So I felt like getting back into the game, and so I have questions (spoilers needed)
- Galuf the Dwarf
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So I felt like getting back into the game, and so I have questions (spoilers needed)
Yeah, I got IWD2 when it came out last year. Anyways, this is my party now:
Rael-Maegrath
Drow Elf Male Bard
10 Str
18 Dex
10 Con
16 Int
8 Wis
18 Cha
He's going to be my diplomacy and bluffing guy
Dureighem
Gold Dwarf Male Paladin of Helm (inspired by Krysalyn)
14 Str
8 Dex (will improve later)
16 Con
10 Int
12 Wis
16 Cha
I'm going to make him multic-classed with Fighter later. He's going to eventually be one of my tanks, as well as a low-class healer
Bulregh
Half-Orc Male Barbarian
20 Str
12 Dex
16 Con
8 Int
12 Wis
6 Cha
Definitely my tank, and my intimidator. Going to multi-class him with Ranger.
Lumia
Aasimar Female Morninglord of Lathander
12 Str
10 Dex
16 Con
10 Int
18 Wis
14 Cha
I heard someone else make the point that you don't want to give a cleric too little Con, or they may not survive later.
Fenris
Strongheart Halfling Male Rogue
10 Str
20 Dex
12 Con
16 Int
8 Wis
10 Cha
My dual-wielding, sneak-attacking machine!
Lenia
Human Female Wizard
10 Str
18 Dex
12 Con
18 Int
8 Wis
10 Cha
Just a plain, vanilla wizard to carry on through the game.
Now, for my questions:
1) Which feats are the most important? I like to give them all 'Improved Initiative' to give them a slight edge in combat. A few extra swings can make a difference. Also, I plan to give my rogue and bard 'Weapon Finesse' so that they can use their Dex modifiers to give them monster damage capabilities. 'Extra Rage' sounds good for my Barbarian
2) Where are some good weapons for my characters? I'm thinking of making my barbarian an axe-wielder, my paladin a swordsman (for a certain longsword later on), and my rogue shall wield daggers and short swords. Still, I don't know what to give to my wizard and cleric for weapons. I know that there are a few weapons that have definite locations, so which ones would work?
I can bet that some of you can help me out real well.
Rael-Maegrath
Drow Elf Male Bard
10 Str
18 Dex
10 Con
16 Int
8 Wis
18 Cha
He's going to be my diplomacy and bluffing guy
Dureighem
Gold Dwarf Male Paladin of Helm (inspired by Krysalyn)
14 Str
8 Dex (will improve later)
16 Con
10 Int
12 Wis
16 Cha
I'm going to make him multic-classed with Fighter later. He's going to eventually be one of my tanks, as well as a low-class healer
Bulregh
Half-Orc Male Barbarian
20 Str
12 Dex
16 Con
8 Int
12 Wis
6 Cha
Definitely my tank, and my intimidator. Going to multi-class him with Ranger.
Lumia
Aasimar Female Morninglord of Lathander
12 Str
10 Dex
16 Con
10 Int
18 Wis
14 Cha
I heard someone else make the point that you don't want to give a cleric too little Con, or they may not survive later.
Fenris
Strongheart Halfling Male Rogue
10 Str
20 Dex
12 Con
16 Int
8 Wis
10 Cha
My dual-wielding, sneak-attacking machine!
Lenia
Human Female Wizard
10 Str
18 Dex
12 Con
18 Int
8 Wis
10 Cha
Just a plain, vanilla wizard to carry on through the game.
Now, for my questions:
1) Which feats are the most important? I like to give them all 'Improved Initiative' to give them a slight edge in combat. A few extra swings can make a difference. Also, I plan to give my rogue and bard 'Weapon Finesse' so that they can use their Dex modifiers to give them monster damage capabilities. 'Extra Rage' sounds good for my Barbarian
2) Where are some good weapons for my characters? I'm thinking of making my barbarian an axe-wielder, my paladin a swordsman (for a certain longsword later on), and my rogue shall wield daggers and short swords. Still, I don't know what to give to my wizard and cleric for weapons. I know that there are a few weapons that have definite locations, so which ones would work?
I can bet that some of you can help me out real well.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
From a powergaming standpoint, you might want to considering swapping the wiz for a sorc. I remember having a hard time finding spell scrolls (this may have been addressed in the latest patch), plus the sorc will be able to cast the spells you like much more often. As far as wepon choices go, the wiz/sorc is fine with any ranged weapon as they will only be using it in the begening of the game. Later they will casting spells.
- Galuf the Dwarf
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Well, here are some other things that have been bugging me.
- I'm in Chapter 2, and there's this book that you find titled 'Tending Ivy'. Is that important IN ANY WAY, or is a "red herrring" (in other words, a useless item put in for no good reason)?
