fighter(5)/Thief(5) - just had the idea. The main problem is the level, which leaves her with the least HP bar #5. Goes for 2-weapon fighting with short swords, but for lack of a good second blade so far I'm with the Thy-dynag and the footman shield. Backstabber/anti-mage specialist.

    HE F Barbarian (1)/Druid(11) - primary divine caster/summoner. The barbarian level is for the rage, although I don't polymorph her before the spell repertoire is exhausted. Mostly geared towards summons and druidic damage spells. BTW, is it just me or druids miss on the stoneskin/ironskins? That'd be a bummer. Moonblade/sling + shield combos.

    H M Wizard (12) - arcane spellcaster. The lack of good spell shops is annoying, I still don't have stoneskin. Maybe I should have gone with a sorc + bard or thief/mage combo. Couple of spell focuses (double on evocation, single on enchantment). Crossbow-toting and already lusting for a certain duergar contraption...

    There was a #6 - a H M. Barbarian who'd be the bodyguard for the druid, but he got dropped early for the experience gain. I'm thinking of soloing him a bit and re-adding him, come HoF...
     
  18. Will Gems: 13/31
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    Yeah, I always find its best to give a mage couple of levels of rogue or (if you dont need the thief skills) make him a drow. I find the two level penalty times it just nicely and i find the spells more or less as I need them.
     
  19. Erisad Gems: 2/31
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    I never change my character's classes...I don't really understand the rules of D&D so I don't want to mess with it.

    I have a battleguard of Tempus...she's pretty awesome....my most dominant character is my sheild dwarf fighter...she totally kicks butt. :)
     
  20. Will Gems: 13/31
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    [​IMG] @ Erisad

    Thats fair enough, but there's lots of fun stuff you can do by just adding a few levels here and there to an otherwise straight classed character :) Any warrior character, for instance, benefits from 4 levels of fighter because it gives them some extra feats and opens up weapon focus and maximised attacks. Just take note of your character's favoured class, and you're away.

    Of course, if you want to just use straightforward characters thats fine; everyone has their own style of play. However, if you've got some spare time some day might I recommend making a save game, levelling up a bit and experimenting with mixing up the class levels? In my opinion, experimenting with class combinations that are fun and powerful is the best bit of Icewind Dale II.

    That said, the battleguard is great just the way it is. Thats one thing I would never mulitclass.
     
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