The one team to rule them all
The one team to rule them all
Okay I'v started lots of files and been on lots of sights to help me with character creation and I think I'v finally made the ultimate team ok so here it is- leader is a paladin who I maxed out on Charisma con and str and his weapon prof's are axes and flails , next is a half elf druid/fighter who I maxed out on intelligence and gave 17 con and str his weapon prof's are quarter staves and large swords, next is a human bard who i maxed out on con and str he uses large swords and 2 handers, next I have a elven ranger who has pretty much high con, dex and fairly high str(for comp long bow) he also has points on crossbow, next I have a half-elf ranger/ cleric who pretty much has max intelligence and rest of the skills like the ranger, he uses missile weapons, and last I have a gnome illusionist/thief who has max dexerity and intelligence and he uses missile weapons and quarter staves????
This way I have 3 rangers, 3 spellcasters and 3 fighters and 1 thief, Is it the perfect team??? If not tell me your ultimate team
This way I have 3 rangers, 3 spellcasters and 3 fighters and 1 thief, Is it the perfect team??? If not tell me your ultimate team
I think you lack healing power with this one. No priest and the rangers/paladins get their healing power pretty late in the game. I don't have the rules that good in my head at the moment that I can advise on the uber party. (hint, try the search function there should be some people who have discussed this ).
It isn't the perfect team. An obvious weakness is that you have characters which don't have a ranged weapon proficiency and therefore are very ineffective in situations when there's no enemy standing right besides them.
There's no difference between a fighter/druid or a ranger/cleric with 3 int and one with 18 int, but if you have maxed out str, dex and con matters a lot (the difference between 17 ad 18 is bigger than between 8 and 14). Wis is the stat which grants bonus spells for priests.
Rangers get an enormous bonus, 1 full extra attack per round in melee if they don't wear a shield, sending your ranger to the back with only proficiencies in ranged weapons instead of having him use a 2-handed sword is a waste of class advantages.
Choosing an elf isn't a good idea either, since"raise dead" doesn't work on elves.
There's no difference between a fighter/druid or a ranger/cleric with 3 int and one with 18 int, but if you have maxed out str, dex and con matters a lot (the difference between 17 ad 18 is bigger than between 8 and 14). Wis is the stat which grants bonus spells for priests.
Rangers get an enormous bonus, 1 full extra attack per round in melee if they don't wear a shield, sending your ranger to the back with only proficiencies in ranged weapons instead of having him use a 2-handed sword is a waste of class advantages.
Choosing an elf isn't a good idea either, since"raise dead" doesn't work on elves.
Sorry, no way this is a "perfect" team. The party composition in general is fine, but the stat distribution is not ideal.
Weapons-wise, kmonster hit the nail on the head - every character should have a ranged weapon, and every warrior (perhaps with the exception of your lead) should start with specialization in a ranged weapon. Every character should eventually have proficiency in a bludgeoning weapon (specialization for warriors), and any paladin should have specialization in large swords eventually.
Your lead warrior (and pretty much any warrior, and arguably every member of the party) should have max Dexterity. With paladins, you don't need max Cha (saving yourself one stat point) as long as you have a bard or wizard with 15 Cha and the Friends spell; the price discount for high Cha is capped at 20, and Friends adds 5 Cha.
As kmonster pointed out, Int is useless for a F/D. They need lots of stat points, and if you're into min-maxing your characters Int should be drained to the utmost. Max Wis, Con, Dex, put enough into Cha (15 if dual classing from F to D, 17 if dual classing D to F, which I don't recommend), and put as much into Str (min 17 if dual classing) as you can - Int is the one stat which doesn't benefit druids at all.
A bard doesn't benefit from 18 Con, as the hitpoint bonus for non-warriors is capped at +2 (16 Con). The way most people play bards, high Str won't help that much either. Your bard is a singer and backup mage, not a melee demon, especially with lots of warriors in the party. Max Int and Dex, take 16 Con, take enough Cha to use Friends to best effect and enough Str to carry stuff.
kmonster has already covered the best tactical use of a ranger. Max out the Dex, Str, Con, and perhaps Wis. The R/C needs Wis; Int is useless for it.
No problems with the Ill/T.
One thing I might be worried about is the difficulty level. If you're playing on Normal difficulty, some of your characters will take quite a while to level up. This particularly hurts spellcasters. I'd recommend at least Hard difficulty for that party, as it'll increase your earned XP by 50%.
I prefer to multiclass my thief with a fighter (making my thief a ranged specialist in addition to a scout - it also helps Thaco for backstab/sneak attack). I might be inclined to switch out the Ill/T for a F/T and make the single classed ranger into a F/M - but only if you're playing on an increased difficulty level. Otherwise, a single classed mage is sufficient.