- I downloaded the patch, though I noticed that my Gold Dwarf Paladin's 'Smite Evil' might not have added his Cha modifier (which is +3 compared to his +2 Str modifier) to his damage. Does it actually work? If so, I have distracted him from fully casting it.
Also, if someone could answer my previous question, that would REEEEEEEEAAAALLY be appreciated.
- I'm in Chapter 2, and there's this book that you find titled 'Tending Ivy'. Is that important IN ANY WAY, or is a "red herrring" (in other words, a useless item put in for no good reason)?
- I downloaded the patch, though I noticed that my Gold Dwarf Paladin's 'Smite Evil' might not have added his Cha modifier (which is +3 compared to his +2 Str modifier) to his damage. Does it actually work? If so, I have distracted him from fully casting it.
Also, if someone could answer my previous question, that would REEEEEEEEAAAALLY be appreciated.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
- Galuf the Dwarf
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- Joined: Wed May 07, 2003 11:00 am
- Location: Connecticut, a place of open land, hills, forests,
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Originally posted by Virgil57
Your weapon choices look good for all of your chars. The only one that has been an issue for me in the past has been the flail/mace/hammer debate. The weapon finds are random, so just pick one and hope you find a good weapon of the proper type.
All of the ones that I found outside of ones bought later on, are nothing but +1 maces/flails/morningstars with meager additional enchantments.
Now, about feats. As I've posted earlier, I've been trying to notice which ones are the most significant for each character. These are the one's I can concur so far.
All members: Improved Initiative
Rael-Maegreth: Lingering Song, Dodge
Dureighem: Heroic Inspiration, Weapon Focus: Large Sword, Lightening Reflexes, Heretic's Bane, Strong Back
Bulregh: Extra Rage
Lumia: Combat Casting, Subvocal Casting
Fenris: Weapon Finesse, Ambidexterity, Two-Weapon Fighting, Dodge
Lenia: Combat Casting, Subvocal Casting
What else would really help? I'm only trying to keep them from getting fried later on (as in past Chpt. 5).
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
Galuf,
Were you aware that weapon finesse only applies when using a small bladed weapon with one hand? If you are going to dual-wield, weapon finesse is no good for you. I would lower Fenris' Int and put a few points in strength and give him 1 level of Ranger to dual wield. If you want to use weapon finesse, keep those stats but don't waste your feats on amb and dual wield, instead pick up improved critical and rapid shot if you want to use a bow or sling.
I do like the idea of the drow bard, sounds like a fun class to play.
I also like the ranger/barbarian combo but I feel that 1/2 orc is a bad choice for race. Overall, you get 2 less ability points than a human and you don't get the extra feats.
I feel that dodge is always a good feat to have as well as heroic inspiration. I rarely use rage with my barbarian so I would not pick extra rage (I would rather have a feat that is used all the time such as a weapon proficiency) but that is a matter of preference.
Axe seems like a good choice for your barb/ranger because you can use one handed axes with a shield (for an AC boost) or a great axe (to do massive damage). I would definitely give your cleric a blunt weapon, mace is good because it includes morning star (for me, I would lower the cleric's Charisma and increase Wisdom and Strength, the Paladin would be the primary undead turner due to his high Charisma).
Were you aware that weapon finesse only applies when using a small bladed weapon with one hand? If you are going to dual-wield, weapon finesse is no good for you. I would lower Fenris' Int and put a few points in strength and give him 1 level of Ranger to dual wield. If you want to use weapon finesse, keep those stats but don't waste your feats on amb and dual wield, instead pick up improved critical and rapid shot if you want to use a bow or sling.
I do like the idea of the drow bard, sounds like a fun class to play.
I also like the ranger/barbarian combo but I feel that 1/2 orc is a bad choice for race. Overall, you get 2 less ability points than a human and you don't get the extra feats.
I feel that dodge is always a good feat to have as well as heroic inspiration. I rarely use rage with my barbarian so I would not pick extra rage (I would rather have a feat that is used all the time such as a weapon proficiency) but that is a matter of preference.
Axe seems like a good choice for your barb/ranger because you can use one handed axes with a shield (for an AC boost) or a great axe (to do massive damage). I would definitely give your cleric a blunt weapon, mace is good because it includes morning star (for me, I would lower the cleric's Charisma and increase Wisdom and Strength, the Paladin would be the primary undead turner due to his high Charisma).
- Galuf the Dwarf
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Originally posted by J Swan
Galuf,
Were you aware that weapon finesse only applies when using a small bladed weapon with one hand? If you are going to dual-wield, weapon finesse is no good for you. I would lower Fenris' Int and put a few points in strength and give him 1 level of Ranger to dual wield. If you want to use weapon finesse, keep those stats but don't waste your feats on amb and dual wield, instead pick up improved critical and rapid shot if you want to use a bow or sling.
I do like the idea of the drow bard, sounds like a fun class to play.
I also like the ranger/barbarian combo but I feel that 1/2 orc is a bad choice for race. Overall, you get 2 less ability points than a human and you don't get the extra feats.
