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  1. #1
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    Aug 2009
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    Default Three friends and I walk into a dungeon and...

    Hello, I'm new to this game but have a good background in NWN1 so I'm able to follow most in depth discussion on character builds and can research the more complicated parts. My situation is this. 3 players (occasionally a fourth but not often)..all starting new with 28 points builds. What do YOU think those three players should go and why?

    Take into consideration we will inevitably get to the point where we need to get 6 person groups to get better gear.

    Currently I'm doing Borr0r's dwarven intimitank (28 point) because after reading all of those posts I got a good idea of the basics of tanking. Then we have planned a nearly straight cleric and a rogue/wizard even split.

    We figured the traditional tank, healer, utility would be the way to go but we've never been past level 3 so far :P Any help out there about what the deep dark lvl 15+ game is like? Thanks ahead of time and I promise to research every idea offered!

  2. #2
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    Jan 2008
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    a rogue/wizard even split will give you a caster with gimpy DCs, low spellpoints, and no access to good spells, without getting anything from the rogue levels to make up for it, other than a few d6 of sneak attack that you wont be using because you're casting anyway.

    Go Rogue at first level, max out the trapsmithing skills and UMD, and then go wizard from then on out, keeping rogue skills and UMD and Concentration maxed.

  3. #3

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    If you are really comfortable with multiclass, I would build a battle cleric, a twf ranger/rogue or ranger/rogue/monk, and a crowd control oriented character, whether bard, wizard, or something else. There's a ton of builds on the forums for each. This will give you two front line melee's (provided your battle cleric is willing to watch health while fighting), and someone to make the melee's life easier. By the time you get up in level to where melee is overpowered by magic, you will be in full groups.

    I say all this with the addendum that there's a million different options. For example, you could also go the straight Warforged route and skip the cleric altogether. Maybe a barbarian, sorc or wizard, and a fighter/rogue or something.

  4. #4
    Community Member Sympl's Avatar
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    Aug 2009
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    My first character (who I still play a lot) ended up being a WF Rogue/Barbarian/Wizard (12/3/1) all gigged out for trap detection and removal. This was before the added four levels to twenty, The 12 Rogue levels let me pick up the second level of Way of the Mechanic and the 1 level of wizard let me use wands (for buffs and repairs) and the Barb was just in there to add some HP and BAB. I'm not a frontline runner at high level stuff, but I flesh out a party nicely. IMHO, it's always nice to have a (trap capable) rogue in party. This one did (and does) the trick for my groups. In case you care, I took alternating levels of Rogue/Barb/Rogue/Barb Picked up a level of wizard (because i found out it was a good idea at that point. I might have picked it up at level three if I'd known) and then alternated the rogue and barb again. I went Barbarian instead of Fighter because the Barbarian Trap Sense stacks with the Rogue Trap Sense. Keep maxing out your rogue skills and UMD and you can even use some (low end) cleric gear as well. One of my insane favorite maneuvers is using that Eternal Wand of Minor Healing to get an unconscious ally up at a critical moment. It's Cleric and FvS usable only with a UMD requirement of 15. I get a 110% chance to cast with it. Whatever you end up deciding to do, don't forget that while they're a little harder to manage, an appropriate merc can help meet just about any deficiency (except rogue). Take Luck!

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