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Tweak input requested.

This forum is to be used for all discussions pertaining to Black Isle Studios' Icewind Dale and its Heart of Winter and Trials of the Luremaster expansions.
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Carnifex
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Tweak input requested.

Post by Carnifex »

Hi,

I tend to spend quite some time developing characters in every D&D game I play, IWD is no exception. I've devised a group that I aim to run thru all content once on Insane difficulty and then in HoF mode.

Below is the group in question, followed by a couple of ponderings I'd like the commintys input on. As you may notice, I'm a huge fan of dualclassing, really only opting for multiclassing in smaller groups.

Human Paladin
Proficiencies: Large Swords, Hammers, Axes
Role(s): Tank

Human Fighter(3)/Cleric(x)
Proficiencies: Hammers, Slings, Maces
Role(s): Heals, Buffs, Melee

Human Thief(9)/Fighter(x)
Proficiencies: Bows, <backstab weapon>, Quarterstaffs
Role(s): Scout, Sniper, Stabber, Traps n Locks

Human Fighter(9)/Mage(x)
Proficiencies: Bows, Greatswords, Quarterstaffs
Role(s): Nukes, Sniper, Buffs, Debuffs

Human Fighter(9)/Druid(x)
Proficiencies: Scimitars, Slings, Clubs
Role(s): Melee, Nukes, Heals, Buffs

Half-Elf Bard
Proficiencies: Crossbows, Halberds, (Bows)
Role(s): Diplomat, Buffs, Pickpocket, Secondary "Mage"

I realize this group will struggle initially, but I prefer my toons to be at their best at later levels. Fighters should be able to mow stuff down with ranged weapons in the meantime.

Ponderings:

- Will 9 levels of thief be enough to cover thieving skill essentials, or should I opt for 13 ? Will the levels without trapdisabling available hurt too much ? If so, I guess the fighter/rogue multiclass is optimal as a substitute.

- Should I try holding off on dualclassing the cleric until 7 ? I think I'll struggle *too* much without heals for so long for it to be worthwhile, what do you think ?

- What's optimal to specialize in as a backstabbing weapon for the fighter/thief ?

Thanks in advance,


//C
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kmonster
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Post by kmonster »

I strongly recommend not playing on insane difficulty, the game was balanced for playing at normal difficulty.
Due to popular demand you get double XP at this difficulty which will make the game easier on the long run, battles aren't challenging any more if you have options available long before you're supposed to.

9 levels of thief are more than enough to cover the thieving skills, but I strongly recommend taking a multiclass instead to avoid the annoying period without thieving skills.
A gnome fighter/thief can start with 18/00 strength, backstab for quintuple damage and wear the best helmet in the game (only useable by good gnomes or halflings). The best weapon for backstabbing is a longsword you can find late in the expansions, but daggers or shortswords are also nice (staves are a little disappointing in IWD), if you multiclass you can be good in more than one melee weapon.

I wouldn't play without healing spells for a long time, dualing from fighter to cleric at level 3 is definitely the better choice unless you don't mind resting for weeks. If you want to dualclass later you can replace the fighter9/mage with a cleric9/mage to have healing available all the time.
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Carnifex
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Post by Carnifex »

kmonster wrote:I strongly recommend not playing on insane difficulty, the game was balanced for playing at normal difficulty.
Due to popular demand you get double XP at this difficulty which will make the game easier on the long run, battles aren't challenging any more if you have options available long before you're supposed to.

9 levels of thief are more than enough to cover the thieving skills, but I strongly recommend taking a multiclass instead to avoid the annoying period without thieving skills.
A gnome fighter/thief can start with 18/00 strength, backstab for quintuple damage and wear the best helmet in the game (only useable by good gnomes or halflings). The best weapon for backstabbing is a longsword you can find late in the expansions, but daggers or shortswords are also nice (staves are a little disappointing in IWD), if you multiclass you can be good in more than one melee weapon.

I wouldn't play without healing spells for a long time, dualing from fighter to cleric at level 3 is definitely the better choice unless you don't mind resting for weeks. If you want to dualclass later you can replace the fighter9/mage with a cleric9/mage to have healing available all the time.
All valid points. I'll probably settle for fighter(3)/cleric(x) . Maybe even go with a dwarven fighter/cleric for some additional resistances at the expense of somewhat slower spellprogression and only ++ rather than +++ in the weapon of choice ?

Good call about the thief, I'll most likely heed that advice - I guess I'm biased toward fighter/thief dualclassed characters coming from bg2 recently with all the kits providing really nice dualclassing opportunities =)

Funny thing about the difficulty, really. Seems like Normal ==> HoF is the way to go then.

I appreciate your input,

//C
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kmonster
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Post by kmonster »

Both cleric versions have their advantages and disadvantages.
The fighter3/cleric will be able to cast level 7 spells during normal mode, the multiclass will be able to cast spells in the beginning of the game and will be superior in the second half of HoF mode.
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