I feel that dodge is always a good feat to have as well as heroic inspiration. I rarely use rage with my barbarian so I would not pick extra rage (I would rather have a feat that is used all the time such as a weapon proficiency) but that is a matter of preference.
Axe seems like a good choice for your barb/ranger because you can use one handed axes with a shield (for an AC boost) or a great axe (to do massive damage). I would definitely give your cleric a blunt weapon, mace is good because it includes morning star (for me, I would lower the cleric's Charisma and increase Wisdom and Strength, the Paladin would be the primary undead turner due to his high Charisma).
I forgot to mention that I'm using small blades with Fenris. He has a short sword in his right hand (currently the Thy-dunag blade) and a dagger in his left (right now, a +1 dagger). Overall, he gets sweet damage whenever he gets a sneak attack. I recently raised his Con to 14 (to improve HP and Fortitude saves). Next, I'll focus on raising his Int to 18 and maybe his Wis to ten (the Int for some of his rogue skills, and the Wis for his Will saves)
I haven't found much for undead to turn, so Turn Undead hasn't been a problem. Right now, I'm in Chpt. 2, and I've done pretty well as is. Dureighem has recieved a stat bonus to Dex (which, accompanied by The Flank of the Virgin, gives him a decent AC combined with his armor), and in Cha (which, paired with a Winter Wolf Cloak, now gives him 18 Cha). He will also recieve additional points in Str later on (to eventually raise it to 18 when combined with a certain item down the road).
Bulregh is a lean, mean, tanking machine. His rages, along with his 14 Dex, make him a shocking sight to behold in battle. With 3 rages available (only one point in 'Extra Rage', in case you're wondering), he can truly last a trying battle. I think I'll focus on increasing his Con to 18 next, or maybe also add more to his Dex. When it comes to his levels, I plan to at least bring him to 20 levels in Barbarian (for 'Tireless Rage'). Overall, he's doing good.
Rael-Maegreth has been finding great uses for his bard songs, namely "Tymora's Melody". I can have him sing that, and then Fenris' Disarm skill is even a little better. For the bard, I'm going to improve his Con and Dex (for higher health points, AC, and saving throws). Cha, I may at least raise to 20 so that I can get some more castings of his spells per day. I've noticed, though, that Rael-Maegreth seems to get quite a few critical hits at times. Amazing.
Lumia has been doing well surviving, with how high her health points are from her 16 Con. I recently raised her Wis to 20, and will consider raising her Str as well. Is the Potion of Clear Purpose real important to consume? If so, I can always reload to the beginning of Chpt. 2 and use that stat point to increase her Con back to 16 (or does the potion take away 2 points of Con?).
Lenia has also been doing well. I've been spending her stat points on her Int to bring it to 20, and next I'm going to work on increasing her Con to 14. Maybe her Wis as well.
Overall, it seems like I'm doing okay. I'll keep in touch to tell you all my progress.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
- lightningpig
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the potion of clear purpose does take away two points of constitution, and because of this, it is worthless. no matter which way you look at it, you are losing one stat point.
in contrast, the various potions of transference are invaluable because they technically add one stat point (1 transfer, 1 additional). the most pertinent for your cleric would be the potion of holy transference, which can be obtained by completing the third rank in battle squares. it adds 2 to wisdom while subtracting 1 from dexterity (which you can gain back when you level up). the fact that it increases the skill by an even number is important, because ability score effects only change on even values.
in contrast, the various potions of transference are invaluable because they technically add one stat point (1 transfer, 1 additional). the most pertinent for your cleric would be the potion of holy transference, which can be obtained by completing the third rank in battle squares. it adds 2 to wisdom while subtracting 1 from dexterity (which you can gain back when you level up). the fact that it increases the skill by an even number is important, because ability score effects only change on even values.
- Galuf the Dwarf
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Originally posted by lightningpig
the potion of clear purpose does take away two points of constitution, and because of this, it is worthless. no matter which way you look at it, you are losing one stat point.
in contrast, the various potions of transference are invaluable because they technically add one stat point (1 transfer, 1 additional). the most pertinent for your cleric would be the potion of holy transference, which can be obtained by completing the third rank in battle squares. it adds 2 to wisdom while subtracting 1 from dexterity (which you can gain back when you level up). the fact that it increases the skill by an even number is important, because ability score effects only change on even values.
SWEET!!
*rubs palms, drools happily* Must... finish... Battle Square!
Anyways, thanks for the tip, lightningpig. I know I also get Abishai armor out of the Battle Square, and some belt (which has a WAY better HoF version, IIRC). I also think I got some morning star or mace out of it too. Still, I have the Flank of the Virgin and a Chameleon Ring of Dexterity, either of which I'll use to retain 10 Dex after I *invest* in that potion. I can bet that non-HoF and otherwise, many of the prizes are worth all the trouble, right?
