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HoF for the whole game?

Discussion in 'Icewind Dale (Classic)' started by Klorox, Jan 23, 2006.

  1. Klorox

    Klorox Baruk Khazad! Khazad ai-mĂȘnu! Veteran

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    I am considering giving this a try. I think the hardest part of the game would probably be Khuldahar pass, since the party probably wouldn't be powerful enough yet to handle so many goblins.

    Anyway, I'll definitely need to powergame this one, so I'm thinking of the following party:

    Human Paladin
    Half-Elf Ranger/Cleric
    Half-Elf Fighter/Druid
    Elf Fighter/Mage/Thief
    Gnome Fighter/Illusionist
    Half-Elf Bard

    A whole lot of multiclassers in there, but I think it's worth it. Everybody is a spellcaster, except the Paladin (he doesn't count IMHO), meaning everybody can summon. Everybody can fill in as a tank in a pinch as well, except the Bard. The Paladin will be my main tank. The R/C will be useful with his "Charm Animal" ability at the beginning, and will be my main healer. The Fighter/Druid is a versatile character, able to tank and summon with the best of them. Spells like entangle and spike growth are great crowd-control devices. The Fighter/Mage/Thief is there to be an archer and handle the locks and traps for me. The "Mage" part of him just adds an extra summoner to the mix. I won't bother with the best spells, he just gets the leftovers. The Gnome Fighter/Illusionist makes a great secondary tank. He will get the best "self buffing" spells, and can wade into combat with the Paladin. The Bard will sing loud and often. He will get the "level dependent" spells mostly, since his caster level should be highest.
     
  2. Yoshimo's Heart Gems: 13/31
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    one benefit you may not know about is that while Heart of Fury mode improves your enemies it also improves your summons as well!
     
  3. Drew

    Drew Arrogant, contemptible, and obnoxious Adored Veteran

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    I'd argue that a bard makes a better tank than a Paladin. Stoneskin, Blur, Mirror image, Tenser.........
     
  4. Khazraj Gems: 20/31
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    Later on look out for the druid spell "Summon Shambler". Under the war chant of Sith these summons are immune to nearly everything.

    You will be able to make things sleep and entangle so if you work your spells well you will be fine. You are going to need heaps and heaps and heaps and heaps of ammo.
     
  5. kmonster Gems: 24/31
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    Kuldahar pass will in fact be the hardest part of the game, the game won't be that hard afterwards.
    When my solo cleric left Easthaven, he had somewhat over 150,000 XP, that's the amount your party needs to get the first summoning spells (animate dead).
    But even with this spell the area will still be the hardest one.

    You can just run past the goblins and revive the casualties in Kuldahar if the pass is too difficult for you. (Or you can just have your ranger and thief sneak past them and reimport the other party members in Kuldahar.)

    Sunscorch is a great spell at the beginning, blinded monsters only attack enemies standing in melee range.
    Charm person and dire charm works also well on goblins and orcs, but it might affect the XP gain in a strange way.
    I doubt the sleep spell will work at all in HoF mode, but the hold spell works great.

    Start HoW as soon as possible, you can get spells for your arcane spellcasters, the girdle of ogre blood and a huge XP boost there.
    You don't need more than the invisibility spell to finish burial isle, so you shouldn't have trouble getting back to Kuldahar.
     
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