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How important is "power" in this game?

Discussion in 'Icewind Dale 2' started by Klorox, Aug 2, 2006.

  1. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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  2. Faraaz Gems: 26/31
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    @Klorox: I suggest a 4 man team because in Normal mode you finish at lvl 21 which leaves you better equipped to deal with HoF mode. Also, a 4 man team means a lot less micromanagement for you when you are in HoF because if you do not micromanage your party...you will die....
     
  3. Harbourboy

    Harbourboy Take thy form from off my door! Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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    Four man is definitely the best, but possibly not the most interesting for a first run through when you want to test out the most different character types.
     
  4. Rook Gems: 2/31
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    Klorox I always take an RP based party in these games rather than a power based party, either of individuals thrown together or some kind of themed band.

    In my opinion IWD2 requires less powerplay than the 2nd Ed rules games, for a start you dont have to give all your chars a Dex of 18 for them to survive. Also if you like RP, who your chars are seems to have more effect on dialog in IWD2 than IWD1.
     
  5. raptor Gems: 16/31
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    Oh noes, another "Klorox can't deside thread!" (j/k mate! ;) )

    I totally seccond Harbourboy's: "Klorox, just get on and play the game already!!"

    But really dude, as they have repeated to you earlier, dedicated: warrior, divine caster and arcane caster will do the game perfectlly. Add on with whatever you *W*A*N*T* to :) My last game, my main tank was a Dwarf Fighter 1 wizard X with inteligence of 7, and i did just fine. so really, Just make a team with whatever you find interesting.

    In regarding to different playing styles, I like to use 2 warriors (usually ranger + pally/fighter), 2 divine (usually cleric + druid), one rouge like character (for ex bard, or rogue multi etc), and a wizard (i prefer them to sorcerers myself). I usually focus on combat and melee/ranged. Most magic is used to buff the warriors and ranged characters (prayer, recitication, haste, circle of protection from evil, emotion hope etc) and/or enemy lockdown (Entangle, web, sleep, spike growth, etc). I have a habbit of using both divine and a bard for this, leaving the mage standing in peace and quiet in the background and just sling a spell every here and there as problem fixing if the rest of the tactic goes wrong :p Also fits well with hes rolepaly character, that he is mostly detached from fighting unless its actually important.

    Also did got a good bit into the game with my solo drow elf ranger :p before i got bored.

    Klorox, you could have your mother/wife make you a team and it would be playable :p
     
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