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Party tips/recommendations? (Possible Spoilers)

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Mz_Trixter
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Party tips/recommendations? (Possible Spoilers)

Post by Mz_Trixter »

Hi, I know there’s other threads around concerning party builds in IWD, but I’m starting this only to keep from hi-jacking anyone else’s. :rolleyes:

I’ve played through IWD/HoW several times back but only with 5-6 person parties consisting of a various mix, also multi-classing if it came down to it. But never dual-classing. This time around, I seem to do better with dual-classing, but I’m also striving for a 4 person party. All my other times playing, I’ve always included the Bard. But seeing as the Bard can’t be multi or dual classed into, I’m thinking about dropping him this time. Sure, he can well off replace the wizard, but imo he seems to be stuck on the short end of the stick when it comes to hand-to-hand combat. His songs are also a plus as with his Very High lore skill. But as I said, I’m looking to accommodate 4 persons rather than 5.
(So ANY tips or suggestions you may have are welcome.)

Also, I prefer a more Fighter/ (?) oriented party for more stability and to resist ambushes or mobs. That being said, here’s what I had planned out:

(Human)Fighter dual Druid (D classing at lvl 9)
(Dwarf) Fighter (This char can go 2 ways, either stay a single tank or multi into a Cleric)
(Human)Cleric dual Wizard (This character’s suppose to make up for the missing Bard)
(Gnome)Fighter multi Thief (I chose the Gnome over the Halfling bcuz I’m not sure whether Halflings have infra-vision as Gnomes do)

So that’s how I’ve planned it. I’ll have 3 Tankers (including the Gnome), 2 Healers (possibly), 3 Spell casters and 1 Thief.
''White light beams through darkness, beset by immense haze over a few seconds followed by a loud cacophony. Motionless, the repercussion of your action strikes your feebled mind and senses. Still dazed, the intensity lingers that follows after tripping over your own sonic blind trap.''
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Crenshinibon
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Post by Crenshinibon »

The whole planning concept kind of falls apart in IWD as you can reach level 30 in each class, (if you have HoW installed).

The bard can handle himself (or herself) just fine, especially in melee. There are enough buffs that the class can cast to make it better than a fighter, including Tensor's Transformation.

I suggest a Ranger/Cleric multiclass as well as a Mage/Cleric multiclass.

Because HoW carries a level cap instead of an experience cap, the only class to which you should really dual class from or to is the fighter, as all multiclass fighters can only put two slots in any given weapon whereas a normal fighter can put up to five.

I'd go like this:

Bard (could be replaced by the Fighter/Mage/Thief which CAN reach level 30 in all classes)

Ranger/Cleric (gets Cleric AND Druid spells, as well as a higher THAC0 and a bonus attack per round)

Fighter/Thief dual class

Fighter/Mage dual class OR Thief/Mage multiclass.
“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.”
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kmonster
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Post by kmonster »

I'd take ***** in scimitars and ** in slings (or the other way around) before dualing character1 to druid.
For the dwarf fighter I'd concentrate on axes. ** in slings or bows might be useful at the beginning.
For the cleric dualing at level9 is the logical choice. So you get the most HP, the "PfE 10'" and "raise dead" spells and don't have to be without a healer for too long. But keep in mind that you won't have access to mage spells like "haste" for the first two chapters. Make sure to store the scrolls you find earlier in a scroll case or in a container in Kuldahar, so you'll be able to learn them.
Make sure your gnome is good aligned for the special helm, and make sure at least one of the other party members is good aligned too.


To avoid being without an arcane caster for a long time and to improve your party you can replace the gnome fighter/thief with a HE fighter/mage/thief.
Change the dwarf fighter into a good aligned gnome to be able to wear the helm.
It's beneficial if the cleric>mage is good aligned too.

I disagree with Crenshinibon. You won't even get close to the level cap unless you waste a lot of time with endless respawns fighting. So the faster levelling of dualclasses makes a huge difference.

