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So. I just installed the Circle of Eight mod for my ToEE. First time playing with this(I have gotten through a quest in Hommlet before I downloaded it)

So I started over, as True Neutral this time and I was thinking of using this party. If anyone can give me any tips it would be helpful.

I present to you the beginning Black Cross Party

The Melee
1. Steel - True Neutral Dwarf Fighter - He will be my tank, with a skill for Longswords. I plan to build him straight Fighter, with a focus on Constitution as I would do in a Tabletop Game.

2: Vance - Neutral Good Human Fighter - The Up close, take them down fighter, built for Two Weapon Fighting, and uses more Dex then Con.

The Scouts/Ranged
3. Isadora - Neutral Good Elven Ranger - The Archer of the group, as well as a back up summoner for natures allies. With focus on bows, and dex.

4. Shadow - Neutral Evil Human Rogue - The Scout/Lockpick of the group, as well as both a backup archer and DPS for Vance. Will be able to use two weapon fighting with daggers, and the bow. Primary focus is Dex and Int.

The Healers
5. Erivan - Lawful Neutral Human Cleric - The Primary Healer/Back up Tank. Will stock only healing spells, the higher the better, and primarily serve for that purpose until Steel needs back up. Focused on Con and Wis.

6. Silvanos - True Neutral Elven Cleric - Back up Healer, also going to be used for the Wild Shape and Summoning Abilities. Focus on Charisma, and Wisdom.

The Casters
7. Onyx - Neutral Good Human Wizard - Primary Summoner, with a back up focus in Evocation to deal damage. Primary spells will be Conjure Monster and Magic Missiles, Primary Focus will be Int, and Charisma

8 Dusker - Chaotic Neutral Elven Sorcerer - Primary Evoker, with the main goal to be to deal as much damage as possible as quickly as possible. Primary focus will be Charisma and Int. Will also serve as a "Spokesperson"


Any tips would be helpful, whether build or a class to swap out. Though those Seven classes are what I know best. So thats why they were picked. I may need help building any other class(Barbarian, Monk, TWF Ranger, Paladin, and Bard)
Post edited June 16, 2014 by Landeril
This question / problem has been solved by Dreamteam67image
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Landeril: 1. Steel - True Neutral Dwarf Fighter - He will be my tank, with a skill for Longswords. I plan to build him straight Fighter, with a focus on Constitution as I would do in a Tabletop Game.
Sounds fine. Sword and Board is always a solid choice. As a Tank the Feats I would work to get: Dodge, Mobility, Combat Expertise, Spring Attack, Whirlwind Attack. This means you need at least Dex 13 and Int 13 as well as the high Str and Con you normally expect for a Fighter. You want him to get under the enemy's guard without causing an AoO. Helpful skills: Intimidate (Cha), Bluff (Cha), Tumble (Dex), Use Magic Item (Cha).
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Landeril: 2: Vance - Neutral Good Human Fighter - The Up close, take them down fighter, built for Two Weapon Fighting, and uses more Dex then Con.
Ok, when I see "uses more Dex than Con" I assume you are thinking about the feat Weapons Finesse? Just be aware that WF only works if you fight with "Light" weapons or a rapier (see in-game help for exact list of weapons). Also be aware that any -Str penalty will still apply to damage, even if you are using WF (so you can't use Str as a dump stat). You obviously want Two-Weapon Fighting, and probably Combat Reflexes. However here's the catch: 2-WF still leaves you with a -2 and -6 attack penalty, which is huge! However, if instead you wield a 2-handed weapon, you incur no penalty AND get 150% damage bonus! Considering that the Greatsword does 2d6 damage x 150% that is better than your double rapier attack and you have a chance to actually hit your target. Add to that pole weapons rule the battlefield in this game with their AoO, and I think you will do better with a fighter that specializes in pole weapons or 2-handed weapons, rather than 2-WF. Just my opinion.
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Landeril: 3. Isadora - Neutral Good Elven Ranger - The Archer of the group, as well as a back up summoner for natures allies. With focus on bows, and dex.
Just make sure to start her off with Point Blank Shot and Precise Shot for her feats, or she won't hit very often anything that isn't caught flatfooted. I know it sounds crazy, but that's the problem with Rangers in ToEE: they only start with 1 feat pick. SO for your dedicated archer, you are actually better off with a Human fighter (3 picks) or Human ranger (2 picks) rather than an Elf ranger (only 1 pick - doesn't make sense does it). Elemental, Evil Outsider, or Goblinoid works well in ToEE as your feature enemy. I would definitely consider a pole-weapon as her secondary.

