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Recommended classes?


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15 réponses à ce sujet

#1
DomenosD

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So I started Storms of Zehir again, and I decided to go with a Warlock with one level in Cleric for Evasion & Toughness, some sort of template I found on the NWN2Wiki actually.

I'd previously done Blacklock and that was pretty ****in to be honest, but that was also for Mask of the Betrayer, in which it shined considering you got a damn sight better lead on the games difficulty with the level bonus.

Needless to say, I'm getting my rear handed to me with a Paladin as a tank, a halfling rogue, Ubtao (Druid I believe) and a Cleric.

My biggest problem seems to be the evident retardism in NWN2's AI companions, is there a mod to fix that? Additionally you guys have any party composition recommendations? :unsure:

#2
Sarielle

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TonyK's AI mod makes a world of difference for companion AI. Can't help with builds though -- I'm no good at them. :P lol

#3
DomenosD

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Thank you, thank you very much.



I just watched my entire party die because my cleric decided to stand there and do nothing.

Damn I'd like to kick whoever they hired to program the AI in the teeth.

#4
Quixal

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Honestly, you are far better off controlling a mage or cleric while letting the AI handle a warlock. With or without TonyK's it does quite well with a warlock but has trouble with spellslot casters.



Personally, I like to micromanage spellcasting anyway, turning it off in the behavior options and taking control of them when I want to cast.

#5
The Fred

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I would hardly say the AI handles warlocks well, given how (relatively) simple they are, but there's at least a lot less for it to mess up. Personally, I too like to micromanage, but it can be a pain. What I sometimes do is queue up a run of spells for my wizardy types to cast - if the situation changes drastically you might have to go back and cancel those orders, but at least you know what to expect for the next couple of rounds and don't have to issue new orders every six seconds. Also, taking control of the healer is definately a good idea when in a sticky situation, since healing is most important and even if the AI messes up everything else, it's better than having that messed up.

#6
Quixal

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Indeed. It is the simplicity of the class and the fact that they don't need to hold anything back that makes it a good class for AI control. That still makes it a good class for AI control.

The Wizard in the group is usuall the main character so my micromanagement is usually just to place the healing where it is most needed.

#7
Arkalezth

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The problem is that AI controlled Warlocks should always use essences, and they don't, even in overkill mode (always pick overkill for Warlocks), but they're better at it than most other classes.

The best thing about letting the AI control them is that you don't need to recast Flee the Scene manually, every 30 seconds.

And about healers (Clerics to be more specific), what I like to see implemented (AI doesn't use it in my experience) is spontaneous casting (cure spell instead of another memorized one).

#8
Quixal

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Yeah, I don't think I have ever seen spontaneous casting either. I hesitate to assume that it just isn't implemented though. Something to ask TonyK I guess.

#9
M. Rieder

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If you are having difficulty getting throgh, you may want to start with a very basic party: Figher, Wizard, Rogue, Cleric. This isn't fancy, but it is definitely solid and if you have average characters in each slot, you should have no problem with SOZ. I recommend you create your own party for starters if you are having troubles.

#10
M. Rieder

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If you want to have real fun, go with 4 wizards. If you want to pull your hair out, go with 1 wizard. If you want to kick in your own teeth, solo as a bard.

#11
metatheurgist

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M. Rieder wrote...
 If you want to pull your hair out, go with 1 wizard..


I play Soz like the previous campaigns - I make one character and recruit existing companions. Since Soz only has one evil Gnome wiz I end up with no wizs in the group. I still have my hair (after at least 3 playthroughs), did I do something wrong? ;)

#12
M. Rieder

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Maybe you didn't grip hard enough. To really get that hair out, you need to have a firm grasp! :)



I soloed SOZ as a wizard and it was really fun. The initial fight on the beach was really tough, but after that I leveled up fairly quickly because of the XP awarding system. After level 12 or so it started to get a little routine as the game is balanced for a party and soloing lets you get too high too quick and you can just blow everything up. Not that that's a bad thing...

#13
likeorasgod

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Quixal wrote...
 so my micromanagement is...


Any game like this with a party system and casters tend to need this more than anything.  While I tend to play more warriors I notice I tend to be on the spellcaster NPC's micromanageing them more than anything.  Though AI is never going to be perfect it's a good habit to click and work with each chars dureing cartain battles.

Lately the one thing driveing me crazy is when the archer or spell caster of the party stops at the door way and stands there so that the warriors can't get into the fight.   LOL that are they just all run off attacking something else and not what my PC is attacking...so much for setting gaurd me on them.

#14
ZenMonkey47

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For the most part, SoZ is made up of many micro encounters rather than a few sprawling dungeons and buffs don't travel between. So personally, I find that warlocks (especially the hellfire warlock prc since the CON damage is negated once you leave an encounter) are better suited than wizards.



Personally, this is the party I like to run with. They're realitively easy to use and should cover most of what you need.

Wood Elf Rogue 1/Ranger 19 - Your trap tripper, lock picker, flanker and overland map guy. (group trance, foe hunting)

Human Bard 2/Fighter 6/RDD 10/FB 2 - Your meat shield, minor buffs via inspire, power attacker, buyer/seller, and bluff/diplomacy face (Circle of Blades)

Human Warlock 16/Cleric 1/HFW 3 - Blaster, Flee the scene, imbue item and intimidate face (fearsome roster)

Grey Orc Monk 2/Cleric 7/SF 10 - Flanker, buffer, and healer (team rush)

#15
wizardryforever

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Well the best setup for a party is simple: you need a tank, a healer, a sneaker/overland map guy, and a blaster/nuker.

Tank classes: Fighter, Barbarian, Paladin, Ranger, maybe Monk and Swashbukler once they level up
Healer classes: Cleric, Druid, Favored Soul, Spirit Shaman, Bards and Paladins can be backups as well
Sneaker/Overland classes: Rogue, Ranger, Bard, Monk, Swashbuckler
Blaster/Nuker classes: Wizard, Sorceror, Warlock

Find some combo of the above, and supplement with the cohorts that the game gives you.  You can get a Druid and Ranger in the first city, followed by a Swashbuckler and a difficult to get Wizard.  Plan accordingly.  B)

#16
Biotic_Warlock

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I find a Favoured soul (or spirit shaman) multiclassed with sacred fist works nice.