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Best Party

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Krisgard
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Best Party

Post by Krisgard »

Hello folks,

greetings from an new member out of Germany! For there is no German Site for Toee, ill try it here. So please excuse the sometimes bad english.

Startet the game new on last weekend, i am wondering about the best party.

I Played about 5 hours with:
-Fighter
-Ranger
-Cleric
-Mage
-Bard.

Then i figured out, that whats missing is a thief! So i decided to start all over again. I only want my own 5 person group, because i made some bad experience with npc taking the best items.
Can i manage the game with only 5 adventueres?
And what is the best combination. Now i have made some new charris:
-Paladin
-mage
-thief
-cleric
-ranger.

Thanks for your help!
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Faiadar
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Post by Faiadar »

You are welcome :D

Just finished it for my first time with a party of five and completely without thief (but with a lot of reloading -blush-).

My party was only slightly different:

Paladin (m,h,lg)
Fighter (m,d,ng)
Cleric (m,h,lg)
Ranger (f,e,cg)
Sorceress (f,h,cg)

quite the "standard" party.

All characters plainly levelled in their class to 10. I -strongly- dislike the new multiclass system in d&d.

The lack of a thief (mainly the open lock ability) i bypassed with the knock spell on my sorceress. The communication skills of the thief were done by the Paladin (except the fact that facing evil he always turned to an agressive dumbass...as supposed :rolleyes: ) .

Dont think there is actually a "best" combination. In the end most success is based on a wise choice of weapons and spells.

Dont forget the possibility to take NPCs in your group. Though i sense most players disliked it cause they have a strong affinity to take the best magic loot...and never part of it again :mad:

Lets almost every successful combination will need someone with healing powers (cleric/druid), some tanks and at least one mage class (wizard,sorcerer).

Additionally the game offers you to avoid a great deal of fights if they are too hard for you. But then again you might have stayed at home.

So for you: Nimm einfach was dir Spass macht, schaffen kann mans mit fast allem :cool:
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zorax
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Post by zorax »

I haven´t finished it the way I´d like it (killing the demoness), but I can assure you the thief is completely useless.

I´m using 1 bard, 1 barbarian (the best), 1 fighter, 1 cleric and 1 wizard, and I recruited Otis, Elmo and Burne (I like his name. It combines with his greatest ability - casting fireballs!).

Just make sure one of the members has some social skills (as the bard in my group).

Bye!

Lord Zorax
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Krisgard
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Post by Krisgard »

Thanks,
but i cant believe that a thief is useless! Who should open the locks an determine traps in dungeons? A short example maybe,
the chest in Jaroos House is locked. I moved there with my bard who has about 5 ability in lockpicking and i cant open it!
Then i took the thief from the wench i my party with ability 9 or 10 and he opened the lock. That´s just one example, but i think, there are many other chest in that game.
So please tell me why i not need the thief, because i want to start over with a new game, and then i have to make the right decisions wich classes i take in my party.
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Maximuz
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Post by Maximuz »

I my oppinon the best party should have AT LEAST two "wizard class" characters.

In my new part i´m gonna use:
1 Fighter
1 Cleric
1 Wizard
1 Sorcerer
And maybe 1 more Sorcerer.

But that´s just med, and i just LOVE spellcasters an magic heavy partys.

I think this should work well, gives a good combo of "problem solutions" and great offensive Power...

well, thats all folks!

Any comments is always welcome......
What goes around,comes around...
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Krisgard
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Post by Krisgard »

Thanks for replying!!

Well for my favour, i say one wizard is enough! I am more the fighter type, just make sure, you have enough healers, but i agree with you, when you saved your 2 or 3 wizard to a higher level, you have an impressive offensive power!

But I repeat the post above,

DO I NEED A THIEF FOR LOCKPING AND TRAPFINDING OR NOT!!!!

When not, i think that a thief is in deed very useless!

Please reply!!
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zorax
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Post by zorax »

Do u really think it´s that necessary ?

Hey, lock picking is good, I agree with you. Maybe the thief can help you finding some item or two that you will use that otherwise you would not have access because they were locked.

But remember that the performance of a thief in combat is ridiculous when compared to a fighter, and this game has a lot of combat. And besides, the fighter has a lot more hit points. So, it´s much more useful having a fighter (I would suggest a barbarian) because you´ll need his abilities more often, and in a certain way he can give you access to a lot of good itens (try killing Hedrack, for example).