Good skills: Survival, Spot, Listen, Hide, Move Silently - these will make a BIG difference as to whether you get ganked by wandering monsters on the road or not. Heal is also good if you have a First Aid Kit, to stabilize anyone dying from a wound (if your Clerics are preoccupied).
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Landeril: 4. Shadow - Neutral Evil Human Rogue - The Scout/Lockpick of the group, as well as both a backup archer and DPS for Vance. Will be able to use two weapon fighting with daggers, and the bow. Primary focus is Dex and Int.
Ditto concerning 2-WF and PBS/PS for bows. Sneak attacks work best combined with Trip attacks or Bluff attacks. High Int is very good on a thief, so they get a bonus to their Appraise skill, which helps for selling stuff. This also opens the possibility to have a Thief dual 1 level of Wizard, so they get a Familiar and can read/write magic scrolls (and sell them for profit). Wait a few levels, then maximize your Spellcasting and Use Magic Item skills, and your Wiz 1 will be able to copy ANY level arcane scroll to their spellbook (with stacked Scholar Kits) AND scribe the scroll AND use it in battle.
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Landeril: 5. Erivan - Lawful Neutral Human Cleric - The Primary Healer/Back up Tank. Will stock only healing spells, the higher the better, and primarily serve for that purpose until Steel needs back up. Focused on Con and Wis.
The Deity of your cleric is really important. Your cleric can eventually become your best weapon-forger, and his faith determines what types of uber-killer-buffs he can imbue a weapon with. I'm fairly certain Domain:Law and Domain:Good and Domain:Sun give the most useful buffs to fight certain demons and such.

In any case, having the Scribe Scroll feat means you can take a backpack full of healing scrolls, and thus leave your memorized spells for other uses.
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Landeril: 6. Silvanos - True Neutral Elven Cleric - Back up Healer, also going to be used for the Wild Shape and Summoning Abilities. Focus on Charisma, and Wisdom.
Sounds a lot like a Druid, in which case your primaries would be Cha and Dex. Extend Spell might be an interesting feat, as your summons will stay twice as long for only 1-level higher.
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Landeril: 7. Onyx - Neutral Good Human Wizard - Primary Summoner, with a back up focus in Evocation to deal damage. Primary spells will be Conjure Monster and Magic Missiles, Primary Focus will be Int, and Charisma

8 Dusker - Chaotic Neutral Elven Sorcerer - Primary Evoker, with the main goal to be to deal as much damage as possible as quickly as possible. Primary focus will be Charisma and Int. Will also serve as a "Spokesperson"
Imo, you are putting all your eggs in one basket by focusing both spellcasters in Evocation. You are going to meet some tough mobs with all sorts of different magic immunities in ToEE, so you want a basketfull of different types of spells to cast. Often times charming or disabling the monster or massively debuffing it are more effective that trying to chip away at its HP. Sometimes their MR is so high the only way is to massively buff your fighters. SO you don't want to ignore the other schools.

You want your WIzard to have high Int and Dex, while the Sorcerer should have high Cha and Dex. Why? Int and Cha affect the DC saving throws, and Dex is used for most touch attack spells (which btw don't allow saving throws) so it is very useful. Ranged touch attack spells count as "missile weapons", so once again Point Blank Shot and Precise Shot are necessary to have a chance to hit if you use those spells. I'm fairly certain that Weapons Finesse also gives a bonus for melee touch attack spells, if your in-hand weapon qualifies (recommend save game before level-up to confirm).

Hope this helps.
Post edited June 17, 2014 by Dreamteam67