Overall, thanks a bunch.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
- lightningpig
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In my opinion, the only prizes worth getting in Battle Squares are the Potion of Holy Transference (rank 3, or now that I think about it, maybe rank 2) and the Brilliant Shortsword +5 (rank 10). The former we've already discussed, and the latter is useful because it ignores shield and armor bonuses and is a +5 weapon.
The other stuff as far as I can remember are so-so, a lot of them are pretty useless and become obsolete later in the game. Here is as much as I can recall (haven't played in over a month): Warded (HoF) Dragon's Belt, Boots of Grounding, Abishai/Cornugan (HoF) Hide Armor, Ice Spear +4, Club of Disruption, Bracers of Icelandic Pearl, Composite Long Bow of Empowerment, Wand of (something - I really can't remember). Battle Squares does give 7k+ experience upon mastery, so that's a little worth it in a sense.
The other stuff as far as I can remember are so-so, a lot of them are pretty useless and become obsolete later in the game. Here is as much as I can recall (haven't played in over a month): Warded (HoF) Dragon's Belt, Boots of Grounding, Abishai/Cornugan (HoF) Hide Armor, Ice Spear +4, Club of Disruption, Bracers of Icelandic Pearl, Composite Long Bow of Empowerment, Wand of (something - I really can't remember). Battle Squares does give 7k+ experience upon mastery, so that's a little worth it in a sense.
- Galuf the Dwarf
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Originally posted by lightningpig
In my opinion, the only prizes worth getting in Battle Squares are the Potion of Holy Transference (rank 3, or now that I think about it, maybe rank 2) and the Brilliant Shortsword +5 (rank 10). The former we've already discussed, and the latter is useful because it ignores shield and armor bonuses and is a +5 weapon.
The other stuff as far as I can remember are so-so, a lot of them are pretty useless and become obsolete later in the game. Here is as much as I can recall (haven't played in over a month): Warded (HoF) Dragon's Belt, Boots of Grounding, Abishai/Cornugan (HoF) Hide Armor, Ice Spear +4, Club of Disruption, Bracers of Icelandic Pearl, Composite Long Bow of Empowerment, Wand of (something - I really can't remember). Battle Squares does give 7k+ experience upon mastery, so that's a little worth it in a sense.
Yes, definitely. I got one of the High Priestess' keys along with a gem and something else last night. It's tough to even master rank 1 only because I'm trying to remember if there's a certain order to take some squares. I'll try looking it up through the forum search first.
The shortsword (when I get it) will definitely go to my rogue. The demonic hide armor will go to my barbarian, and the club to my priestess of Lathander. I may be in that area for a week or so just to try and get some of that stuff. Still, thanks a million, lightningpig.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
- Galuf the Dwarf
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Okay, here's a bit of an important question, though probably asked alot.
Which spells are the best for Bards, Clerics (besides healing/resurrecting and buffs), and Wizards/Sorcerors? Here's the list of spells I have for my casters, and the max casting lvl they are at this point:
Rael-Maegreth (Bard, Lvl 3): All current curing spells, Chromatic Orb, Color Spray, Cat's Grace, Hold Person, Blur, Haste
Lumia (Cleric, vl 5): All cure spells up to Serious, Bull's Strength, Bless, Doom, Lesser Restoration, Raise Dead, Chaotic Commands
Lenia (Wizard, Lvl 5): Magic Missile, Chromatic Orb, Melf's Acid Arrow, Agannazar's Scorcher, Flame Arrow, Fireball, Stinking Cloud, Mordenkaiden's Force Missiles, Minor Globe of Invulnerability
Lenia doesn't have any lvl 5 spells at this point, and is my main offensive caster. Rael-Maegreth is my guy to do some of my enchantments, and is my secondary healer. Lumia is my curative, buff/de-buff, and casts certain spells for special occasions (Insect Plague, whatever she can use to make a certain battle easier).
So, what will work?
Which spells are the best for Bards, Clerics (besides healing/resurrecting and buffs), and Wizards/Sorcerors? Here's the list of spells I have for my casters, and the max casting lvl they are at this point:
Rael-Maegreth (Bard, Lvl 3): All current curing spells, Chromatic Orb, Color Spray, Cat's Grace, Hold Person, Blur, Haste
Lumia (Cleric, vl 5): All cure spells up to Serious, Bull's Strength, Bless, Doom, Lesser Restoration, Raise Dead, Chaotic Commands
Lenia (Wizard, Lvl 5): Magic Missile, Chromatic Orb, Melf's Acid Arrow, Agannazar's Scorcher, Flame Arrow, Fireball, Stinking Cloud, Mordenkaiden's Force Missiles, Minor Globe of Invulnerability
Lenia doesn't have any lvl 5 spells at this point, and is my main offensive caster. Rael-Maegreth is my guy to do some of my enchantments, and is my secondary healer. Lumia is my curative, buff/de-buff, and casts certain spells for special occasions (Insect Plague, whatever she can use to make a certain battle easier).