If you don't have TotL yet, I recommend getting it. It's a free downloadable official expansion which adds more content to the game.
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Mz_Trixter
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Post by Mz_Trixter »

kmonster wrote:I'd take ***** in scimitars and ** in slings (or the other way around) before dualing character1 to druid.
For the dwarf fighter I'd concentrate on axes. ** in slings or bows might be useful at the beginning.
For the cleric dualing at level9 is the logical choice. So you get the most HP, the "PfE 10'" and "raise dead" spells and don't have to be without a healer for too long. But keep in mind that you won't have access to mage spells like "haste" for the first two chapters. Make sure to store the scrolls you find earlier in a scroll case or in a container in Kuldahar, so you'll be able to learn them.
Make sure your gnome is good aligned for the special helm, and make sure at least one of the other party members is good aligned too.
Strange enough, I went/was thinking about going this route prior to reading this post :laugh: It's too bad they're aren't very many alternatives to this build, so I just went ahead with it. I 'might' have to tweak the attributes for my 'would-be' Fighter/Druid before leaving the first town though.

I tried maxing his Str, Constitution and prepping his Wis/Cha in the process.
''White light beams through darkness, beset by immense haze over a few seconds followed by a loud cacophony. Motionless, the repercussion of your action strikes your feebled mind and senses. Still dazed, the intensity lingers that follows after tripping over your own sonic blind trap.''
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Aerich
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Post by Aerich »

I'm not a fan of a dual-class Cleric/Wizard in that party. It means you'll spend a considerable length of time without mage spells, cleric/healing spells, or both.

I'd be inclined to go with a F/D dual, F/C multi (dwarf), F/M multi, and F/T multi. The F/C can be your lead tank.

If you make a gnome Fighter/Illusionist, it too can be an effective tank after it has a few levels and Mirror Image.
When your back is against the wall... the other guy is in a whole lotta trouble.
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ultramarine
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Post by ultramarine »

If you want to reach 30/30 in a party of 4. I'd go:
f/c (dwarf - for saves)
f/t (gnome for immunity to haste)
f/d
f9>mage

A multi mage won't get to level 30. does it matter?
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Klorox
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Post by Klorox »

ultramarine wrote: A multi mage won't get to level 30. does it matter?
Are you sure about that?

I'm going to have to rethink my F/M/C character. Rats.

Maybe I'll do this:

(all multiclassed):
C/R Half-Elf
F/Ill Gnome
F/T Gnome
Bard Half-Elf

Still a very powerful group, IMHO.

BTW, I think F/Ill > F/M. The 9th level spells are the only ones Bards don't have access to, and there aren't any 9th level spells that an Illusionist can't learn.
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Crenshinibon
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Post by Crenshinibon »

What? A multiclass mage will get to level thirty. A fighter/mage/thief for example will hit thirty in all three classes.

Am I misunderstanding something?
“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.”
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Thrasher91604
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Post by Thrasher91604 »

Well, I think there probably is enough XP to max out a multi-class mage in this game. Why?

Well, let's look at the numbers.
A M/C, for example needs about 12.4M - 15M XP to reach 30 in all classes. Note, the range reflects my lack of knowledge on whether XP is still split between multi-classes once one or more class has reached 30...

I have read on another unnamed board, from a fairly reliable source, that the max XP you can find is about 80M. I believe this is by playing on insane difficulty, HoF mode, and both the HoW expansion, and the TotL download expansion.

That leaves plenty of XP to multi-class a mage.

In fact, a fighter mage cleric needs about 18M - 22.5M XP to reach 30 in all classes.
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ultramarine
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Post by ultramarine »

Klorox wrote:Are you sure about that?

I'm going to have to rethink my F/M/C character. Rats.

Maybe I'll do this:

(all multiclassed):
C/R Half-Elf
F/Ill Gnome
F/T Gnome
Bard Half-Elf

Still a very powerful group, IMHO.

BTW, I think F/Ill > F/M. The 9th level spells are the only ones Bards don't have access to, and there aren't any 9th level spells that an Illusionist can't learn.
I don't remember the total exp in hof mode but ...

To get a F/Ill max we'lll need 8million exp for the mage. That's 16m to get 30/30. That means a party of 4 will need 16x4=64m exp. If we put a F/M/C or F/M/T we'll need 24m to get 30/30/30. That's 96m for a party of 4.

Methinks 8m exp is enough to get the F/Ill good enough for all fights. Don't really need lvl 8/9 mage spells.

I'll never built a party without a druid and a cleric. But i don't mind dropping a thief or a mage or bard. So I usually end up with a standard R/C, F/D and fill up the blanks with the rest.
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Crenshinibon
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Post by Crenshinibon »

Heh, the exact opposite for me. A bard is a must have. Jack of all trades indeed. Good at shoplifting, great at fighting and a nice equipment selection.
“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.”
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