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Favorite party setup..


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#1
winrehs08

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Mine would be:

If I'm a Melee Character:

1.) Me
2.) Khelgar (Fighter) - Do I need to explain more?
3.) Qara (Sorceress) - My Mage DPS
4.) Neeshka (Bow Rogue) - My utility-long-range character

If I'm a Mage or Archer:

1.) Me
2.) Khelgar (Fighter) - Don't ever remove Khelgar
3.) Casavir (Paladin) - Another meat shield
4.) Neeshka (Bow Rogue) - Utility character

#2
philty_

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i cannot play this yet, due to some Direct X or Direct C whatever that is not good enough (my bro says he can fix this, will see), BUT I do have party set-ups in mind. Obviously they do not address the companions provided by the OC, but here's my favourite:

1 - Female Half-Elf Neutral Good Cleric (acting solely as diplomat, healer and undead solver); she is also the leader and has no weapon abilities at all.
2 - Male Human LN Universalist;
3 - Male Dwarf LG Fighter wielding dwarven axe and shield;
4 - Male Halfling TN Rogue using his sling proficiency and focusing on traps and locks stuff.

I know it is adivsed to have 2 chaps who can fight well, but I think I can manage with these.

I have another design for a party using prestige classes (for the fighter and rogue only), but I'd like to try this classic build or something close to this, depending on what the OC allows.

#3
Dorateen

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Personally, I like to go with a classic balanced 6 person party.

I like two frontline warriors, one with high constitution built for taking damage, and the other more focused on getting hit less but hitting often, even if doing less damage per hit. Dwarven Fighter and Human Paladin.

I like two casters, one arcane and one healer. Wizard and Cleric, humans.

Then for the multi-purpose role, I need a Thief, because this is Dungeons & Dragons. Not just for picking locks and disarming traps, but also for sneak attacks and setting traps have been a viable strategy since the Infinity Engine games. Halfling rogue.

And then there is a ranged attack, secondary spell caster. Hand-to-hand fighter in a pinch. Traditionally, this would be an Elven Fighter/Magic-User. I've made it work with a Bard, Ranger, or Arcane Archer.  

NWN2 has enough classes to be able to fill these roles in various combinations. The engine is flexible enough to allow the party-size limit to be expanded, and to allow for player created parties as well as story related companions. In Single Player modules, we have many that offer robust companions as well as those that allow for player generated teams.

For other adventures that cap the party size at 5 (Temple of Elemental Evil) I have had to drop the elf. And those campaigns where only 4 party members can be created, I also lose the cleric. We get by well enough with the Paladin, and lots of healing potions.

Harumph!

#4
M. Rieder

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My preference is to play solo wizard. If I'm bringing friends, I like the idea of a thief, since the archetypical wizard and thief personas are so diametrically opposed. It makes for good banter. Since I like to micromanage my party, I really don't enjoy going with many more, but if I do, I like to add a fighter type and a cleric type. Like dorateen pointed out, these roles can be filled with multiple classes. I like my clerics to be good a spellcasting and wear lots of armor and big shields so they are hard to hit and I like my fighter types to carry big weapons that do lots and lots of damage.

I like to use strategy to my advantage. In hard fights, I will buff it up with my cleric, set traps and scout with the rogue, open up with lots of grease, stinking clouds, and evard's black tentacles and then equip my party with crossbows and shoot and shoot until the area effects dissipate. Then I try to charm, hold any surviors and let my fighter wade in while the cleric and rogue do what melee damage they can and my wizard can cast single target spells as needed.

For most battles, though, this level of planning isn't necessary, especially in the OC.

#5
The Fred

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In the OC, I mostly played myself as a Warlock, Elanee, Khelgar and usually Sand or another third member. Khelgar sometimes sat out for another melee character.

