Please note that new user registrations disabled at this time.

Any suggestions for last 2 party members?

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.
Post Reply
User avatar
Claudius
Posts: 2842
Joined: Sun Aug 13, 2006 12:48 pm
Location: Hyrule
Contact:

Any suggestions for last 2 party members?

Post by Claudius »

Hi so far my party is...
I have HOW too.

1) Human Paladin
Axes, Slings, Longswords

2) Half Elf Fighter/Druid multi
Scimitar, Sling, Spear, etc

3) Gnome Cleric/Thief multi
weapons???

4) Half Elf Cleric/Mage
Staff, sling

So I have 2 Tanks, an Archer who could tank, 3 Divine Casters, 1 Arcane

I'm not sure who else to take. Any suggestions? I thought of Bard but then I thought the support of his song would be inferior to having 2 extra warriors. Plus for some reason a guy that sings and doesn't fight or cast is kind of annoying to me.

Another thought I had was just taking 4 and leveling faster but its my first run through so I don't know how hard that will be.

I'm thinking another cleric/mage and a Fighter9DruidX but yet I really have no clue?......
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
User avatar
kmonster
Posts: 1568
Joined: Fri Sep 16, 2005 9:42 am
Contact:

Post by kmonster »

For a beginner your party will be horrible hard to play, but if you're a skilled player you might get a nice challenge with them.
You don't have to worry about levelling too fast and making the game too easy with your 4 characters, because of multiclassing you'll get the spells as slowly as if you were playing a party of 8.
Just don't change the difficulty setting else you'll gain far too many XP.

As number 5 and 6 I'd add a ranger(bow, hammer, greatsword) and a human fighter3/illusionist (bow,greatsword) but the game is also playable with your add-ons, just a bit harder.

As for weapons for 3: You need a sling for shooting and a club or quarterstaff for backstabbing.
User avatar
Claudius
Posts: 2842
Joined: Sun Aug 13, 2006 12:48 pm
Location: Hyrule
Contact:

Post by Claudius »

What makes my party hard for beginner?

What makes the first 4 characters hard to play for a beginner? I was thinking pal, and fight/druid were power chars. Cleric/mage should be good. I'm not so sure about cleric/thief...

Should I make the cleric/thief a mage/thief and then take a Ranger and a Ranger/Cleric multi?
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
User avatar
dragon wench
Posts: 19609
Joined: Tue Apr 24, 2001 10:00 pm
Location: The maelstrom where chaos merges with lucidity
Contact:

Post by dragon wench »

A paladin won't be a problem, nor will a fighter/druid. Druids in IWD, incidentally, are *really* good, they have a lot of great spells, and rival, if not exceed, a mage in their effectiveness.

Your other two members will be a little weaker though.
If you wanted something easier, I'd suggest a dwarven fighter/cleric and a multiclass fighter/mage. The other options are certainly doable, but definitely more challenging.
Spoiler
testingtest12
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
Spoiler
testingtest12
.......All those moments ... will be lost ... in time ... like tears in rain.
User avatar
kmonster
Posts: 1568
Joined: Fri Sep 16, 2005 9:42 am
Contact:

Post by kmonster »

Your paladin and fighter/druid are quite capable of fighting, but they are the only ones. You have 2 characters capable of fighting while the other two are vulnerable and nearly useless in combat.

Your weak point is the cleric/thief, the cleric levels don't help at all, they even forbid your thief to use a bow or a proper backstabbing weapon.
A fighter/thief or F/M/T could do a lot more damage while the benefits of a third priest are non-existent.

Ranged combat plays an important role in IWD, your pal and F/D can do quite some damage with their slings but the others are nearly useless, also in melee. Only warrior levels allow getting more than 1 attack/round, 18/00 strength, specialization bonusses and getting more than +2 extra HP/level because of high con. It's not like in 3e where the other classes can fight nearly as well as warriors.

For comparison: A level 7 paladin with optimal stats has a damage potential of 20-26 (2*((2-5)+2+6)) per round with a sling while a level 7 cleric can do 4-7 ((2-5)+2). The paladin will also hit more often and the difference will even increase with levels.

If you replace the cleric/thief with a fighter/thief (I recommend a good-aligned gnome with 18/00 strength,18 dex and con) your party will look much better.
Exchanging the last two characters with mage/thief and ranger/cleric will yield about the same gain in power.
User avatar
Claudius
Posts: 2842
Joined: Sun Aug 13, 2006 12:48 pm
Location: Hyrule
Contact:

Post by Claudius »

Thank you both for the suggestions

So assuming I keep the F/D and the Paladin, what would be a good power party that a beginner in IWD1 (but played BG2 and IWD2 through) would look like. If I read you right kmonster it would be...

F/D, paladin, ranger/cleric, thief/mage, ranger, human f3/illusionX

Can this be improved upon? I could use the dwarven f/c either in place of ranger cleric or ranger. The fighter3/illusionist covers f/m but would multi be better?
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
User avatar
kmonster
Posts: 1568
Joined: Fri Sep 16, 2005 9:42 am
Contact:

Post by kmonster »

I would replace the M/T with a F/M/T, you'll gain a lot of power doing so. Triple class characters advance nearly as fast as double class ones (the gap between single class and double class is much bigger).
You'll still gain thieving skills faster than neccessary. Since this is your backup mage it doesn't matter that much if he is 0-1 level behind during the game.
Take a HE, "raise dead" really doesn't work on elves.

