All paladin/Cleric party (roleplaying)
All paladin/Cleric party (roleplaying)
Someone want to help me with this all paladin/Cleric party (roleplaying)
I am creating an all paladin party, and i want to use all of the kits from the paladin and some clerics. Basically my part looks like this:
Cavalier
Inqusitor
Undeadhunter
Fighter/cleric
Cleric/Thief
Cleric of helm
now my problem is, to get equipment for these heroes, and i want it to be equipment which suits the role, like the daystar, purifier, Holy avenger etc etc, so tell me which equipment should i use, and which proffiency points?
I am creating an all paladin party, and i want to use all of the kits from the paladin and some clerics. Basically my part looks like this:
Cavalier
Inqusitor
Undeadhunter
Fighter/cleric
Cleric/Thief
Cleric of helm
now my problem is, to get equipment for these heroes, and i want it to be equipment which suits the role, like the daystar, purifier, Holy avenger etc etc, so tell me which equipment should i use, and which proffiency points?
Ugh? It's your party, though if you want the equipment that suits, that means that you can't use anything but the suited equipment?
Like you can't use Storm Star? Answerer? Or just that you can't use items with descriptions that say they are evil?
Good combos are Purifier/Answerer (Answerer is not tech. "equipment which suits the role") (bastard sword and long sword)
Something Holy and Crom Faeyr (though again, Crom Faeyr, does that count as "equipment which suits the role"?)
And what about ranged weapons? What ranged weapons suit the role? Can you be more specific in what items you want to limit your choices to?
Like you can't use Storm Star? Answerer? Or just that you can't use items with descriptions that say they are evil?
Good combos are Purifier/Answerer (Answerer is not tech. "equipment which suits the role") (bastard sword and long sword)
Something Holy and Crom Faeyr (though again, Crom Faeyr, does that count as "equipment which suits the role"?)
And what about ranged weapons? What ranged weapons suit the role? Can you be more specific in what items you want to limit your choices to?
Tact is for people not witty enough to be sarcastic
Get the Sling of Avoreen +4
Will you take some NPCs or only created characters? You could take Keldorn as Inquisitor, Anomen as Fighter/Cleric.
BTW : You could change your Fighter/Cleric for a Mage/Cleric (You have enough tank with 3 Paladins, and some mage spells like Haste could be really usefull...) Aerie could be a great choice there.
Will you take some NPCs or only created characters? You could take Keldorn as Inquisitor, Anomen as Fighter/Cleric.
BTW : You could change your Fighter/Cleric for a Mage/Cleric (You have enough tank with 3 Paladins, and some mage spells like Haste could be really usefull...) Aerie could be a great choice there.
well if you plan on cheating to get these weapons then i suggest the croem fayr, carsomyr, equilizer(tho im not sure anyone in your party can use it) sling of evereen(or however you spell it), the purifier and thats about all the good weapons i can think off.
The world is very sharp, so theres no use protecting yourself from it. Enjoy life, just make sure you dont get cut too deep.
KK then,
Again...
Purifier/Answerer is a powerful combo for the paladin, it's like a more offensive version of Carsomyr
Of course you want to pick up the Rune Hammer or Mace of Disruption, both are great for undead,
Anyone can use Crom Faeyr in the offhand and be good, you don't even need proficiency in war hammer, the only thing you need it for is the str bonus,
Same goes for Angurvadhil (Prolly spelled that wrong)
Daystar isn't that great, it hits as a +2 (despite what it says about +4 against undead, thats dmg only) and it's only useful for the sunray ability
Ranged weapons... Sling of Seeking +2 is great as you get your str bonus added to dmg, even though it's +2 it will do more dmg than any other sling if the mobs not immune to your dmg, even then equipping the correct bullet normally does the trick.
Firetooth crossbow is good for obvious reasons
Maybe get the Taralash and upgrade it
For prof points just concentrate on the weapons that you choose, i.e. purifier/answerer combo, take 2 in bastard sword, long sword, and 3 in two weapon fighitng. Plan what exactly you want and then follow it through
Again...