From my BG days (oh, those include the current days, I guess) I like to have a fairly balanced party of at least one tank, at least one divine caster (preferably two, to cover Cleric and Druid spells), at least one thief (not so necessary in NWN though) and 2-5 arcane casters. With 2nd Edition dual- and multi-classing rules, you could have certain characters fill multiple roles. NWN's 3rd Ed multiclassing is a lot more flexible but doesn't lend itself to that. What you can do is play gish-type characters or have a Cleric or similar character as a tank. Healing is less crucial, anyway. I haven't played SoZ yet but for something like that I would think along the lines of a Swash/Wizard gish, a Druid/Sacred Fist or similar, a Rogue/Ranger skill monkey and probably a fourth arcane caster, possibly a Warlock.

#6
philty_

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The Fred wrote...

... and 2-5 arcane casters.


Did you by chance not mean 2-3? 5 would be wicked Posted Image

#7
PJ156

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For the OC I use Elanee for my fighter, keep her AC high and put her at the front.

I like then to play an arcane caster or bow using fighter, which ever I choose I do the damage while E takes the heat (she's not the best at that but I can't stand khelgar or Casivir). I tend to take Quara and the Tiefling after that. Sand is more flexible than Quara but the OC does not call for subtle play, fireballs do the trick every time.

For a six person party I take two archer types, a meat shield, a rogue with a bow and one of each caster type. I sometimestake a buffer if the game requires it?

PJ

#8
The Fred

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philty wrote...

The Fred wrote...
... and 2-5 arcane casters.

Did you by chance not mean 2-3? 5 would be wicked Posted Image

In a 6-man party, 5 is more than possible. I probably wouldn't do that in NWN2, though, since I would want to have all the bases covered and because you really need to control all the casters to get the most out of them. I don't really like massive parties in NWN2, either. As I said, with 2nd Ed's rules you could have a Cleric/Mage or Thief/Mage who could fill a support role whilst still being a decent caster. In NWN the only real similar option is a melee/arcane gish (though with classes like the Mystic Theurge you could probably have some fun).

#9
M. Rieder

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5 casters! I like your style. I have never done this, but I have often wanted to do an entire party of wizards. You can have up to 5 in SOZ, right? Maybe I'll try 5 casters on an SOZ run-through. Imagine 5 fireballs exploding at the beginning of a fight. Not much left after that, eh? Good times!

#10
foil-

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M. Rieder wrote...

5 casters! I like your style. I have never done this, but I have often wanted to do an entire party of wizards. You can have up to 5 in SOZ, right? Maybe I'll try 5 casters on an SOZ run-through. Imagine 5 fireballs exploding at the beginning of a fight. Not much left after that, eh? Good times!


:P
I hope they cut their teeth with a rounded party, because at level 1 to 3, before fireball slinging time, that's like shooting ducks in a pond.

480x360http://www.blogcdn.com/blog.games.com/media/2011/01/farmville-duck-pond.png[/img].

Modifié par foil-, 02 octobre 2011 - 03:18 .


#11
foil-

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Mine was:
My PC druid
Sand
Kelgar
Neeshka

Essentially the classic Healer, Mage/Wizard, Rogue, Fighter basic edition setup.

I use to love multiclass fighter/mage and fighter/thief/mage in 2ed and before, but now I tend to use a bard to fill out that role.

#12
kamal_

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Blackguard, assassin, Red Wizard, cleric. Of course that assumed I'm given meaningful evil role playing options. If I only get three characters then the first three I listed can be covered by combining two of them into one: dual wield Ranger with dino and a few rogue levels, Arcane Trickster, or Eldritch Knight.

/monk, bard, warlock, spirit shaman is a fun alternate combo :-)

#13
M. Rieder

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foil- wrote...

M. Rieder wrote...

5 casters! I like your style. I have never done this, but I have often wanted to do an entire party of wizards. You can have up to 5 in SOZ, right? Maybe I'll try 5 casters on an SOZ run-through. Imagine 5 fireballs exploding at the beginning of a fight. Not much left after that, eh? Good times!


:P
I hope they cut their teeth with a rounded party, because at level 1 to 3, before fireball slinging time, that's like shooting ducks in a pond.

480x360http://www.blogcdn.com/blog.games.com/media/2011/01/farmville-duck-pond.png[/img].




Nice pic! 