So, what will work?
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
Originally posted by Galuf the Dwarf
Yeah, I got IWD2 when it came out last year. Anyways, this is my party now:
Rael-Maegrath
Drow Elf Male Bard
10 Str
18 Dex
10 Con
16 Int
8 Wis
18 Cha
He's going to be my diplomacy and bluffing guy
Dureighem
Gold Dwarf Male Paladin of Helm (inspired by Krysalyn)
14 Str
8 Dex (will improve later)
16 Con
10 Int
12 Wis
16 Cha
I'm going to make him multic-classed with Fighter later. He's going to eventually be one of my tanks, as well as a low-class healer
Bulregh
Half-Orc Male Barbarian
20 Str
12 Dex
16 Con
8 Int
12 Wis
6 Cha
Definitely my tank, and my intimidator. Going to multi-class him with Ranger.
Lumia
Aasimar Female Morninglord of Lathander
12 Str
10 Dex
16 Con
10 Int
18 Wis
14 Cha
I heard someone else make the point that you don't want to give a cleric too little Con, or they may not survive later.
Fenris
Strongheart Halfling Male Rogue
10 Str
20 Dex
12 Con
16 Int
8 Wis
10 Cha
My dual-wielding, sneak-attacking machine!
Lenia
Human Female Wizard
10 Str
18 Dex
12 Con
18 Int
8 Wis
10 Cha
Just a plain, vanilla wizard to carry on through the game.
Now, for my questions:
1) Which feats are the most important? I like to give them all 'Improved Initiative' to give them a slight edge in combat. A few extra swings can make a difference. Also, I plan to give my rogue and bard 'Weapon Finesse' so that they can use their Dex modifiers to give them monster damage capabilities. 'Extra Rage' sounds good for my Barbarian
2) Where are some good weapons for my characters? I'm thinking of making my barbarian an axe-wielder, my paladin a swordsman (for a certain longsword later on), and my rogue shall wield daggers and short swords. Still, I don't know what to give to my wizard and cleric for weapons. I know that there are a few weapons that have definite locations, so which ones would work?
I can bet that some of you can help me out real well.
ok, first off, how did I inspire a paladin?
I cant even remember the last time I played a good-aligned character, let alone a paladin, lol...
anyway, a few comments on the stat allocations...
Bard - always be wary of reducing Wis below 10, because it will result in a negative modifier to your Will saves
Paly - you may want to consider taking pts off Int and putting them in Dex so that you dont have to worry about wasting level up stat pts in Dex (put them perhaps in Wis instead) and if you plan to wear heavy armor, the best Dex bonus you will likely get is +1 anyway, so there is no need to increase Dex above 12 (unless you have a fetish for high reflex saves)
Barb looks good, is the eventual ranger levels for dual wielding?
cleric looks good, but again, you could trim a couple pts off Int if you wanted to, as you will get the minimum of 1 skill point per level whether you have Int of 10 or Int of 3 (though I do not encourage powergaming to that level) and, there arent enough undead in teh game to make pts into Cha simply for turning undead worth those stat pts, imho.
rogue - 16 Int might be more skill pts than you need, and you can trim a little off of Cha if you wanted, and be careful lowering that Wis score...
wiz - first off, wiz should be fine in a party of 6 regarding spell scroll availability, you will not be leveling up faster than the scrolls you find... Cha could be lowered a bit, and unless you plan to use this char as a backup missle attacker, the 18 Dex may be a little high... Str could be reduced to 8 if you are daring, as the wiz will just be carrying robes and scrolls... be careful of lowering that Wis... and you might perhaps consider a few more pts into Con... with this char being your only arcane caster, you dont want to see his spells not go off due to failing his Con check when injured during spellcasting.
Originally posted by Galuf the Dwarf
1) Which feats are the most important? I like to give them all 'Improved Initiative' to give them a slight edge in combat. A few extra swings can make a difference. Also, I plan to give my rogue and bard 'Weapon Finesse' so that they can use their Dex modifiers to give them monster damage capabilities. 'Extra Rage' sounds good for my Barbarian
Rael-Maegreth: Lingering Song, Dodge
Dureighem: Heroic Inspiration, Weapon Focus: Large Sword, Lightening Reflexes, Heretic's Bane, Strong Back
Bulregh: Extra Rage
Lumia: Combat Casting, Subvocal Casting
Fenris: Weapon Finesse, Ambidexterity, Two-Weapon Fighting, Dodge
Lenia: Combat Casting, Subvocal Casting
What else would really help? I'm only trying to keep them from getting fried later on (as in past Chpt. 5).
ok, your questions:
1) Improved Initiative is broken. it does not work, do not take this feat (it would be a "must" if it worked, but it doesnt, and it wont be fixed)
lingering song and dodge are solid choices.