Purifier/Answerer is a powerful combo for the paladin, it's like a more offensive version of Carsomyr
Of course you want to pick up the Rune Hammer or Mace of Disruption, both are great for undead,
Anyone can use Crom Faeyr in the offhand and be good, you don't even need proficiency in war hammer, the only thing you need it for is the str bonus,
Same goes for Angurvadhil (Prolly spelled that wrong)
Daystar isn't that great, it hits as a +2 (despite what it says about +4 against undead, thats dmg only) and it's only useful for the sunray ability
Ranged weapons... Sling of Seeking +2 is great as you get your str bonus added to dmg, even though it's +2 it will do more dmg than any other sling if the mobs not immune to your dmg, even then equipping the correct bullet normally does the trick.
Firetooth crossbow is good for obvious reasons
Maybe get the Taralash and upgrade it
For prof points just concentrate on the weapons that you choose, i.e. purifier/answerer combo, take 2 in bastard sword, long sword, and 3 in two weapon fighitng. Plan what exactly you want and then follow it through
Tact is for people not witty enough to be sarcastic
Inquisitor should wield Casomyr +5 (Upgraded to +6 in ToB)
Cavalier should dual-wield Purifier & Answerer
Undead Hunter could dual-wield Mace of Disruption with any other Anti-Undead weapon
Fighter/cleric could have Crom Feyr & a shield
Cleric/Thief should be equiped with sling & shield
Cleric can have whatever he wants, because you don't need another tank, you need a support spellcaster & a healer.
If you replace the Fighter/Cleric by a Mage/Cleric, he could wield slings too (Or staves), and let Crom Feyr to your Cleric of Helm.
Cavalier should dual-wield Purifier & Answerer
Undead Hunter could dual-wield Mace of Disruption with any other Anti-Undead weapon
Fighter/cleric could have Crom Feyr & a shield
Cleric/Thief should be equiped with sling & shield
Cleric can have whatever he wants, because you don't need another tank, you need a support spellcaster & a healer.
If you replace the Fighter/Cleric by a Mage/Cleric, he could wield slings too (Or staves), and let Crom Feyr to your Cleric of Helm.
- Pepsimax_x5
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Some suggestion for the party if you want NPC:
PC=Cavalier
Keldorn=Inquisitor
Minsc=Undead hunter (with SK)
Anomen=cleric
Aerie=Cleric/mage
Imoen= tief dualled to mage, she isn't a cleric, but she is your sister and RPG wise being a good party you shouldn't abandon her.
As for weapons (RPG wise):
Gswords: Carsomir, Hallowed Redeemer (upgradable with mod)), Flame of the North, Spider bane
Bswords: Purifier, Foebane
Axe: Azuredge, axe of Hrothgar
Lswords: Daystar (upgradable with mods), Answerer, sword of Balduran, Dragon slayer, Equalizer, blade of Roses, Flametongue
Mace: MoD, mace of Jarrod
Club: Bone club
Hammer: Runehammer
Spears: spear of Unicorn.
Flails/M.stars: Everard's M.star
those should be "good weapons" or specifically anti "evil" weapons. I didn't consider ranged weapon.
As for armour:
Plate armour: Armour of the hart, Firecam armour, Pride of Legion, plate of Blduran
Chain/leather: Bladesinger/Asylferund and other elven mails, armour of Faith, robe of the good Archimagi
PC=Cavalier
Keldorn=Inquisitor
Minsc=Undead hunter (with SK)
Anomen=cleric
Aerie=Cleric/mage
Imoen= tief dualled to mage, she isn't a cleric, but she is your sister and RPG wise being a good party you shouldn't abandon her.
As for weapons (RPG wise):
Gswords: Carsomir, Hallowed Redeemer (upgradable with mod)), Flame of the North, Spider bane
Bswords: Purifier, Foebane
Axe: Azuredge, axe of Hrothgar
Lswords: Daystar (upgradable with mods), Answerer, sword of Balduran, Dragon slayer, Equalizer, blade of Roses, Flametongue
Mace: MoD, mace of Jarrod
Club: Bone club
Hammer: Runehammer
Spears: spear of Unicorn.
