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Ravenlocke: I wasn't clear on what I meant by a mage tank, my apologies. Cast... (trying to remember all the spells--its been a while) Stoneskin, haste, mirror image, minor (or major if it has it, forget which) globe of invulnerability. Maybe some cleric buffs too. Walk into horde of monsters, throw spells around, walk back out unharmed. The globe protects you from your own spells, so you can drop 3rd (minor invulnerability)-4th (major invulnerability) level AOE spells all around you without getting hurt and any higher level spell that's not AOE.
Ah, that's an awesome idea! I hadn't thought of that... may have to make another run through the game.
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Ravenlocke: I wasn't clear on what I meant by a mage tank, my apologies. Cast... (trying to remember all the spells--its been a while) Stoneskin, haste, mirror image, minor (or major if it has it, forget which) globe of invulnerability. Maybe some cleric buffs too. Walk into horde of monsters, throw spells around, walk back out unharmed. The globe protects you from your own spells, so you can drop 3rd (minor invulnerability)-4th (major invulnerability) level AOE spells all around you without getting hurt and any higher level spell that's not AOE.
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Coelocanth: Ah, that's an awesome idea! I hadn't thought of that... may have to make another run through the game.
Just remembered some other spells: blur, mirror image and any of the other protective spheres. Personally, I love fire shield, but I think that's only available in IWD2 from the research I've done.
I'm going through with:

Human Bard
Half-Elf Ranger/Cleric
Elf Fighter (for that +1 bonus to longswords, plus 19 Dex for AC bonus)
Human Fighter (dual-class eventually, probably to Cleric)
Elf Conjurer
Gnome Illusionist/Thief

I played the crap out of Baldur's Gate Trilogy so my understanding is that weapons-based characters dominate the early game, while spellcasters dominate the late game. With that in mind I wanted two powerful melee fighters, two powerful spellcasters, and two who could fulfill either role.

Although frankly, I've always found that spellcasters can dominate early on (Colour Spray, Sleep, Web, etc make a lot of fights a lot easier) and fighters can dominate in the end game (just so long as you grab items and spells that'll up their saving throws) so really it's more well-rounded than it seems.
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KingCrimson250: I'm going through with:

Human Bard
Half-Elf Ranger/Cleric
Elf Fighter (for that +1 bonus to longswords, plus 19 Dex for AC bonus)
Human Fighter (dual-class eventually, probably to Cleric)
Elf Conjurer
Gnome Illusionist/Thief
19 DEX doesn't give you an AC bonus over 18 DEX. The next boost to AC after 18 DEX is at 21 DEX. It does give you +1 on ranged THAC0 though.

I would actually go with a Dwarf Fighter, if pure FTR is the way you're leaning. Sure, they can only have 17 DEX at the start (so effectively a -1 AC penalty), but the extra HPs from 19 CON makes up for it.

Elves cannot be Conjurers. The only specialty mages they can be are Enchanters and Diviners.

I'd also recommend considering a Druid. They get some very nice kick-ass spells that are well worth taking the class for, and that's ignoring the advantages of some of the shapeshifted forms, and the eventual immunity to poison and fatigue.
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KingCrimson250: I'm going through with:

Human Bard
Half-Elf Ranger/Cleric
Elf Fighter (for that +1 bonus to longswords, plus 19 Dex for AC bonus)
Human Fighter (dual-class eventually, probably to Cleric)
Elf Conjurer
Gnome Illusionist/Thief
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Coelocanth: 19 DEX doesn't give you an AC bonus over 18 DEX. The next boost to AC after 18 DEX is at 21 DEX. It does give you +1 on ranged THAC0 though.

I would actually go with a Dwarf Fighter, if pure FTR is the way you're leaning. Sure, they can only have 17 DEX at the start (so effectively a -1 AC penalty), but the extra HPs from 19 CON makes up for it.

Elves cannot be Conjurers. The only specialty mages they can be are Enchanters and Diviners.

I'd also recommend considering a Druid. They get some very nice kick-ass spells that are well worth taking the class for, and that's ignoring the advantages of some of the shapeshifted forms, and the eventual immunity to poison and fatigue.
Hmmm, sorry, I meant Half-elf Conjurer.

Is 19 CON worth it? Right now my Elf fighter with 17 CON has hardly any less HP than my Human fighter with 18 CON.

I've heard Druids are fantastic in IWD but haven't had any experience with them. Pure class druids were rubbish in BG so I stuck with what I knew and avoided them. What spells do they get? I'm assuming something better than Goodberry? LOL
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KingCrimson250: Hmmm, sorry, I meant Half-elf Conjurer.

Is 19 CON worth it? Right now my Elf fighter with 17 CON has hardly any less HP than my Human fighter with 18 CON.
For warrior classes, it means +2 HP per level over 17 CON. That will add up over time to make a decent difference.

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Coelocanth: I've heard Druids are fantastic in IWD but haven't had any experience with them. Pure class druids were rubbish in BG so I stuck with what I knew and avoided them. What spells do they get? I'm assuming something better than Goodberry? LOL
I've never been a fan of Druids until finally trying one in IWD (still not a fan in other games, but they rock in this one). Spells I use on a consistent basis with my Druids in IWD are Entangle, Sunscorch, Alicorn Lance, Spike Growth (this is a gem of a spell and worth taking a Druid all by itself), and Spike Growth. They also get access to healing spells, some summons such as Giant Insect, and they can raise the dead. Then there are the shapeshifting forms, and immunity to fatigue and poison. Awesome class and well worth taking.
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Coelocanth: For warrior classes, it means +2 HP per level over 17 CON. That will add up over time to make a decent difference.
Huh. Does that +2 HP apply even after level 10? It's hard to say if that would be better than the magic resistance and long sword bonus.

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Coelocanth: I've never been a fan of Druids until finally trying one in IWD (still not a fan in other games, but they rock in this one). Spells I use on a consistent basis with my Druids in IWD are Entangle, Sunscorch, Alicorn Lance, Spike Growth (this is a gem of a spell and worth taking a Druid all by itself), and Spike Growth. They also get access to healing spells, some summons such as Giant Insect, and they can raise the dead. Then there are the shapeshifting forms, and immunity to fatigue and poison. Awesome class and well worth taking.
Sounds intriguing. What I like about HoW is that it seems to have put a lot of effort into making the classes with limited or no multi/dualling options (i.e. Bard, Paladin, Ranger, Druid) more interesting. I might try a party with one of each, and one or two other creative combinations thrown in there for good measure.