heroic inspiration I find not that useful, as hopefully you will not be seeing your characters get that low on hit pts that often...
only take strong back if you find yourself unable to wear the equipment that you like, as with bags of holding and such, you should always be able to tote around whatever else you find
feats that bolster saving throws are decent, but I tend to choose them once other, better (imho) feats have been taken.
extra rage is good, but there are better melee feats that might be worth taking first
combat casting and subvocal casting are excellent choices for any caster
weapon finesse is good for a char that uses short swords or smaller...
remember that 1 level of ranger will essentially give you ambidexd and dual weapon fighting for free (as long as you wear the appropriate armor)
as for feats that I think are also very useful:
melee:
power attack (as a prereq for
cleave
improved critical
maybe blind fight
maybe dirty fighting (I like it, anyway, especially for a rogue that attacks multiple targets in the same battle)
luck of heroes for humans
casters:
any of the spell focus of spells you often use (evocation, necromancy)
elemental feats (later in the game these will be available)
maybe spell penetration
Originally posted by Galuf the Dwarf
2) Where are some good weapons for my characters? I'm thinking of making my barbarian an axe-wielder, my paladin a swordsman (for a certain longsword later on), and my rogue shall wield daggers and short swords. Still, I don't know what to give to my wizard and cleric for weapons. I know that there are a few weapons that have definite locations, so which ones would work?
axes are possibly the best weapon in the game... two-handed axes have a x3 ciritical, and use the 1.5 Str bonus for damage, plus there are melee and throwing axes, so weapon focus (or specialization) here gives you a melee and a ranged weapon
paly = longsword = holy avenger = smart move
rogue = daggers/shortswords = good choice
as for the others, first off, I recommend that your tanks plan to use 2 types of weapons, one slashing/piercing, the other bludgeoning, as many enemies will be resistant to one but not the other, so that each of your tanks will be able to switch weapons and not be ineffective in battle.
but, if your cleric is going to be a backup tank, planning to use a club or mace might not be a bad idea... the club of disruption from battlesquares is a nice weapons that proves useful throughout the entire game with undead and demons.
a bow makes a nice choice for the Bard (and as a ranged weapon for the rogue as well, with the high Dex)
for casters, I generally try to give them ranged weapons to use when they arent casting spells, to keep them out of harm's way.
bow, crossbow, sling are nice choices for ranged weapons for casters.
hope that helps.
- Galuf the Dwarf
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Re: Re: So I felt like getting back into the game, and so I have questions (spoilers needed)
Yes, it helps to quite a degree.
Actually, I don't see (especially for my rogue and cleric) how lowering Int would help. Concentration is practically necessary to have some points in for the Cleric, and I remember having 16 Int for my rogue the last time I played IWD2, and when I got to Chpt. 6, there was a trap that he all-out failed to disarm! Of course, Tymora's Melody somewhat helps, but I think I'll want to raise points in that next (to at least bring Int to 18) and then raise his Wis to 10.
My spellcasters do all have ranged weapons. My bard is equipped with Sophia's Flight (best longbow I've found so far), my wizard with a +2 Heavy Crossbow, and my Cleric with a Masterwork Sling (loaded up with various magic sling bullets). My rogue has Hagnen's Folly (+3 Heavy Crossbow), while my Barbarian and Paladin have throwing axes (Haft over Head for the barb, returning throwing axe for the pally). My tanks also have magical blunt weapons (+1 hammer for pally, Flail of the Defender for my Barb for the deflection bonus, along with a masterwork dagger for dual-wielding).
Trust me, I've noticed a difference between those that has Improve Initiative, and those that don't have it. All of the other feats that I've gotten so far have really saved my skin, trust me. I do have Spell Penetration for my wizard, and am looking at Improved Critical for my barbarian (maybe also for the paladin). Of the feats you've mentioned, the only ones that I haven't really considered are Blind-Fight (though I haven't disregarded it) and Dirty Fighting.
The stats I'm looking to increase on my characters at this point are these:
Rael-Maegreth: 1 more point in Cha, 2 in Wis, 2 in Con
Dureighem: 2 or 4 in Str, 1 or 2 in Cha, 1 or 2 in Wis ( I know that there are 7 points of stat enhancement throughout the game for each character)
Bulreg: 2 more points in both Dex and Con, maybe 1 in Wis so that an enhancing item can raise that for his Will saves
Lumia: Raise Dex by 2 for minor ranged bonus, Str by 2 for increased melee capabilities along with Str-enhancing item later on (esp. in Heart of Fury mode)
Fenris: As I've said, 2 in Int, 2 in Wis, and maybe the last one in Dex (to be enhanced by an item somewhere along the line)
Lenia: 2 in Con and Wis, last one in Dex, I guess
Well, thanks for your input overall, Krysalyn. I'll keep what you've said in mind for future reference.
Originally posted by Krysalyn
ok, first off, how did I inspire a paladin?