Flails/M.stars: Everard's M.star
those should be "good weapons" or specifically anti "evil" weapons. I didn't consider ranged weapon.
As for armour:
Plate armour: Armour of the hart, Firecam armour, Pride of Legion, plate of Blduran
Chain/leather: Bladesinger/Asylferund and other elven mails, armour of Faith, robe of the good Archimagi
My 2 gp worth..
If you're playing with any MODs, it could fundamentally alter the recommendations, but I'll assume you're playing a basic game, maybe with the bonus merchants. We'll deal with the pallies last, since they have a pretty broad choice of weapons. You're not going to be restricted much - there are only a few weapons in either game that could reasonably be considered evil - Neb's nasty cutter (whoopee), maybe the Stiletto of what's her face (De Marchioness?), Bloodrazror, Adjatha, Sword of Chaos, Soul Reaver (the +4 two hander from the underdark), maybe the Blade of war from ToB. That's about it.
Your cleric thief will want a backstab capable weapon, so go staves, ultimately using the staff of the ram, probably, or Rynn when knockback is undesirable.
Single class cleric - well, any blunt, by ToB they'll have adequate proficiency in them all, the Mauler's arm (18 STR) is a great weapon (off or main hand) for a priest with non-stellar strength, and the Defender of Easthaven (bonus merchants) is a super too - AC + damage resist, woo hoo!
Fighter/cleric - Flails (DoE/FoA) or Hammers (CF/Runehammer)
Paladins - one or two two hander guys - one for Carsomyr, one for Liarcor/Psion blade, one should certainly be using axes, there's such a range of good ones - Frostreaver, Stonefire, Azuredge, K'logarth, and Axe of the Stoic , one should maybe go katanas (especially if you have tactics - Cel.Fury+Sanchuudoku) - but also don't forget the other two handers -spear (Impaler, etc.) or halberd (That nice +4 with multi-elemental damage from the Underdark, and the ToB halbard). Missile weapons to taste.
Finally, don't forget - dual wielders can get the benefits form off-handers so lang as they can equip them - you don't need any longsword skill to get the immunities form the Equalizer, or hammer skill to get the STR from CF.
Also, don't forget, you can hack your fave Bioware NPCs into paladins, etc. It may lead to some bizarre dialogue, but what the heck
If you're playing with any MODs, it could fundamentally alter the recommendations, but I'll assume you're playing a basic game, maybe with the bonus merchants. We'll deal with the pallies last, since they have a pretty broad choice of weapons. You're not going to be restricted much - there are only a few weapons in either game that could reasonably be considered evil - Neb's nasty cutter (whoopee), maybe the Stiletto of what's her face (De Marchioness?), Bloodrazror, Adjatha, Sword of Chaos, Soul Reaver (the +4 two hander from the underdark), maybe the Blade of war from ToB. That's about it.
Your cleric thief will want a backstab capable weapon, so go staves, ultimately using the staff of the ram, probably, or Rynn when knockback is undesirable.
Single class cleric - well, any blunt, by ToB they'll have adequate proficiency in them all, the Mauler's arm (18 STR) is a great weapon (off or main hand) for a priest with non-stellar strength, and the Defender of Easthaven (bonus merchants) is a super too - AC + damage resist, woo hoo!
Fighter/cleric - Flails (DoE/FoA) or Hammers (CF/Runehammer)
Paladins - one or two two hander guys - one for Carsomyr, one for Liarcor/Psion blade, one should certainly be using axes, there's such a range of good ones - Frostreaver, Stonefire, Azuredge, K'logarth, and Axe of the Stoic , one should maybe go katanas (especially if you have tactics - Cel.Fury+Sanchuudoku) - but also don't forget the other two handers -spear (Impaler, etc.) or halberd (That nice +4 with multi-elemental damage from the Underdark, and the ToB halbard). Missile weapons to taste.
Finally, don't forget - dual wielders can get the benefits form off-handers so lang as they can equip them - you don't need any longsword skill to get the immunities form the Equalizer, or hammer skill to get the STR from CF.