Weapons-wise, kmonster hit the nail on the head - every character should have a ranged weapon, and every warrior (perhaps with the exception of your lead) should start with specialization in a ranged weapon. Every character should eventually have proficiency in a bludgeoning weapon (specialization for warriors), and any paladin should have specialization in large swords eventually.
Your lead warrior (and pretty much any warrior, and arguably every member of the party) should have max Dexterity. With paladins, you don't need max Cha (saving yourself one stat point) as long as you have a bard or wizard with 15 Cha and the Friends spell; the price discount for high Cha is capped at 20, and Friends adds 5 Cha.
As kmonster pointed out, Int is useless for a F/D. They need lots of stat points, and if you're into min-maxing your characters Int should be drained to the utmost. Max Wis, Con, Dex, put enough into Cha (15 if dual classing from F to D, 17 if dual classing D to F, which I don't recommend), and put as much into Str (min 17 if dual classing) as you can - Int is the one stat which doesn't benefit druids at all.
A bard doesn't benefit from 18 Con, as the hitpoint bonus for non-warriors is capped at +2 (16 Con). The way most people play bards, high Str won't help that much either. Your bard is a singer and backup mage, not a melee demon, especially with lots of warriors in the party. Max Int and Dex, take 16 Con, take enough Cha to use Friends to best effect and enough Str to carry stuff.
kmonster has already covered the best tactical use of a ranger. Max out the Dex, Str, Con, and perhaps Wis. The R/C needs Wis; Int is useless for it.
No problems with the Ill/T.
One thing I might be worried about is the difficulty level. If you're playing on Normal difficulty, some of your characters will take quite a while to level up. This particularly hurts spellcasters. I'd recommend at least Hard difficulty for that party, as it'll increase your earned XP by 50%.
I prefer to multiclass my thief with a fighter (making my thief a ranged specialist in addition to a scout - it also helps Thaco for backstab/sneak attack). I might be inclined to switch out the Ill/T for a F/T and make the single classed ranger into a F/M - but only if you're playing on an increased difficulty level. Otherwise, a single classed mage is sufficient.
When your back is against the wall... the other guy is in a whole lotta trouble.
yeh i failed with this team, my bard keeps dying and i my elf is dieseased and by the time i get it healed he'll b done 4 I'm thinking of starting again even though I got the furtherest with this team, can one of u experienced players please tell me what the best team would be???? on hard.. I just want 2 pass the game lol
thanks
thanks
Your parties don't look that bad so I guess your problem are rather game mechanics and combat tactics than party creation. Some hints:
1. Save, save, save. Save after each successful combat, reload when a party member dies or something else requires visiting a temple, reload when your mage or bard fails to learn a spell.
2. Use "pause". Don't let your characters waste precious seconds doing the wrong things in combat, pause the game, assign commands to everyone, unpause.
3. Divide and conquer. Fight the monsters one after another. When you see a monster don't run towards it, other monsters might spot your party and you might end up having to fight too many at once. Assign ranged attack scripts to your characters. Spells like "entangle" or "web" can break up enemy armies into easily to handle parts.
There's no "best" party for this game. Some parties are better early on, some are better near the end of the game and each player has a different playing style. That you like your party is also far important than avoiding one or two reloads.
Your party's class selection is actually quite good, you just have to redistribute stat points and weapon profs and play some of them differently in order to get a powerful party.
If I had to create a powerful party based on your ideas I'd create the following and roll for the minimum stats (str-dex-con-int-wis-cha)
Human paladin 18/..-18-18-3-13-17 ++ slings, ++ axes
Human or HE ranger 18/..-18-18-3-14-3 ++ bows, ++ greatswords
HE fighter/druid 18/..-18-18-3-18-15 ++ slings, ++ large swords
HE ranger/cleric 18/..-18-18-3-18-3 ++ slings, ++ blunt
HE or human bard 18-18-16-18-3-15 + bows, + halberds
Gnome thief/illusionist 18-18-16-19-2-3 + bows, + staves
With a little patience you should be able to get those minimum stats. If you don't want to spend so much time you can play a bard with less strength, a druid or paladin with one of 18s lowered is also playable.
The second number in 18/.. strength does make a difference, the higher the better, 18/00 which actually means 18/100 is the best. With characters who easily get the required stats like the rangers I'd try to get a high second number, but for the others it will take too much time.
It helps a lot early on if everyone is good with a composite bow or sling. Your characters gain an extra proficiency point every 3-4 levels, so the melee weapons they start with aren't too important.
At later level ups I'd put proficiencies into large swords for the paladin and have the ranger or bard learn crossbows, the rest depends on the random weapons you find (don't forget to check the weapon type in the description) and your preferences.
The bard's melee proficiency isn't important since he's more useful singing, the thief/illusionist shouldn't be in melee either (except for backstabbing, swords do the most damage).
There's no need to be worried about the difficulty level. Even at normal your casters will gain levels fast enough to handle everything.
