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#1
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
With regard to the new adventures into the realm of Improved Anvil I was thinking about a new party composition that would give good results and new challenges for me. Of course there is a standard layout of each IA party that is almost necessary if you want to have a relatively relaxed time throughout the majority of the challenges. So if you do not have this layout you may be destined to have a tough time.
![]() General layout: 1-2 single class warriors for high damage output. Recommended is one going dual-wield (rangers are nice) and one going two-handed weapons (paladins are nice). 1-2 dual-class warriors or characters capable of melee fighting such that they can perform a secondary task like buffing, debuffing, thieving, healing, summoning (R/C, F/C, F/M, F/T, swashbuckler or blades are examples dualled or multi'd) 1-2 clerics or druids for healing, buffing, summoning (use shields) 1-2 mages for dispelling, disabling, damage (three is better) Anyway.... something like this. There are going to be a few new developments in v6 and I am tempted to try those out. Here is a grasp of what I found interesting. There is a lot more to be read here of course. 1. Expanded mage stronghold for good-aligned necromancers. 2. Valygar the Protector 3. Improved Riskbreaker bonuses 4. Nerfed Bard spells 5. Improved Swashbuckler HLAs 6. Nerfed small people saves My own thoughts for a party. - I did not play protagonist mage properly since v2, so I am tempted to go with the necromancer. - I have not yet played well with an Auramaster so I was tempted to try that out this time too. - I'm intrigued by the Protector kit for Valygar (whom I normally just slay). - Riskbreaker I'm playing right now so I will not be doing that this time - Swashbucklers never floated for me since I like the backstab too much - Bards... never really played much with them. I have HD in my party right now but all he does is cast minor spells and sing which he cannot even do properly. So... as for my party thoughts 1. Goodaligned Necromancer Protagonist (dart staff), spells 2. Valygar (flail, katana), protection and healing 3. Nalia or Jan (dagger, bow or crossbow), thieving, secondary arcane 4. Cernd (staff), summoning, buffing 5. Jaheira (club, scimitar, longsword, dualwield), buffing, melee 6. Minsc/Keldorn (2-handed sword, halberds) I'm a bit worried about the fact that I only have 3 real fighters and I don't even like the Minsc/Keldorn slot. I will probably make this a custom bezerker, barbarian or kensai instead. I prefer something with AC so it would be a bezerker... in which case I would take Korgan if he had two-handed weapons as profs (though level1NPCs may help me there). I could probably kick the jan/nalia slot for a F/M instead too, but I am still undecided because these NPCs come with upgrades. I could also change Cernd but I wanted to try out Auramasters so that will not be likely unless I don't like him anymore. I am also hoping in this party that Valygar gets some good party healing spells because that is something I may be lacking mid-game until both druids level up. No greater restoration.... I could just take Anomen instead of Jaheira but I just prefer the latter. That will be a problem, I'm sure. I was wondering what kind of ideas other people had. Any thoughts on nice combinations? |
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#2
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
I think your advice is quite helpful.
I just prefer to take along a thief of any kind to do trap detection and picking locks. That is why I do not go for the sorceress. I think that in that regard, Nalia will probably suffice although Jan can be expanded further later on with detect illusions. Your point on grandmastery is logical and I overlooked that part. I will probably take the berserker then because I like some confusion/charm immunity albeit only temporarily. My problem in IA is often that I only manage to reprotect 4 out of 6 party members when the party gets dispelled. I'd like some more sturdy behaviour in that regard... an easier time, so it would be good to go with a few more characters that can negate these things. As for 6, I won't do the level squatting, I just wanted to point out that it is very well doable. Anyway, a F->M seems like a good choice to me. If you immediately take the grandmastery from the start then you don't need more than 9 levels of fighter and thus you regain your abilities much sooner than when you wait until level 13. That means you do not miss a lot of melee power either. You do miss 1 prof and some thac0, but you regain your abilities sooner for an important portion of the game. Late-game the extra thac0 does not matter much anymore since you can buff a whole lot better (and your gear gets a whole lot better). |
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