About character 6:
A bard or triple class mage can provide enough arcane power to get you through the game easily, but important for the main mage is to be able to cast spells, as many, as high level, as soon as possible.
The dualclassed version will gain mage levels faster than the multiclassed which won't even gain enough XP to cast level 7 spells during the game.
Illusionist is imho the best specialist, if you can't live without "skull trap", "7 Eyes" or "trollish fortitude" take a pure class mage.
If you dualclass at level 3 you gain most fighter advantadges for only 4,000 XP, which is nothing compared to the 375,000 XP you need for gaining a mage level after level 11.
If you want to powergame you can dualclass later for even more HP and other bonusses like the extra half attack you get at fighter level 7, your backup mage can handle arcane spellcasting until then.
But most enjoyable for dualing is level 3 since at this point you'll gain XP very fast for finishing the dualing period and you'll find a lot of mage scrolls during this time.


As for clerics: One cleric is good for healing and buffing, but if you add cleric levels to a second character the main effects will be slower level progression and inability to use proper wapons like bows.

Rangers gain an extra half melee attack per round if they aren't wearing a shield, so a ranger/cleric will be superior to a fighter/cleric in offensive melee.
In the defense a dwarf F/C will be better, he gets more HP and immense saving throw bonusses.
Once your cleric learns "raise dead" he'll be the only one able to raise fallen party members, so to make sure he survives you'll want to keep him in the back and wear a shield which negates the ranger bonus.

Multiclass priests won't get enough XP to cast level 7 spells during the game, so I'd consider either dualing the druid or the cleric.

The level 7 druid spells and the water elemental shape are very good, but it's hard to roll a true neutral fighter with good stats for dualclassing to druid, since you need at least 17 charisma and can't dump it.
Rangers on the other hand get far better rolls than fighters and you can dual to cleric even with 3 charisma.
A good time for dualing is level 7 because of the extra half attack gained, but dualing at level 3 (fighter) or 2 (ranger) still grants the specialization bonus and 18/.. strength.


The pure ranger can be be replaced by a good aligned gnomish axe fighter.
A greatsword using ranger will be far superior in offensive melee for the first 3 chapters since he has the extra attack from the beginning, but once the fighter gains the 5th star in axes at level 9 he'll do enormous damage with a melee or throwing axe while wearing a shield and the helm of the trusted defender.
Both builds are powerful, it's your decison. (I'd take both and kick out the paladin.)

You can optimize your party even further by taking a bard and by ... but the game is easy enough for you to allow to keep personal preferences. No need to force the imho optimal party onto you.
Even a simple party consisting of 4 fighters, 1 F/T and a F/M/C or a F,F,F,C,M,T party should be able to take you through the game without too much trouble if you don't mess up the stats or weapon profs.
User avatar
dragon wench
Posts: 19609
Joined: Tue Apr 24, 2001 10:00 pm
Location: The maelstrom where chaos merges with lucidity
Contact:

Post by dragon wench »

The last party I took through, which ended up being almost too powerful, was:

dwarven fighter/cleric
half elven fighter/thief
half elven fighter/mage
half elven fighter/druid
Paladin
dwarven pure fighter

As you might imagine, this group was able to mow down anything in its path. Also, it is absolutely critical that each member can use ranged weapons well. I'd suggest composite longbows and slings, though, if you find yourself with slots to spare or you want roleplaying variety you can find some decent crossbows too.
Note: if you don't have them, I'd highly recommend also having the expansions installed, they make a huge difference to gameplay, not least of which is the level cap.

Kmonster's advice is also good. Ultimately, it really depends on your playing style and the type of party you personally prefer.
Spoiler
testingtest12
Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.
Spoiler
testingtest12
.......All those moments ... will be lost ... in time ... like tears in rain.
User avatar
Crenshinibon
Posts: 2665
Joined: Wed Mar 22, 2006 5:35 pm
Contact:

Post by Crenshinibon »

I played the game with a fighter/mage/thief and a Bard, which seemed to be more than enough.

Unlike the BG games, HoW places a LEVEL cap instead of an experience cap.

This means that you aren't limited to eight million XP or something like that but thirty levels for EACH class.

Basically, this would make the fighter/mage/thief the most powerful character as he/she can become level 30 in all classes.

A bard is also a good choice because while he/she may be weaker than a mage or fighter, when buffed up, the class is a force to be reckoned with.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
User avatar
Claudius
Posts: 2842
Joined: Sun Aug 13, 2006 12:48 pm
Location: Hyrule
Contact:

Post by Claudius »

Human Ranger 2 Hander Sword, Bows

gnome Fighter Axe, sling

Elf fighter/mage/thief multi Longsword, Bows

half elf fighter/druid multi Scimitar, Sling, Spear

human fighter3/clericX dual Mace, Sling

human fighter7/illusionistX dual Weapons?


So I think the consensus is that makes a good party. What weapons for the fighter illusionist? I imagine sling while he's making the dual class gap up but what ultimately? Bow****Melee**?
Right Speech has four aspects: 1. Not lying, but speaking the truth, 2. Avoiding rude and coarse words, but using gentle speech beneficial to the listener, 3. Not slandering, but promoting friendliness and unity, 4. Avoiding frivolous speech, but saying only what is appropriate and beneficial.
User avatar
kmonster
Posts: 1568
Joined: Fri Sep 16, 2005 9:42 am
Contact:

Post by kmonster »

It's hard to give advice since many weapons are random and I can't foresee what you'll get.
I'd take *** in flail and crossbow, two weapon profs the others don't have at the start.
Post Reply