Seriously, though, even a 1st level wizard is formitable, especially vs level 1-3 creatures.  Save or die spells: sleep, color spray. 
At 3rd level Combust is a very powerful spell as is cloud of bewilderment.  The summoning spells are very powerful and a few grease spells will have everyone on their ass.  With 5 wizards, there are few encounters that would be ducks in a pond.  I believe undead would be the most challenging foe due to their resistance to the sleep or daze spells.

Consider also mirror image and the protective spells.  Hitting a buffed wizard is not that easy, especially for level-appropriate foes. 

#14
The Fred

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Only the first is a wizard. The second is a bard.

I think I would probably build the team as different kinds of casters. Maybe a couple of melee/arcane gish types, and possibly a sorcerer or warlock.

One low-level wizard is a bit of a sitting duck, albiet with a couple of tricks. However, a party of them can be powerful (I was recently playing a no-reload in BG with a team of four mages. Triple Sleep can neutralise almost any low-level threat, and you get about 8 spells per day even at L1 - more in 3rd Ed with a high Int).

#15
Seagloom

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My favorite party combination and the first I finished NWN2 with?

Player Character: Bard

I prefer charisma focused characters which puts bards and sorcerers at the top of my list. However, bard beats out sorcerer. It has the skills and skill points to excel in a leadership role. With a bard, my character can succeed at almost every conversation and investigation check thrown at her. She can also make all her friends better at whatever they are doing. Plus she gets to shred like a rock star on her mandolin or yarting. ;) Phenomenal cosmic power or rocking out with curse song? I'll take the latter, please. :D

First NPC: Fighter or Paladin

Someone that can take lumps and dish them back out. Mostly they are there to distract enemies. I prefer fighters that are defensively oriented with a nice shield and lots of protective feats. Paladins can fit this role too as long their presence is not a big hindrance to my character's approach. Fighters are preferable though; if for no other reason than they require less micromanagement.

Second NPC: Rogue

This character is here for three purposes: utility, scouting, and damage. I do not need my party fighter to become a wrecking ball because I rely on the rogue to dish out hurt. Next to my character, this is the party member I spend the most time micromanaging in tougher battles. Sometimes I will go without a rogue if the traps are dinky and I need a change of pace.

Third NPC: Druid

Cleric can fill in this role too. I prefer druids thematically. They can substitute as second string warriors if the fighter needs help; heal, and lay waste with their magic. An underestimated class in the NWN games, I find. Druids can also spontaneously summon. More friendlies on the field means more critters my bard can apply her bonuses to.

Fourth NPC: Wizard

I bring a wizard along for secondary buffing and crowd control. Bards can do some of this with their enchantment spells, but wizards learn many spells bards cannot. Their magic is excellent when I want to remove enemies from the field temporarily, or render them vulnerable to the fighter and rogue. Wizards are also superb crafters. I usually make sure to take the craft wand feat so my party bard and rogue have plenty of offensive magic to throw around. This is probably the most superfluous role, but it still has its place.

Now, if I am doing a full six person party I usually bring along another fighter, a barbarian, or a ranger. Preferably one focusing on dual wielding or two-handed weapons to avoid redundancy with the sword & board warrior. Since bards are damage multipliers, extra warriors make my character indirectly more powerful than added casters do. Two and a half casters is usually more than enough to handle spell work. Any more rarely contributes to the degree another fully buffed warrior can.

Modifié par Seagloom, 02 octobre 2011 - 07:20 .


#16
Guest_Mr HimuraChan_*

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No matter if I go melee or ranged, I usually I go with:

- Me = Normally a Fighter, Cleric or Wizard

- Neeshka = light crossbow, or dual daggers if I play a Spellcaster (sometimes I give her a short sword + small shield)

- Elanee = attack spells, healing, buffs, longbow equippable from being an elf plus the crazy badger. All in one character XD

- Khelgar = VERY good character overall, not only in combat, has an awesome voice too

-Later on, I usually alternate between Sand, Grobnal, and Zhjaeve for the "extra slot".


M. Rieder wrote...

Imagine 5 fireballs exploding at the beginning of a fight. Not much left after that, eh? Good times!


Try a fireball, 2 Isaac missile storms, chain lightning and an ice storm for an awesome lightshow :wizard:

Modifié par Mr HimuraChan, 02 octobre 2011 - 07:57 .


