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Improved Anvil V.6. Related Questions


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#1
Cityspiderman

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Hi,

I don't have the mod yet. But I am looking for it. This is the thread where I will post my IA related questions and hope experienced players can enlighten me as they did before when I played IA v5

First question will be what is the recommended team?

Is Riskbearer one to have? And is Vagrant still good for main character?

#2
Flamedance

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Saros should probably answer this question, since i still haven't finished IA v6 (World of Warcraft has drawn me back in).

He hasn't been around for a while though, so i'll try to answer you the best i can.



Choices for your party are now extremely limited. The only viable mage kit is the necromancer, but only as a protagonist. Sorcerors are great and a must have (but not as your protagonist).



Bards and thieves are now completely worthless (even the swashbuckler).



As in v5, physical damage output wins the day. Riskbreakers are frail, but have a very high damage output later on in the game.



A good party would be:

- protagonist: Lawful Good necromancer.

- custom sorceror (to be replaced by Imoen once you get to Spellhold)

- Riskbreaker

- Ranger dualed to cleric right at the start (DO NOT use multiclass clerics).

- Barbarian or berserker, specialized in two handed weapons

- Valygar



You could probably replace the ranger/cleric with Cernd, but in doing so you'll lose a few highly important spells.



I haven't played with a Vagrant as protagonist yet, so i can't really say much about it. It's one of Sikret's pet classes though, so it'll probably be a good choice.




#3
oyzar

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How do you deal with traps with that party?

#4
Flamedance

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The effects of most traps can be avoided/negated (petrification, instant death effects, etc).
You can temporarily hire Jan for those traps that need to be dismantled (and dump him again when you no longer need him).

Or you can just have your best protected/highest hitpoints character trigger them.

Modifié par Flamedance, 23 janvier 2011 - 10:25 .


#5
MajorTomSawyer

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Some joker posted the leaked version on my website.



http://gamingnerdsrus.com

#6
saros_shadow_follower

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I actually have a lot of other things to do right now, and IA 6.0 became really boring in chapter 6, so I haven't tested most of the really hard Anvil fights actually. The suggested above party composition is good enough. A thief is unnecessary. The most dangerous traps cannot be avoided or disarmed anyways. Those that can are the vanilla game traps, and with proper knowledge and protection, those are easily avoided/negated.

One good thing about IA 6.0 is that now both mages and priests have the Find Traps spell available. However, for a mage the 3rd level spells are very useful in order to waste a slot on this spell, so the R-C has to take care of it (meaning, running Find Traps perpetually). Also, he can prepare enough Knock spells (another IA 6.0 feature is that the Knock spell is added to the divine spellbook at third level spells) to bash doors/chests open.

A R-C is essential to the party for his versatility (healer, tank, fighter, traps&locks handler, buffer and debuffer), and dualling him from the start is the best option.

A Berserker is better to have over a Barbarian, but this is ONLY if you don't play on insane difficulty. If you play on Core rules, then a Berserker is a far better dualwielder because of the ability to attain grand mastery in the polearms, thus having 7 APR instead of 5 compared to a Barbarian. The barbarian is more damage resistant, and that's all.

An IA 6.0 sorcerer has to make some important early spell picks, almost all of them from Sikret's new spells. Think of a sorcerer as buffer/debuffer and summoner. Pick all anti-golem spells available, those will be of great help. Anti-undead spells are not so good, you might as well skip them. I personally have a favourite lvl 7 sorcerer spell, Mass Invisibility, but in order to have it, you'll have to skip another, and unfortunately there are many useful 7-lvl spells for a party sorcerer.

Valygar is too overpowered to skip, I'd skip him in one case only - if you decide to run a Vagrant protagonist. In this case, in late-game you'd have many powerful weapons, however you'd lack adequate arcane protection vs powerful enemies because of the further-boosted Greater Silence dragon ability and the nerfed Amulet of Power.

BTW if you haven't finished IA 5.0 successfully at least couple of times, I think you should not try IA 6.0. Many further improved enemies may seem too overpowered at first for those that have little experience with the previous version of the mod.

Also, there can be a lot more types of parties that could finish successfully IA 6.0, even such with underpowered protagonists, but of course - with many many reloads.

Modifié par saros_shadow_follower, 29 janvier 2011 - 06:52 .


#7
Cityspiderman

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Thanks for the responses.

I will study more into this game

Modifié par Cityspiderman, 06 février 2011 - 01:38 .