My advice here is: FORGET THE THIEF. Use a bard, who have some spell casting instead. Take at least two fighters (barbarian, fighter, ranger or paladin), 1 cleric and 1 wizard or sorcerer. During the game, get more fighters to join you. The spellcasters serves only to give them support.

Bye!

L. Zorax
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Krisgard
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Post by Krisgard »

Yeah Zorax,
I think youre right. I started over yesterday with my old party, a bard instead of the thief and gave the bard one level thief. Then I took elmo with me, and its great. I think elmo just takes money and no items!
I finished the moadhouse right now, and i had no problems with it.
Stealing the armor with my ranger from the giant at the anger was also fun...just a great game TOEE!
And by now its not to heavy and frustrating to play. Thats what my favourite game magazine wrote...TOEE frustrates.
So have fun with gaming!
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Wycen Adamantite
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Post by Wycen Adamantite »

My experience so far is with this party.

Rogue, (thief), who is the party spokesman.

Fighter

Wizard

Cleric

and then I took Elmo for a second front line fighter. Elmo is good because he starts at 4th level and only wants money, he doesn't take magic items or other gear.

A rogue is as far as I can tell not needed to bypass traps, doors, etc. I've only run into 1 trapped chest as far as I can recall. As you've pointed out a wizard can cast Knock to open anything.

But the reason to have a rogue is because if you fight carefully, you can use the rogue to flank an enemy. When you flank an enemy, he's flat footed. When an enemy is flat footed, the rogue can do sneak attack damage. So, because of this, so far my rogue has the highest damage done so far in the Ego book at 28 points, compared to the fighter at 27.

But a warrior is going to consistantly do more damage on average.
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Rav
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Post by Rav »

I have very good experiences with my 18 STR Half orc Rogue. I do need to cast Endurance's on him for extra HP, but his flanking and thus sneak attacking has made him deal A LOT of damage, and he also helps the party with his appraise and his Search.

Be sure to always make 5 foot steps though - I ahve it binded to S and rounds automatically ending set to "Never".

Rav
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Greywulf
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Post by Greywulf »

I play with 4 fighters and a wizard. One fighter takes all rogue-like skills, one takes all spokeperson-type skills, and the other two takes survival and healing and generic skills.

I haven't played through the elemental nodes, but for everything up to that point I've gone through at least once and never needed a rogue or cleric.

My mage enchants all our stuff and handles area damage while my fighters can go toe-to-toe with anyone.
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DrNoChance
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Post by DrNoChance »

After playing through the game once, I will agree with those who say that thief skills like trap detection and open locks can be done without.

My party that I used the first time through:

Dwarf Fighter CG

Half-Elven Cleric CG (worships the elven god and has the War domain and therefore has Weapon Focus: longsword and uses the Holy Longsword +1 you can get early in the game by marrying Meleny)

Elven Rogue CN (Had all the non-Charisma based rogue skills, and wielded a shortsword in each hand)

Elven Rogue CN (Had all the Charisma based skills. Did all the talking, and was like a second mage thanks to Use Magical Device skill + scrolls. Used a longbow when not using scrolls)

Elven Wizard CN (Crafted the items for the party and scribed scrolls for the charismatic rogue)

This party was nice in theory because I had every single skill in the game covered. 2 rogues wasn't overkill because they were so different in skills/feats (one was great for sneak attacks, the other was like a second caster). I also saw any secret doors that were around for a joke with 3 elves in the party.

If I were to play through again, I wouldn't bother with the rogues. I'd use a bard instead of the charismatic rogue, and either add in a second fighter type or a druid. Open locks, stealth, and trap detection can be done without. Spot, Listen, and Search can be given to your elven wizard even though they aren't class skills (the racial bonus and familiar bonus will compensate enough), or you could give Spot/Listen to your druid (high wisdom + class skills) and just give Search to your wizard and have room now to give the wizard Appraise and Tumble also perhaps.
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Aristan
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Post by Aristan »

I played through once with my 'traditional' party (2 Fighters, Cleric, mage, mage/thief). I always multiclss the thief so you don't end up with someone mostly useless in combat. My other choice is Barbarian/Thief, these two complement eachother nicley (both use light armor), the barabarian side gives you lots of HPs and you can still open the occasional chest.

I spent a lot of the first game having to recover from people/monsters slipping by my fighters (how can you know if you've completely blocked a doorway?) and attacking my casters. This meant a lot of dead mages.

