420 Planescape: Torment: Enhanced Edition.It is the successor to the ease-of-use mod. I consider the Tweaks pack a necessary mod, particularly the inventory stacking component. 88 Persistent Worlds & Multiplayer for NWN (not EE) Registered: Dec 2016 From United States Posted MaOne thing nobody mentioned here is that there is an 'early NPC' mod for Baldur's Gate, which has been incorporated into the Tweaks Anthology pack.409 Custom Content & Community Exp Pack.Anyway, I've decided to go with an unkitted Bard (for the chants), Fighter/Thief (as an archer-type character) and Priest of Tempus in place of the Fighter/Cleric dual. According to esteemed IE analyst, Lilura, Id say give it a pass: Thus, I prefer to stick with the original CD or GoG Complete version. I've never played a bard before so I'm interested to see how that goes. Thats kinda a big deal in a game which emphasizes combat and party composition. If that's not you, go with an unkitted bard for the variety of songs and the war chant it gets at lvl 11 war chant allows any divine casters to skip taking low level healing spells, which is a great thing for either a druid or for a melee-focused cleric. A skald is great for fighter-heavy parties run by experienced and aggressive players. I believe an IWD bard should primarily sing, and occasionally spellcast, during combat. I see you've already decided on bard for your 6th. Honestly if this your first run ever you should forget about powergaming and play with the classes races your like, as long as you have competent warrior, a divine and arcane caster and a thief of some sort the game can be completed with any party. You have tanks already, and space can be kinda tight - I'd take a multi fighter/thief and primarily use it for scouting and ranged. I also do not recommend a pure unkitted thief. Your party could use some divine spells early on, and a druid also has good offensive spells and summons to complement the sorceror. 6.9K Baldur's Gate II: Enhanced Edition.88 Persistent Worlds & Multiplayer for NWN (not EE).Personally I love an Illusionist/Cleric who spends the first part of the game as a primary caster but then can switch to an ultimate roid juggernaut of destruction supplemented with contingicies, sequencers and triggers (loaded with divine spells as appropriate). Seriously though, DUHM is great for any cleric build. Additionally, a swash cleric is going to have quite mediocre damage compared to a fighter unless you dual at a high level as you can't specialise in the cleric weapons that you'll eventually use. The problem with a swash cleric is that they can only hit max attacks if they wield both Fast Flails and the Reckless Ring which denies one fast flail for a second cleric restricting party composition to 1 cleric or leaving your swash cleric with only 4 APR. If you're looking for the strongest party in IWD you'll take 2 clerics (multi or dual). I would have traps, healing and melee in one slot in exchange for backstab, which I don't use anyway. Masters looking to add extra material to their Icewind Dale campaign. I now wish I had one instead of the F/C I rolled in my play through. Open a fifth edition form-fillable character sheet (file also located below). Massive damage.Įven if they aren't especially strong fighters, wouldn't that kind of utility character justify itself by virtue of the space it opens in your party? You now have room for an extra berserker/mage or whatever, so the party's damage output overall would be higher.īut swash to cleric seems especially good, given DUHM.
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