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First run, questions.

Discussion in 'Icewind Dale 2' started by Icono, Nov 7, 2007.

  1. Icono Gems: 1/31
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    [​IMG] So, I finally managed to get myself a copy of this game, so this will be my first run through the game.

    I've decided to solo a Monk(1)/Druid(x), but since it's my first time, some help on feats and skills would be nice.

    The only feats right now I'm sure I'm going to take is SF Transmutation and GSF Transmutation. Improved Initiative looks good too.
    Also, is wild shape any good?

    I am also thinking of writing a report on this run, would anybody be interested in reading one? There will be pictures ;)
     
  2. Merlanni

    Merlanni Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Get the improved initiative mod. This feat is broken. If you do not use it every spellcaster will cast sooner then you.
     
    Last edited: Nov 7, 2007
  3. kmonster Gems: 24/31
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    I'd just ignore improved initiative.
    Don't take extra shape feats.
    Dodge and dash are nice feats. I'd put skill points into concentration so you don't get interrupted casting. Most powerful build is deep gnome with stats 16-18-18-3-20-1.
     
    raptor likes this.
  4. Icono Gems: 1/31
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    I went for Aasimar, with the stats 10-18-12-12-18-10. For the first feat I took dodge, giving me a AC of 19, which gave the goblins a real hard time hitting me (I only took 3 hits during the whole docks).

    But with a strength of 10, I had a hard time hitting anything Maybe I should have traded the extra constitution and intelligence for strength? But I did notice that I had a good bonus to missile weapons due to my dex, so I started using the crossbow found in Jorum Tamewaters house.

    Anyway, the docks went smooth, although a bit slow, and for the second feat I chose strong back, since I couldn't carry anything (I still can't, lol).

    Currently level Monk(1)/Druid(3), and I solved the Weeping Widow inn quest.

    Note to self: Summon Nature's Ally sucks. Big time.
     
  5. Acrux Gems: 8/31
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    Are you soloing?

    By choosing Aasimar, you're incurring a 20% XP penalty for having two non-favored classes (Aasimars favored class is Paladin).

    Neither Monks nor Druids need high intelligence in IWD 2, so it would have been better to put those points into other things (my preference in order would have been: Wisdom, Strength, Con, Dex, Charisma).

    Also, the crossbow uses Strength for it's modifiers, not Dex. For this build, I'd suggest taking the Weapon Finesse feat and using small blades.
     
  6. JT Gems: 12/31
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    The xp penalty doesn't mean much because of the dynamic xp caculations.

    Kmonster, you can't get stats that high as a deep gnome.
     
  7. Icono Gems: 1/31
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    The reason I took some points in intelligence was I wanted more skillpoints, but now after playing I see that I only need 2 points (concentration & spellcraft), so I have an extra point per level that I currently put in diplomacy, but I can live without that skill (since I only have 10 charisma).

    So maybe I should restart before I get any further and choose more wisely this time?
     
  8. kmonster Gems: 24/31
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    My mistake. Should be 16 instead of 18 dex.

    Wrong. Only dex affects the to hit bonus with crossbows, strength doesn't affect the damage done with bows or crossbows either.
     
  9. Giles Barskins Gems: 6/31
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    Icono, I wouldn't restart. Just download DaleKeeper 2 and change what you need to. Unless you find this idea to be unsavory.
     
  10. Mudde Gems: 9/31
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    With a DG a good set of stats would be 16-20-14-3-20-1 and if you wan't you can exchange some dex for con.
    The SR from being a DG combined with the extra AC can really do good when soloing (or just about any other time too) and the ECL-penalty means you'll get xp for a little longer time and is really not much of a problem when soloing.

    As JT said, xp-penalty from multiclassing don't mean much. You'll soon reach a point where you won't get much xp for killing monsters when soloing because of your high lvl compared to them. The xp-penalty means you'll reach that point a little later.

    In this game there is no difference between small races and normal sized ones. You still get to use the same weapons and get same monk damage.
    As a DG monk with dodge you will start out with an AC of 25!!! (with 20 dex, 23 if you have it at 16) That'll take you through some though battles.

    Spellcraft is useful but really not worth having to spend 7 ability points. Skill points aren't really useful, they are more of a luxury for large teams that already have everything else. Put only points in concentration.

    As for feats: Dodge should be taken. SF and GSF in the spell types you're using are great. Spell penetration is NOT good! Improver critical is a must when it becomes avaliable. Rapid shot is great for bows.
    combat casting, Discipline, dirty fighting, save feats and Sub-vocal casting can be good filler feats. If you're into fighting, power attack can be taken to give access to cleave, which is great.

    Weapon finess only if your dex is much higher than your strenght because it only works on small blades which are often not as good as the larger ones.

    Edit: And forgot Dash which can be very good when soloing.
     
    Last edited: Nov 9, 2007
  11. kmonster Gems: 24/31
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    If you should restart or not depends on how happy you are with your character.
    If you replace your character with a min-maxed powergaming character the game will be less difficult, but not neccessarily more fun.
    For many players the fun suffers if they play a small character or their displayed int/cha stat is very low, if you are one of them don't force yourself to powergame.

    Your character isn't extremely strong, but he isn't extremely weak either.
    The low carrying capacity is annoying for you now, but you'll find a bag of holding during the first chapter which you can use to store the loot you find and shapeshifting will set strength to high values. The str,dex and con values you have as human don't affect the shapeshifted form.

    12 int isn't totally wasted, you need at least 10 int for getting more than the 1 skillpoint/level which is needed to max out concentration.
    The 3rd skillpoint per level you get won't increase your character's power much, but it can make the game more fun. You can put some points into knowledge(arcana) or alchemy for being able to identify items, you can improve your stealth, increase your diplomatic skills, spellcraft ...
    With 12 int you need 9 skillpoints in spellcraft for being able to choose "scion of storms" (improves the extremely powerful "call lightning" and "static charge" spells even more) and the other elemental feats, more is only useful for wizards who have to scribe scrolls.

    If you want to restart a pure human (stats 18-18-16-3-18-3) is a good choice, you get an extra feat at the start, no multiclassing penalty and even with 3 int you get 2 skillpoints per level, enough to choose "scion of storms" at level 12.
    For a deep gnome with elemental feats I'd take 14-15-14-10-20-1 and raise only wis at level up.
     
  12. chevalier

    chevalier Knight of Everfull Chalice ★ SPS Account Holder Veteran

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    Druids have a lot of evocative magic, so get yourself Spell Focus Evocation (2), Spirit of Flame, Scion of Storms and the like.
     
  13. Icono Gems: 1/31
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    An update: I played to the Shaengarne Bridge, but during the weekend I was over at a friends house, and my brother called and asked if he could play games on my computer. Being the awesome brother that I am, I said "Yes, but if you're going to save anything, do it on a NEW save". I guess he just didn't know what I meant because when I was going to play yesterday my saves where of a low-level fighter instead of my "kick-ass" druid. So back to square one again.
     
  14. Giles Barskins Gems: 6/31
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    Sounds like the decision has been made for you, then.
     
  15. Icono Gems: 1/31
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    So I restarted, but this time I'm going for a fighter(4)/druid(x), currently fighter(4)/druid(5). So far (fighting Malarites atm) it's been much easier than the previous character. Sure, I don't have as many spells as I did last time, but being able to hit enemies in combat I don't need to use as many spells (or rest as much). It is so much more fun than before :)
     
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