I decided recently to play through again with an 'all fighter party'. I also went with an 'out of the wild lands' theme, so I have the following:

Dwarven Fighter (great axe)
1/2 orc Barbatian/thief (Glaive)
1/2 elf Ranger (dual wielding longswords)
elven Monk
Human Cleric (nature focus, and everyone needs a medic/item maker given the lack of powerful magic items for sale)

This party has worked great. I'm now L9 and ran into few fights that cause fear. When somebody breaks through into my 'weak underside' they get surrounded.

I did run some of the characters as an investigation. I've never used dual wielding (with a decent strength bonus, I'll take a 2-H sword any day) or a monk before. As of L9 the result are mixed. The ranger is starting to come along. The Monk... Well, lets just say she has the record for most consecutive misses. Going by the stats (most damage, most consecutive hits, most kills) well, let's just say, if you want a tank, take a tank. Nothing beats a true fighter.

As for the lack of spell casters (one cleric with high strength, a true hellfire a brimstone), I don't think it's an issue with a L10 cap. A mage just becomes useful at L5 (ala Haste and Fireball). It really take L9 before they come into thier own.

Now for a rant, the new 3.5 rules. It seems to me that the new rules have reduced the power of mages. Don't get me wrong, I like to see 4th and 5th Level spells that inflict damage not instant death (I always hated instant death spells as anything I need to use it on will probably make it's save throw or counter it with MR). I just feel that a lot of the misc spells (mirror image, stone skin, contingeny, spell trigger...) that really made a mage tough have been tuned down to the point they are moderately useful, but don't really change an encounter.

On a side note, I DO like the multiclass rules. I have always felt the old dual class rules made it too easy to make a 'super' character
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Raumoheru
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Post by Raumoheru »

well a good party i got...

Monk: good warrior and good diplomat
Ranger: Great warrior and helps find secret doors with search
Barbarian: Great fighter and Intimidate skill
Cleric: Healing and Diplomacy
Sorceress: Spell cover and Bluff

i also go by what the books say classes go together. like u cud have a fighter instead of a barb for intimidate and fighting but barbarians get along better with monks and rangers cuz they both think fighters and paladins are loud & anoying. Sorcerer class cud be replaced by a wizard and help get more variety of spells but a sorcerer has better skills and barbarians are more tolerant of sorcerers then wizards, distrusting magic they do not understand a mage so they get angry at being around one too often. they may not understand studying very well but a sorcerer uses instinct and innate power just like the barbarian so they like em more. plus its nice to have a hot chick running around with u for those cold winter nights :D

im not sure if the devs made any of this matter but it sure does when we play the real D&D
A ROGUE IS ONLY NEEDED AS A SPOKEPERSON
u can manage without one but the pick pocket skill can come in handy when u are at the jewelry store :D
"War does not determine who is right, it determines who is left"
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cagutsomen
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Post by cagutsomen »

i have:

pure rogue w/ longsword +3 shocking burst
pure barbarian w/ fragarach
pure cleric w/ morning star +2
pure mage w/ scather
pure fighter w/ greatsword +3 flaming, shocking, shocking burst
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cagutsomen
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Post by cagutsomen »

that party is great b/c the mage can usually get rid of everybody agaisnt me w/ either 2 or 3 spells, and if i can't seem to rest she can also chop anybody so death b/c scather is a greatsword that always hits! no lame mage weapon proficiency problems
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megamole
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Post by megamole »

Rogues are useless.

Six-man party which is giving serious whoop-ass out - I'm 9th level, a NG party which has destroyed the skull. (3rd time through - I've been through the planes already with other parties).

Human Bbn7/Ftr2 - Great Cleaver (upgraded to +3), Improved Critical - 40' move rate still. Wonderful tank, even in elven chain.
Human Ftr9 - wears Hedrack's stuff (except the shield, which seems to damage good characters).
Elmo - who as best as I can make out is about a Rgr3/Ftr6.
Human Brd9 - secondary healer/spellcaster - very good at filling in whatever needs doing. Excellent at mindf$!k spells (Suggestion, Confusion, Tasha's Laughter, Silence).
Human Clr9 - again, quite a good tank. Tip: use a cleric for Craft Wondrous Item and Craft Wand - wands of Cure (Foo) are great.
Human Sor9 - with 7 Knocks a day you don't need a rogue. A Ring of Invisibility, Ice Storm and Fireball make things go boom-boom. She's taken Light Armour Proficiency and wears the very nice purple elven chain. 5% spell failure's a small price to pay for a 24 AC.