I cant even remember the last time I played a good-aligned character, let alone a paladin, lol...
anyway, a few comments on the stat allocations...
Bard - always be wary of reducing Wis below 10, because it will result in a negative modifier to your Will saves
Paly - you may want to consider taking pts off Int and putting them in Dex so that you dont have to worry about wasting level up stat pts in Dex (put them perhaps in Wis instead) and if you plan to wear heavy armor, the best Dex bonus you will likely get is +1 anyway, so there is no need to increase Dex above 12 (unless you have a fetish for high reflex saves)
Barb looks good, is the eventual ranger levels for dual wielding?
cleric looks good, but again, you could trim a couple pts off Int if you wanted to, as you will get the minimum of 1 skill point per level whether you have Int of 10 or Int of 3 (though I do not encourage powergaming to that level) and, there arent enough undead in teh game to make pts into Cha simply for turning undead worth those stat pts, imho.
rogue - 16 Int might be more skill pts than you need, and you can trim a little off of Cha if you wanted, and be careful lowering that Wis score...
wiz - first off, wiz should be fine in a party of 6 regarding spell scroll availability, you will not be leveling up faster than the scrolls you find... Cha could be lowered a bit, and unless you plan to use this char as a backup missle attacker, the 18 Dex may be a little high... Str could be reduced to 8 if you are daring, as the wiz will just be carrying robes and scrolls... be careful of lowering that Wis... and you might perhaps consider a few more pts into Con... with this char being your only arcane caster, you dont want to see his spells not go off due to failing his Con check when injured during spellcasting.
ok, your questions:
1) Improved Initiative is broken. it does not work, do not take this feat (it would be a "must" if it worked, but it doesnt, and it wont be fixed)
lingering song and dodge are solid choices.
heroic inspiration I find not that useful, as hopefully you will not be seeing your characters get that low on hit pts that often...
only take strong back if you find yourself unable to wear the equipment that you like, as with bags of holding and such, you should always be able to tote around whatever else you find
feats that bolster saving throws are decent, but I tend to choose them once other, better (imho) feats have been taken.
extra rage is good, but there are better melee feats that might be worth taking first
combat casting and subvocal casting are excellent choices for any caster
weapon finesse is good for a char that uses short swords or smaller...
remember that 1 level of ranger will essentially give you ambidexd and dual weapon fighting for free (as long as you wear the appropriate armor)
as for feats that I think are also very useful:
melee:
power attack (as a prereq for
cleave
improved critical
maybe blind fight
maybe dirty fighting (I like it, anyway, especially for a rogue that attacks multiple targets in the same battle)
luck of heroes for humans
casters:
any of the spell focus of spells you often use (evocation, necromancy)
elemental feats (later in the game these will be available)
maybe spell penetration
axes are possibly the best weapon in the game... two-handed axes have a x3 ciritical, and use the 1.5 Str bonus for damage, plus there are melee and throwing axes, so weapon focus (or specialization) here gives you a melee and a ranged weapon
paly = longsword = holy avenger = smart move
rogue = daggers/shortswords = good choice
as for the others, first off, I recommend that your tanks plan to use 2 types of weapons, one slashing/piercing, the other bludgeoning, as many enemies will be resistant to one but not the other, so that each of your tanks will be able to switch weapons and not be ineffective in battle.
but, if your cleric is going to be a backup tank, planning to use a club or mace might not be a bad idea... the club of disruption from battlesquares is a nice weapons that proves useful throughout the entire game with undead and demons.
a bow makes a nice choice for the Bard (and as a ranged weapon for the rogue as well, with the high Dex)
for casters, I generally try to give them ranged weapons to use when they arent casting spells, to keep them out of harm's way.
bow, crossbow, sling are nice choices for ranged weapons for casters.
hope that helps.
Yes, it helps to quite a degree.
Actually, I don't see (especially for my rogue and cleric) how lowering Int would help. Concentration is practically necessary to have some points in for the Cleric, and I remember having 16 Int for my rogue the last time I played IWD2, and when I got to Chpt. 6, there was a trap that he all-out failed to disarm! Of course, Tymora's Melody somewhat helps, but I think I'll want to raise points in that next (to at least bring Int to 18) and then raise his Wis to 10.
My spellcasters do all have ranged weapons. My bard is equipped with Sophia's Flight (best longbow I've found so far), my wizard with a +2 Heavy Crossbow, and my Cleric with a Masterwork Sling (loaded up with various magic sling bullets). My rogue has Hagnen's Folly (+3 Heavy Crossbow), while my Barbarian and Paladin have throwing axes (Haft over Head for the barb, returning throwing axe for the pally). My tanks also have magical blunt weapons (+1 hammer for pally, Flail of the Defender for my Barb for the deflection bonus, along with a masterwork dagger for dual-wielding).
