View Full Version : New Party Dual Class
Nakia Mon, 10th Nov '03, 5:49am I have started a new IWDII game. I have just finished the prologue. I have the following:
dwarf=fighter-lvl 3;
half-orc-barbarian-lvl 3;
Dhrow-Cleric of Tempus-lvl 2
gnome-wizard-illusionist-lvl 3;
half-elf-ranger lvl 1-bard lvl 2;
halfling-rogue lvl 2-wizard lvl 1.
I am thinking of changing the last two to:
Half-elf-Bard/druid
halfling-rogue/ranger
Characters are either chaotic good or true neutral.
I was trying to sneak a socerer in some place. suggestions welcome.
motub Tue, 11th Nov '03, 12:36am I would not suggest Bard/Druid, because their requirements for spellcasting are different (Charisma/Wisdom). If you want a Sorceror, go with Bard/Sorceror, since the Bard already has the Charisma, and will then get a broader range of spells in the same class.
I would suggest that a Druid is good (though you're getting overloaded with magic-users), but as fond as I am of Druids, I don't know how well a Rogue/Druid would work. Ranger/Rogue seems more naturally suited to each other. In any case, you will want either the Druid or Ranger to dual with the Rogue, for the cheap Wilderness Lore points (which you will need rather urgently somewhat later in the game, though a bit of WL doesn't hurt in the areas you're about to enter, either).
It really depends on how you think you will want to use the character-- as a ranged fighter who can cast a few useful spells if needed (ranger/rogue), an assassin or scout who can hide for a while without needing to do things that will break the hiding (like casting spells right away) (again, ranger/rogue, since Ranger spells are not as useful as the full range of Druid spells), or an alternative type of spellcaster who can tie up the enemy with various sorts of "impede movement" spells, and open locks and disarm traps on the side (druid/rogue).
If you've made it through the Palisades Battle that ends the Prologue, you should have some idea of what weak spot you want/need this character to fill in your pary strategy-- if not, you'll be pretty clear on it about halfway through Chapter 1 :D , since you will soon have ample opportunity to determine how to get your party working like the well-oiled machine it is meant to be.
Either way, I wouldn't sweat it too much. It sounds like a pretty good party as it is, so any changes that you decide to make don't look so terribly urgent that you should lie awake nights worrying about the finer points of "is a ranger/rogue better than a druid/rogue?" (unless you happen to find that fun, of course :) ).
Shrikant Tue, 11th Nov '03, 4:37am I dont think that A Bard /Druid is a good combination. Fighter[4]/Druid[x] or Ranger[1]/Druid[x] seem better.
Bard[11]/Sorcerer[x] or Bard[x]/Paladin[3] :eek: will both use Charisma as their main stat so they seem economical.
I have this party and with the proper armour/buffs they all are tanks (atleast till Chapter4).
HalfOrc Fighter[4]/Barbarian[x]
Sheild Dwarf Battle Gaurd of Tempus[x]
Drow Rouge[3]/Necromancer[x]
Human Fighter[4]/Bard[x]
Aasimar Paladin[3]/Sorcerer[x]
Human Ranger[1]/Druid[x]
Skywind Tue, 11th Nov '03, 8:57am I'm anything, except for the druid. I must admit first that I do not know how to use druids effectively, so if I were to slot in a sorcerer, the druid will have to go.
Why not make the dwarf fighter/ranger and the halfling fighter/rogue?The halfling will get extra feats for his special rogue-only feats and a dual-wielding(hammer and/or axe) dwarf looks great! The rest looks fine to me. So, for me, it will be:
dwarf=fighter/ranger
half-orc-barbarian-lvl 3;
Drow-Cleric of Tempus-lvl 2
gnome-wizard-illusionist-lvl 3;
sorcerer
halfling-rogue/fighter
Btw, the cleric of Tempus seems to be a likely one to be multi-classed into a bard if you wanna have one(can cast cleric+bard spells, can sing, can turn undead).
motub Tue, 11th Nov '03, 1:06pm I have a small party (only 4), currently at the end of Chapter 3, consisting of:
Aasimar Paladin(3)/Barbarian(10) --illegal character created via Weimer Ease-of-Use "no class restrictions" mod
Tiefling Monk of the Old Order(10)/Rogue(3)
Half-Elf Druid(8)/Cleric of Selune(6)
Human Wizard(10)/Ranger(4).
So I have 2 characters able to cast Druid spells, and I can tell you some ways to use Druids effectively.
What Druids are most good for is halting and bunching the enemy so that they can be effectively hit by area-effect spells without harming your party. Since my party is smaller than normal, this is hugely helpful, but it helps with any party, since even a full 6-member party has usually at least two members who are going to need to stay out of melee range anyway.
Druids are more effective at this outside because Entangle (which only works outside) seems to catch more enemies and hold them longer than Web (which works inside). However, even Web, combined with Spike Growth and/or Spike Stones can create a kill-zone that eliminates or weakens quite a few enemies before they reach the party's melee attackers (assuming that you force the enemies to come to you, rather than running pell-mell at them). Produce Fire is also pretty good for those times when a Fireball from your Wizard just isn't enough, because a party member will be hurt, or a small patch of archers is Entangled away from the main bunch. Rainstorm, Thorn Spray and Vitriolic Sphere are quite good supportive area-effect/ranged attack spells, too, not to mention Frost Fingers, and Summon Monster Level X doesn't hurt if you are big on sending cannon fodder into the thick of battle in your place ;) .
I haven't even used the Druid's Shape Change yet, but even so, she is an essential foundation of any party strategy, along with the Ranger/Wizard, who can cast Web or Entangle so that the enemy "catch" is bigger. Having a character with high Wilderness Lore is also sometimes useful, and in at least one area essential.
I should say, though-- I am also using the Weimer Ease-of-Use "stronger Druid Spells" mod, so I don't know what a "pure" Druid is like, since this is the first one I've played.
Mayfairy Wed, 12th Nov '03, 10:08am These two new recruits seem better than those two you are ready to throw away. There is only one but.. That halfling rogue/ranger isn't able to use longbow because he is so short, so maybe you should change the race into an elf.
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