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my next party

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FenixStrife
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my next party

Post by FenixStrife »

Hey, Im gonna go through BG2 and TOB again with a full multiplayer party. Ive already gone through with almost every combination of NPCs and I want to see how I do in a multiplayer party. I will be playing it on insane difficulty (easy for level ups up to lvl 9) and I have all the Improved enemy patches for ToB. Here is what I have so far:
Paladin - dont know what kit, wont be using missile weapons no matter what. Will use carsomyr.

kensai-theif - dual class at level 12 either dual weilding long swords or katanas (or both) or using staves (backstab with staff of the ram!!)

ranger/cleric - multiclass, will eventually dual weild flail of the ages +5 and crom fayer. gets lots of spells

sorerer - or possibly some other type of mage, mebbe a kensai/mage. Just for spell support, will probly use staff of magi.'

I will also have 2 other chars, here are the things Im thinking about:

monk - never tried one, heard their really cool

archer - for support, tuigan bow and quiver of plenty just sounds too good to be true.

some other tank - I donno why, I just like tanks, would prolly use 2h swords, halberds or spears(I just love the impaler spear)

everyone please post their comments and tell me what would work better and what would be more fun etc etc. I am really looking for info on what 2 chars I should use for my last 2 and what other combos would be better than what I have set already. Ive heard some things about swashbuckler/clerics umm, Im kinda confused as to how and why this would be good but Im open to anything.

last thing is who should be my main char, what stronghold is the best, and I will import one of my old BG1 chars for that guy so he will have better stats than the rest (or if its the monk or sorcie Ill just add the stats) because of the tomes.
thanks,
--FenixStrife
"Ballet, what a wonderfull thing...Men wearing pants so tight you can tell what religion they are."
--Robin Williams


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Zimith
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Post by Zimith »

Well my friend, that is not a bad party. A setback with your choises is ,however, that some of them will have too bad hitpoints. They will be vulnerable to physical attacks and may force your stronger chars to spend valuable combat time to protect them. If you wanna try some real powerplay try to make a party of .

And make the class- and weapon selection like this.

1 Human kensai dualled to mage att 9. Grand mastery in staves for staff of the magi.

1 Human berserker dualled to cleric at 9 (or 12 if you're patient). Dualwield flail of the ages and a nice mace.

1 Human berserker (or kensai) dualled to thief at 9. Grandmastery in staff for, as you said, staff of the ram.

1 Dwarven berserker (true class). Grandmastery in axes for axe of the unyielding and shield.

1 Halforc kensai (true class). Can dualwield a good katana (or longsword) and crom fayer

1 free choise (maybe an undead hunter with Carsomyr, a monk or an archer)

This party will have NO weak spots at all. Everyone will have HP well above 100. Be sure that everyone are at maximum in their prime stats and always in Str, Dex and Con.
The dwarf will have awsome AC and hp making him the tank. The true class kensai will splatter everything while they try to hurt your dwarf.
The 9 levels of fighter in your thief will make her backstab lethal and you will never worry about you waizards well-being again.
But as always... go for the first stat roll you get and play some good roleplaying is often funnier the just run around killing people... anyway -have fun!
"Det faller på Ronny Hadarzon."
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Bruce Lee
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Post by Bruce Lee »

I have to recommend the party I am currently using. No weak characters at all.
Human Cavalier. Dual wielding longswords and bastard swords, sometimes a shield.
Dwarven Berserker. Dual wielding axes and hammes, sometimes a shield.
Human swashbuckler/fighter dual-wielding lots of weapons, sometimes a shield.
Human Inquisitor shortbow and halberd twohanded weapon-style
Human Undeadhunter Carsomyr, shortbow
Elven Archer Gesen.
These guys just simply rock. No need for a mage sofar. Everything dies very quickly.
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Magior
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Post by Magior »

My idea is: 4 melee types, 2 support guys

Gnomish Fighter/Illusionist ar protagonist. Mage stronghold. Optimized use of tear rewards. The ultimate buff-and-go character. 19 Int to make spell memorizing easy. Greater Whirlwind with stoneskins and breach. Celestial Fury + improved Angurdaval.

A ranger/cleric. Preferably multi. All clerical power you ever need. Iron Skins are great. This is why this combo is better than a Berserker/Cleric. Greater Whirlwinds are cool too. Flail of Ages + defender of eastaven or a shield. Really. Then GWW. Use draw upon holy might to give you Str.

A wizard slayer/thief. Dualled at level 9 or 10. With Kundane, Belm & imp, haste, 10 attacks/round rocks with wizard slayer's miscast magic ability. No one will cast spells if you don't want him to. Spike Traps rule too, so you want a thief. Use any item to get rid of WS restrictions.

A pure Half-Orc Kensai. The über damage dealer. Use the strategy Zimith described, but use people who are stone/iron skinned to take enemy hits. axe of unyielding + crom.

Elven Sorceror. Robe of Vecna + Staff of the Magi. All spells you ever need. Breach to make your tanks' job easier. Can, of course, win any battle by himself if need be.

Elven archer. For tactical support whenever needed. Tuigan Bow + imp. haste is 9 attacks alone. Or for max damage, Firetooth + greater whirlwind + called shot.

Kensai/Mages are cool too, but need to be lvl 13 kensai to be effective. Those just have too long of a starvation period for my taste.
tram
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jeremiah
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Post by jeremiah »

Just my 2 cents.