#17
I_Raps

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*bah*  Why do they always put the EDIT button next to the QUOTE button?

Modifié par I_Raps, 02 octobre 2011 - 09:47 .


#18
I_Raps

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I_Raps wrote...

PJ156 wrote...

For the OC I use Elanee for my fighter, keep her AC high and put her at the front.

I like then to play an arcane caster or bow using fighter, which ever I choose I do the damage while E takes the heat (she's not the best at that but I can't stand khelgar or Casivir). I tend to take Quara and the Tiefling after that.


Girls Night Out (including Shandra as well when applicable, Zhjaeve otherwise) is definitely the best and most flexible combo in the OC for almost any type of PC.

Plus, there's that whole rock star/groupies dynamic going.

Modifié par I_Raps, 02 octobre 2011 - 09:46 .


#19
Kaldor Silverwand

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My protagonist is almost always a rogue initially who then leans toward melee and wizardry, ending up either as an Arcane Trickster or an Eldritch Knight. I understand a bard might be a good alternative, but I just don't see him ever singing in combat and a bard that doesn't sing just doesn't seem like a bard to me.

Lots of healing potions are good, but I prefer to have a healer - either a druid or cleric. I prefer a druid with some fighting skills and guts, like Jaheira had. Elanee is an acceptable substitute although I prefer to create my own instead. I don't care about missing pre-written banter.

I may start with a party of 5 or 6 but I like to whittle it down as my protagonist becomes more capable, so that eventually I would have no more than 4. One of my objections to the OC was that instead of being able to whittle down my group I kept getting more companions to keep track of and equip.

As far as the OC companions go, since their classes and capabilities are pre-determined, I'm not sure what there really is to like about them unless you like their personalities. I don't care for banter and prefer to create my own party with the mix of skills and capabilities I want.

Before I wrote the OC Makeover I played through the OC only once. Of the OC companions the ones I ended up using the most were Elanee and Casavir. I prefer Casavir to the, I felt, overly stereotypical Khelgar. I didn't mind Neeshka, but I really didn't need her with a rogue protagonist. I disliked both Sand and Qara. I really disliked Grobnar, Bishop, Ammon Jerro, and Zhjaeve and used them as little as allowed. Since I never invested much in Grobnar I never used the Construct. I'm not going to count Shandra because she really isn't a matter of choice.

Then I wrote the OC Makeover and I wouldn't play the OC again without creating my own party.

Regards

#20
Seagloom

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My list was generalized with any module in mind. When it comes to heavily story driven campaigns I bring along whoever I like without much consideration to classes. I once took Grobnar along for most of the game; and while stacking inspirations was handy, it was not an optimal choice. Everyone got a turn in the party; although characters I disliked spend most of the game cooling their heels. Hello Bishop and Qara! :P

Modifié par Seagloom, 03 octobre 2011 - 05:26 .


#21
likeorasgod

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My current play through I was trying something odd and different. Currently all are at lvl 8 except Neeshka of course. This is what my current party has been looking like. For most other games I tend with the traditional set up of Fighter/Rogue/Ceric/Mage and if I’m allowed two more I go Archer and back up Healer (crossbow Cleric works) and different style fighter.
1.) Me Lvl 5 Soc/3 Rog. I use a spear and buff/defense magic and area effect in combat. Basically I’m the MAGE KILLER of the group. I’ll probly take 2 points in Red Dragon Discp.
2.) Khelgar (fighter) – He’s so freaking tanked, I’m not sure what I did to him, but he has insane HP compared to rest of party members…oh and while not a dual welder yet, he is carring his DW Axe +2 and the Phoenix Morning star.
3.) Elanee (longbow) – I have been using her with chain armor and a long bow since I got her. She does the distance damage and heal of the party while throwing in trouble.
4.) Neeshka (Dual Wield) - I only been using her for the locks and traps I can’t do myself at the moment and as an extra combat type. As soon as I got Qara she went on the back burner expect for her missions.
Qara (Sorc) - Yep setting her up for the DP mage. LOL it’s already interesting seeing all that fire go off around my char and Khelgar.