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> Custom Party Composition, New player making sure he's going in the right direction.
Graves
post Oct 17 2009, 11:33 PM
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Hello all,

It's a funny set of circumstances that led me to this mod. With Dragon Age coming out soon I became nostalgic for BG2 and decided to play through the game again. As most veterans know, this doesn't take long when you know all of its secrets! Searching for a challenge after that refreshing experience, I started downloading mod after mod that augmented the game's difficulty, but I was consistently bothered by two things: 1) most of these (SCS2) were not really very hard at all; 2) many of them (Tactics) were only difficult because of AI scripts that broke the rules of the game.

I actually stumbled across Improved Anvil by finding a thread on the G3 forums flaming the mod--most of the bad things they said about it actually sounded pretty good to me! So I made my way here, and needless to say, I am pretty hooked. It is a completely different experience compared to the core BG2 game, and this is awesome. Too many players are too hung up on Bioware's vision (which I liked, but have played 1000 times) to try a creative modder's. To me, what Improved Anvil is trying to do is a "real" challenge as opposed to the artificial challenge of most other tactical mods. I have tried many areas and been destroyed by powerful enemies, but I can tell they will be beatable with more levels and tactical experience.

I've yet to progress past becoming the Hero of Trademeet (following the suggested quest order) but I can already tell great things are coming. Trying to get Lilarcor was a real eye-opener...

So the mod is looking great so far. What is not so great is that I keep starting over to find a more ideal group composition! I was hoping that a veteran IA player would look over my thoughts on a slightly non-standard group that I think will work better with my playing style.

1) Vagrant. A very interesting kit and, since it's my first playthrough, I want to see as much content as possible. This needs no further explanation.
2) Sorcerer. Obviously needed. I think I have my spell selection down to a science, focusing on spells that bypass resistance and buff the party's defenses.
3) Berserker->Cleric.
4) Berserker->Mage. 3 and 4 need to be explained together. By making my main healer a Berserker, I gain the ability to become immune to most effects that can shut him down from keeping the others alive. It is for this reason that I'm choosing it over Anomen. The Berserker->Mage can likewise use Berserk to stay in the field when my Sorcerer gets disabled. Together I anticipate saving many reloads. Both will also be formidable fighters.
5) Auramaster. His primary purpose is to be my healer until the Cleric is fully up to speed, since I plan on dualing at 9. After that he has a great role as a general support character.
6) Fighter/Mage/Thief. Can't be beat for all-around utility. His ability to gain backstabs on things vulnerable to them is unsurpassed.

My general strategy once my duals are activated will be to use my Sorcerer as my primary buffer and debuffer while both dual class characters engage in melee until their backup spells are required; the Berserker->Mage will be particularly useful for throwing out random interrupts when my Sorcerer is distracted. I am used to playing on Insane and so I dislike using high HP pools and AC to "tank" enemies, hence every member of my party except the Vagrant and Cleric are able to use Stoneskin and Multi Image. I feel that I will be able to stay in the fray with minimal retreating or reloading with this group composition, but I would be interested in having any flaws in it pointed out to me.

Following advice I've read and some general BG2 knowledge, each character has at least Proficiency in one of each weapon type by ~level 12, except the Cleric of course. Both Berserkers start with Grandmastery and pick up additional profs while leveling up as a Mage and a Cleric. The FMT is starting with ** in Shortswords and *** in TWF, moving to Clubs and then Katanas.

Thanks in advance for any helpful insight.
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Valoel
post Oct 18 2009, 10:07 AM
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Joined: 1-June 09




In my current playthrough as I pass the time for the long awaited v6 (hint sikret we want it now), I am playing with this group:

Vagrant
Beserker
Paladin
Kensai/thief(dual at 13)

A bit challenging but I have played trough the mod a few times - I can second Critto's thoughts I tend to have most succes/easiest time with 2½ figthers, 2 arcane, ½ thief. But your party should be a fun one to play through with.

Sofar I have cleared everything but extended paly stronghold, twisted rune and watchers keep :-) Spellhold is gonna suck but oh well hehe

An important thing to remember in your first playthrough is to go to spellhold before your protagonist reaches lvl 15 (preferably) otherwise your gonna get some nasty surprises especially if your not equiped right smile.gif

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