For me another difficulty than normal doesn't feel right, a shortbow does 1-6 damage, why should a goblin using it do 2-12 ?
But if you want to gain XP faster than you're supposed to you can do it, if you play at easiest difficulty you get double XP. You can change the difficulty at any time in the game.
1. Save, save, save. Save after each successful combat, reload when a party member dies or something else requires visiting a temple, reload when your mage or bard fails to learn a spell.
2. Use "pause". Don't let your characters waste precious seconds doing the wrong things in combat, pause the game, assign commands to everyone, unpause.
3. Divide and conquer. Fight the monsters one after another. When you see a monster don't run towards it, other monsters might spot your party and you might end up having to fight too many at once. Assign ranged attack scripts to your characters. Spells like "entangle" or "web" can break up enemy armies into easily to handle parts.
There's no "best" party for this game. Some parties are better early on, some are better near the end of the game and each player has a different playing style. That you like your party is also far important than avoiding one or two reloads.
Your party's class selection is actually quite good, you just have to redistribute stat points and weapon profs and play some of them differently in order to get a powerful party.
If I had to create a powerful party based on your ideas I'd create the following and roll for the minimum stats (str-dex-con-int-wis-cha)
Human paladin 18/..-18-18-3-13-17 ++ slings, ++ axes
Human or HE ranger 18/..-18-18-3-14-3 ++ bows, ++ greatswords
HE fighter/druid 18/..-18-18-3-18-15 ++ slings, ++ large swords
HE ranger/cleric 18/..-18-18-3-18-3 ++ slings, ++ blunt
HE or human bard 18-18-16-18-3-15 + bows, + halberds
Gnome thief/illusionist 18-18-16-19-2-3 + bows, + staves
With a little patience you should be able to get those minimum stats. If you don't want to spend so much time you can play a bard with less strength, a druid or paladin with one of 18s lowered is also playable.
The second number in 18/.. strength does make a difference, the higher the better, 18/00 which actually means 18/100 is the best. With characters who easily get the required stats like the rangers I'd try to get a high second number, but for the others it will take too much time.
It helps a lot early on if everyone is good with a composite bow or sling. Your characters gain an extra proficiency point every 3-4 levels, so the melee weapons they start with aren't too important.
At later level ups I'd put proficiencies into large swords for the paladin and have the ranger or bard learn crossbows, the rest depends on the random weapons you find (don't forget to check the weapon type in the description) and your preferences.
The bard's melee proficiency isn't important since he's more useful singing, the thief/illusionist shouldn't be in melee either (except for backstabbing, swords do the most damage).
There's no need to be worried about the difficulty level. Even at normal your casters will gain levels fast enough to handle everything.
For me another difficulty than normal doesn't feel right, a shortbow does 1-6 damage, why should a goblin using it do 2-12 ?
But if you want to gain XP faster than you're supposed to you can do it, if you play at easiest difficulty you get double XP. You can change the difficulty at any time in the game.
I'm a big fan of this team:
Fighter 9 dual>Mage: Great tank
Elf F/M/T: I treat this one like a F/T archer type. The spells are just a bonus, and I never lack thieving skills
Half-Elf Bard: This guy rocks, and is a necessity at level 11
Half-Elf Cleric/Ranger: All Cleric spells, and a lot of Druid spells too!
Fighter 9 dual>Mage: Great tank
Elf F/M/T: I treat this one like a F/T archer type. The spells are just a bonus, and I never lack thieving skills
Half-Elf Bard: This guy rocks, and is a necessity at level 11
Half-Elf Cleric/Ranger: All Cleric spells, and a lot of Druid spells too!
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
I'm very much into 4 character parties.GawainBS wrote:That's one of the better teams I've seen so far, Klorox. Lots of Fighting power, lots of spellcasting, only for people.
With HoW installed (I think you cap out at level 30), I'm considering this party:
FMC Half-Elf
FMT Elf
F/D -- Half Elf or maybe a dual class.
Bard Half-Elf (again, you just need these guys).
The problem is, to make this group as good as it can be, you really need 3 (or at the very least 2) suits of the elven chain. There's only 3 maximum in the game, and they're all random finds.
"A life is not important, except in the impact it has on other lives."
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
-- Jackie Robinson
Baruk Khazad! Khazad ai-mênu!
Actually, I like the Ranger/Cleric a lot more than the Fighter/Druid.
You can always use the "save/reload" trick with the chainmail suits, or use Dalekeeper to switch your random find with a chainmail. AFAIR, the items are set upon first loading a map, and all of the suits are found at the relative "starts" of the maps.
You can always use the "save/reload" trick with the chainmail suits, or use Dalekeeper to switch your random find with a chainmail. AFAIR, the items are set upon first loading a map, and all of the suits are found at the relative "starts" of the maps.