If you can get Scorpp on your side, it's funny, but it's a bit cheating.

The only change to this I'd suggest would be to replace the Human Sorceress with an Elf (Wiz or Sor), so that longbows and longswords can be wielded.

Couple of tips:
Use Enlarge Person to allow your fighters to wield Large weapons (such as the Frost Brand and Radiant Ranseur) AND shields. The game doesn't check for changes when they shrink.
Two very underrated spells for cutting big foes down to size are Tasha's Laughter and Ray of Enfeeblement.
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Ste
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Post by Ste »

Best Party?

Hi folks! I'm new here and i wanna ask which is the best party?? I tried some of them that you proposed but i don't think they work perfectly! The bard can't do the rogue's job!

Please Answer
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Raumoheru
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Post by Raumoheru »

there is no "best party"

purple elven chainmail has 10% spellcasting failure
"War does not determine who is right, it determines who is left"
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silverdragon72
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Post by silverdragon72 »

.

...there is certainly no best party - but what I would recommend is the following:


- build PCs that are hard (not to say impossible) to hit by whatever:

________________________________________


1st PC:



female Elf LG: Rogue 3 - Monk 2 - Paladin 3 - Fighter 2 (1st level rogue - last fighter)

feats: whirlwind & imp. critical

weapon: 2-handed with reach: and all possible enchantments

High DEX, WIS, STR, CHA - good CON (for fortitude saves) INT lowest dice

all SP for tumble and use magic device - rest for rogue skills or speaker - depends on the CHA of the 2nd PC

10 - base AC - no armor
02 - ring of prot. (best available)
05 - bracers +5
07 - WIS 24 Amulet of WIS +6
07 - DEX 24 (20 elf +2 Att. +2 Red Ioun Stone
01 - Dodge
04 - Mage armor & blur (from sorc)
04 - shield (crafted wand of shield)

40 - AC + wand of displacement, Mirror Image & minor globe

49 - AC - if necessary with comb. exp. and defensive fighting

- gauntlets of STR (alternate DEX+6 - but she hits better this way)
- Cloak of resistance +3


at level 10 all saving throws will be around 20 ! - won't be hit by anything (evasion) could run in the mid of the enemies (tumble 17) and won't even be hit by the empowered fireballs of my sorc with GSF evocation !


...and with her Holy Elemental Glaive +3 (for RP reasons I use a modified greatsword called Holy Avenger with reach but unchanged stats) and whirlwind she deals up to 80 damage to all enemies in 10ft range per round...


__________________________________________


2nd PC:


human male CG: rogue 3 - fighter 6 - wizard 1 (1st level rogue, 9th fighter, last wizard)

feats: great cleave, imp. 2WF, comb. exp., imp. crit., imp. init.


weapon: scather and fragarach (PT was unfortunately hit by a fireball but he was instantly reanimated and gets a new nice BS)


high STR, DEX, CON - good WIS and INT (at least 14) - CHA lowest dice

SP: tumble + speaker if CHA is good or rogue (see PC 1)

10 - base AC
08 - elven armor
04 - DEX
05 - comb. expert. (using scather & fragarach)
04 - defensive fighting (using scather & fragarach)
02 - ring of protection (2nd best available)
04 - shield (1st level wizard)

37 AC + crafted wand of wand of displacement, Mirror Image & minor globe

Gauntlets of STR+6
cloak of resistance +3


at level 10 all saving throws will be around 15 !


hasted and with maxed power attack (using scather & fragarach AB is at -1!) he deals ~45 with the main- and 25 with the off-hand

...this means even unhasted with only 4 attacks per round and without criticals (crit. range 17) he kills an Ettin or Hill Giant instantly...

...with crit. hits, hasted, great cleaving and unlimited AoO he deals tons of damage per round


____________________________________


the rest of the party is support only:


cleric: crafting, healing, turning

sorcerer: GSF evocation, empowered spells - heavy artillery

wizard: crafting, support spells


all are build for max AC - sorc and wiz using reach weapons

...staying normally away from the strongerenemies - protected by the cleric...


_____________________________________


NPCs:

if you don't go with a party a 5

Druid: meleny - barkskin & entangle

Bard: if you find one


______________________________________


resumee:


TOEE was absolutely easy with this party - no one ever dies (besides PT once ;) ) - no reload of any battle (besides the one that CTDs :( )


.
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