Also, don't forget, you can hack your fave Bioware NPCs into paladins, etc. It may lead to some bizarre dialogue, but what the heck
I have given up all lesser evils as inadequate to my purpose.
- Luis Antonio
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Hey, nice party... try improving your buffing skills... they will become very handy. Dont worry bout weapons at the beggining, you got plenty of spells with weapons.
Try Carsy for pallys. The only problem you might have is when you get high levels, cause not many maces and staves are +4 or higher.
Imo, just exchange one of them pallys for an evil Wizard Slayer, with proficiencies on two handed sword.
Try Carsy for pallys. The only problem you might have is when you get high levels, cause not many maces and staves are +4 or higher.
Imo, just exchange one of them pallys for an evil Wizard Slayer, with proficiencies on two handed sword.
Flesh to stone ain't permanent, it seems.
[QUOTE=Luis Antonio]Hey, nice party... try improving your buffing skills... they will become very handy. Dont worry bout weapons at the beggining, you got plenty of spells with weapons.
Try Carsy for pallys. The only problem you might have is when you get high levels, cause not many maces and staves are +4 or higher.
Imo, just exchange one of them pallys for an evil Wizard Slayer, with proficiencies on two handed sword.[/QUOTE]
this is a ToB forum. How about the improved MoD for a start?: thats a +5 weapon. storm star as well is +4.
and as for staves, staff of the magi is +5, staff of rhynn is +4, staff of the ram is +5, eventually +6. how many +4 weapons do you want in each class??
Try Carsy for pallys. The only problem you might have is when you get high levels, cause not many maces and staves are +4 or higher.
Imo, just exchange one of them pallys for an evil Wizard Slayer, with proficiencies on two handed sword.[/QUOTE]
this is a ToB forum. How about the improved MoD for a start?: thats a +5 weapon. storm star as well is +4.
and as for staves, staff of the magi is +5, staff of rhynn is +4, staff of the ram is +5, eventually +6. how many +4 weapons do you want in each class??
- Luis Antonio
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[QUOTE=Thrain]this is a ToB forum. How about the improved MoD for a start?: thats a +5 weapon. storm star as well is +4.
and as for staves, staff of the magi is +5, staff of rhynn is +4, staff of the ram is +5, eventually +6. how many +4 weapons do you want in each class??[/QUOTE]
Yeah, but you need to balance the proficiencies through the party in a very efficient manner, or you'll get with one character with three or four ubber weapons while the other is limited... My "tip" on picking up a wizard slayer (it may be a plain fighter too) is meant to open doors on using slashing equipment. And some of those weapons (staff of the ram and Staff of the magi) require quite the combat skills, so in the early game it will be important to equalize that through the party.
and as for staves, staff of the magi is +5, staff of rhynn is +4, staff of the ram is +5, eventually +6. how many +4 weapons do you want in each class??[/QUOTE]
Yeah, but you need to balance the proficiencies through the party in a very efficient manner, or you'll get with one character with three or four ubber weapons while the other is limited... My "tip" on picking up a wizard slayer (it may be a plain fighter too) is meant to open doors on using slashing equipment. And some of those weapons (staff of the ram and Staff of the magi) require quite the combat skills, so in the early game it will be important to equalize that through the party.
Flesh to stone ain't permanent, it seems.
There are very few places in SoA where having weapons > +3 matters - and there are one or more +3 weapons of almost every type available in the game starting in chapter 2 (or at least, weapons that are considered +3 or greater to hit). In fact, I wouldn't worry all too much about who specializes in what; since you can't super-specialize, by ToB and nifty-weaponhood you will have all of your fighter types with a broad spectra of skills, and will have sorted out who does what by then.
IMO, super-specializing in all but 2-weapon skill is overrated anyway. Cost-per-return, past the 2nd star it's marginal. Of course, if you know for sure that you will be using the Silly-String of Tangling in ToB, then by all means, super-specialize in Spray-canned Weapon...
IMO, super-specializing in all but 2-weapon skill is overrated anyway. Cost-per-return, past the 2nd star it's marginal. Of course, if you know for sure that you will be using the Silly-String of Tangling in ToB, then by all means, super-specialize in Spray-canned Weapon...