There is little difference between a berserker/mage and kensai/mage at level 9. The to hit and damage bonuses at level 9 by the kensai are offset by enrage and items that a berserker/mage can use. And the immunities of the berserker can be a lifesaver in the right situations. However at level 13, all bets are off for the kensai/mage.

For the archer, I would go for the strong arm for the +3 damage (use the girdle of hill giant strength). The character's THAC0 will be in the low -20s with the bracers of archery and 19 dexterity if an elf. In ToB, there are plenty of +3 arrows and I found her taking down stone golems etc. before they even reach my party (if you do the first 2 levels of Watcher's Keep you can get her the best ammo in time for SoA). I found critical strike and smite works well with the bow. Greater deathblow also worked okay in certain situations.

For fighter dual to rogues in ToB, I would generally like to wait until fighter is level 20 before dualling ( I had the kensai/thief dual at level 23 but you wait a long time. Had 2 hardiness and one each of WW/GWW for emergencies because I prefer improved haste). Most satisfying and I really only did it because I used the character in an SoA game before and imported into a new game starting from SoA into ToB so xp was not a problem. Admittedly cheesy cause I had the character specialize in 2 handed weapon style as a fighter with GM in 2 handed swords and staves. You should see the damage the character deals with soul reaver, Carsomyr +6 and staff of the ram. Really even dualling at level 23, the levels from the rogue was enough to get very good thief skills and the high level ability selection for the rogues has only a few worthwhile choices (UAI and traps as evasion etc is negated by excellent saves of fighters and use of potions of invulnerability etc).
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Zimith
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Post by Zimith »

To get back to your question, Fenix, choose the monk, it's way funnier and better than the archer. The best tank in the game is a dwarven berserker with a good plate, high dex and a shield. If you could get him some magic resistance to go along with his already awesome saves -nothing stops him. Promise.
"Det faller på Ronny Hadarzon."
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Magior
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Post by Magior »

Originally posted by Zimith:
<STRONG>The best tank in the game is a dwarven berserker with a good plate, high dex and a shield. If you could get him some magic resistance to go along with his already awesome saves -nothing stops him. Promise.</STRONG>
Could you explain the reasoning behind this? Korgan doesn't last long againist dragons on insane. AC is useless in ToB as anyting in ToB will hit you 95% of the time anyway. Unless you can get it near -30 but only swashbucklers, blades and like can do that. Any rogue with use any item can get 100% magic res.
tram
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Zimith
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Post by Zimith »

Not true. A low AC helps a lot, but i agree on it's not as important as in SoA. His low AC is merely one of several components that makes him good. His saves and high HP is even more important.
"Det faller på Ronny Hadarzon."
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Magior
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Post by Magior »

I can see the goodness of a raged, GWWd dwarven berserker using Axe of the Unyielding to chop his enemies to little bits. Yes, he will never fail his save and he will have at least 150 HP. But is he the *BEST* tank in the game? I don't think so.

A Kensai/Thief will do more damage (Kensai Bonus, Kai, *Assassination*), can have a better AC (Use any item), get negative saves through items or the even better (Carsomyr+Human Flesh+double Gaxx+Seldarine) 100% magic resistance.

If you want a wall, have a stoneskinned, blurred Blade use defensive stance and enhanced bard song to have -30 AC. The stoneskin will stop any unlikely hits from getting through.
tram
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Snipercon
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Post by Snipercon »

What about a bard (blade)? I have this vision of an amazing blade. I have never tried this out, so please let me know if there are any errors in my logic. Anyway, here it goes.

Blade
Starting attributes:
ST 10 DX 18 CO 16 IN 15 WI 18 CH 15
Equipment:
Main hand- FoA+5, Runehammer+5 (secondary, for undead)
Off hand- Crom Faeyr
Amulet of Seldarine, Ring of Gaxx, Ring of Protection +3, Wondorus Gloves, Gargoyle Boots, Cloak of Mirroring, Belt of Inertial Barrier, Helm of Baulduran, Robe of the Apprenti
Abilities:
Use Any Item, Enhanced Bard Song, Greater Evasion, Time Trap (I don't like to use cheesy traps, but this one is satisfying like the spell.)

Why?
AC -8:-18(defensive spin):-28(also singing) :( aslo combine with greater evasion and stone skin)
Saving Throws -8:-11(greater evasion):wisdom?
Thaco good :p erfect(tesner's)
Magic Resistance 25%:35%(singing):Cloak of Mirroring and Belt of Inertial Barrier:Saving Throws
Spells Lvl40 Skull Trap, Lvl40 Cone of Cold, Lvl40 Chain Lightning (all your powerful elemental damage)

As you may see, the idea is this guy is invulnerable. Not in the sense Staff of the Magi makes a mage invulnerable, but this guy can take ALOT of pressure off of other party members, and not get hurt a bit. In the situation when you need a fighter, Offensive Spin, Improved Haste/Tesners... WOW! When you need a spell support, he doesn't have high level spells, but he has higher low level spells, some notable ones mentioned above. In a word, versitile. Physical defense, Magic defense, Physical offense, Magic offense. The only thing missing is healing, where I like to 'pass the peace pipe.' Boots of speed, Rings of Regeneration/Gaxx, Axe of Unyeilding, take care of my needs.

A side note, with the free action from FoA, would the blade be able to move during defensive spin? I think I read that somewhere.
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