Trust me, I've noticed a difference between those that has Improve Initiative, and those that don't have it. All of the other feats that I've gotten so far have really saved my skin, trust me. I do have Spell Penetration for my wizard, and am looking at Improved Critical for my barbarian (maybe also for the paladin). Of the feats you've mentioned, the only ones that I haven't really considered are Blind-Fight (though I haven't disregarded it) and Dirty Fighting.
The stats I'm looking to increase on my characters at this point are these:
Rael-Maegreth: 1 more point in Cha, 2 in Wis, 2 in Con
Dureighem: 2 or 4 in Str, 1 or 2 in Cha, 1 or 2 in Wis ( I know that there are 7 points of stat enhancement throughout the game for each character)
Bulreg: 2 more points in both Dex and Con, maybe 1 in Wis so that an enhancing item can raise that for his Will saves
Lumia: Raise Dex by 2 for minor ranged bonus, Str by 2 for increased melee capabilities along with Str-enhancing item later on (esp. in Heart of Fury mode)
Fenris: As I've said, 2 in Int, 2 in Wis, and maybe the last one in Dex (to be enhanced by an item somewhere along the line)
Lenia: 2 in Con and Wis, last one in Dex, I guess
Well, thanks for your input overall, Krysalyn. I'll keep what you've said in mind for future reference.
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
Re: Re: Re: So I felt like getting back into the game, and so I have questions (spoilers needed)
are you just looking at character animations?
or are you looking at attack rolls and such?
everything that I have heard is that improved initiative is bugged and does not work, that modders have not been able to fix it, that the company has confirmed that it doesnt work, and that it will never be fixed...
Originally posted by Galuf the Dwarf
Trust me, I've noticed a difference between those that has Improve Initiative, and those that don't have it.
are you just looking at character animations?
or are you looking at attack rolls and such?
everything that I have heard is that improved initiative is bugged and does not work, that modders have not been able to fix it, that the company has confirmed that it doesnt work, and that it will never be fixed...
- Galuf the Dwarf
- Posts: 3160
- Joined: Wed May 07, 2003 11:00 am
- Location: Connecticut, a place of open land, hills, forests,
- Contact:
Okay, something REAL strange happened to one of my games recently.
I gave Nathaniel's bag of holding back to him recently. The next time I get back into the game, he's gone. 2 of the High Priestesses were left alive, but when I reloaded the auto-save, I didn't get a text message of any sort listing Nathaniel as being dead/killed. Will he still be around to break the glacier after I kill off the other High Priestesses? Aside from that, I also wanted to get his Ring of the Ram and give it back to him. Any ideas what's going on?
I gave Nathaniel's bag of holding back to him recently. The next time I get back into the game, he's gone. 2 of the High Priestesses were left alive, but when I reloaded the auto-save, I didn't get a text message of any sort listing Nathaniel as being dead/killed. Will he still be around to break the glacier after I kill off the other High Priestesses? Aside from that, I also wanted to get his Ring of the Ram and give it back to him. Any ideas what's going on?
Dungeon Crawl Inc.: It's the most fun you can have without 3 midgets and a whip! Character stats made by your's truly!
Getting back into the game
Hi, I've been away fighting to the end of the game AGAIN, mainly because I found myself in the end game ill equipted, and I couldn't handle the so and sos.
Looking at your replies no one seems to have answered your question about the book "Tending Ivy" it has no value and just takes up space.
I love "Ball of Fire" , some times my own gange gets singed, but that happens in war.
I was surprised to see that there was no mention of "Otilukes Resilient Sphere" I found that invaluable particularly when it came to dealing with the "Lost Followers" handling six of them at one time got a bit much.
Another one which I found most useful was the magic missiles. In IWD 2 I found them more powerful that in previous games.
Another was "Mordikainen's Force Missiles Very usefull.
Again "Skull Trap" came in useful at times particularly when confronted with waves of enemy.
And again another one was "Strength of One" that pumps everyone up.
If I wanted a bit of support I liked "animate Dead" especially when "Old Bones with his scythe came up.
Hi, I've been away fighting to the end of the game AGAIN, mainly because I found myself in the end game ill equipted, and I couldn't handle the so and sos.
Looking at your replies no one seems to have answered your question about the book "Tending Ivy" it has no value and just takes up space.
I love "Ball of Fire" , some times my own gange gets singed, but that happens in war.
I was surprised to see that there was no mention of "Otilukes Resilient Sphere" I found that invaluable particularly when it came to dealing with the "Lost Followers" handling six of them at one time got a bit much.
Another one which I found most useful was the magic missiles. In IWD 2 I found them more powerful that in previous games.
Another was "Mordikainen's Force Missiles Very usefull.
Again "Skull Trap" came in useful at times particularly when confronted with waves of enemy.
And again another one was "Strength of One" that pumps everyone up.
If I wanted a bit of support I liked "animate Dead" especially when "Old Bones with his scythe came up.
Silence is a virtue from which the prophets drew and none besides