Register Lost Password?  Cookie?
  The time now is 07:06 AM GMT -6.  
Banshee Network
 
Quick Links
 
 
GameBanshee Swag
Site Features
Submit News
News Archives
Join Our Staff
Forums
Community Blogs
Reviews
Previews
Interviews
Editorials
About GB
Advertise With Us!
Advertisement
 
Go Back   GameBanshee Forums > Forum Categories > Traditional RPGs > Icewind Dale

Reply
GameBanshee Forums  
LinkBack Thread Tools Rate Thread Display Modes
  #1 (permalink)  
Old 01-07-2006, 05:45 PM
Exalted Member
 
Join Date: Jan 2006
Posts: 94
Seeking weapon suggestions for my party:

One thing I hate doing in these games is losing out on some great weapons. What makes it a tiny bit easier in IWD is that many great items are random, so I should just go with what I like. One little quirk of mine: I really hate pausing to add a shield and unequip a Bow or Crossbow. So if I'm using an archer, I'd like to use a two handed melee weapon. If not, I'd like to use a shield. Please help me with some ideas on where to place weapons:

Paladin. Well, he gets a longsword eventually, but what should I do for a missile weapon with him? I would like to use a shield, so I'm looking for a 1 handed missile weapon. This leaves me with Axes (nice!), Daggers (the returning dagger is obtained very late in the game), Darts (no boomerang darts I've ever found, but there are powerful ones out there), and Slings (STR bonus to DMG is nice).

F13>Illusionist. When all is said and done, this guy will undoubtedly be the most powerful character I have. I just don't know where I should be placing my proficiency points. I had originally fiddled with the idea of going to GM in Halberds, but I don't remember if there are any great ones out there. There are wonderful Greatswords, and I can combine either with *** in Bows. The Longsword of Action +4 is one of the best weapons in the game, but if I use that I'll be struggling for a single handed missile weapon like my Paladin, since I'll be wanting to use a shield. Of course, becoming a GM in Axes is awesome with that returning axe found in Chapter 2. If I do that, I will just place *** in a blunt weapon not covered in the party.

F9>Cleric. This one I'm set on. GM in Mace, Specialized in Sling.

F/D. Since I can only advance to **, I will start with Missile and Largesword, next will be Clubs (sometimes you find a nice one in Chapter 1), and probably Dagger next.

F/T. Largeswords for backstabbing, Missile proficiency for Slings and Darts. I will also go for either Hammers or Flails later on, for a blunt proficiency.

Bard. He just gets everything else. Since I'm always singing with him, a Bow or Crossbow is useful. I know an instrument in Kuldahar takes up a Shield slot, so I'll probably use a Sling eventually. For melee (which I hope never to enter), I'll hold onto a weapon that grants an AC (or some other) defensive bonus. The only one I can remember right now is an Axe with a +2 to AC.
Reply With Quote
  #2 (permalink)  
Old 01-08-2006, 04:43 PM
Exalted Member
 
Join Date: May 2004
Posts: 601
Paladin - go with dart/sling. They are the same proficiency, and your lead melee fighter won't be doing too much long-range work compared to the rest of your party.

F/I - I've gone both ways (Axe and Flail: Greatsword and bow), and like both. The first option has the disadvantage of no ranged weapon until Dragon's Eye, and the second option has the drawback of not having any blunt weaponry. I'd go with the first option and use this character as your main tank (thus not really needing a missile weapon) until your find the returning axe. Once you dual over and regain your fighter class, this should be a frontline character anyway.

I have no quibbles with either the F/C or the F/D - it's what I would do. Spear is nice to have with the F/D toward the end, so I might take that proficiency before dagger. I suppose it depends when you plan to hit HoW (and if you will have Slayer before then).

Fighter/Thief - I'd like to give this one a bow, seeing as you may have no other dedicated bowmen. You could just keep this one out of melee combat almost entirely and forego the shield until absolutely necessary. I'm uncomfortable about having no pure (or nearly so) archers in the party - the RoF of certain bows and crossbows combined with acid arrows etc is murder on spellcasters.

Bard - won't be heading to melee much with this party.
__________________
When your back is against the wall... the other guy is in a whole lotta trouble.
Reply With Quote
  #3 (permalink)  
Old 01-14-2006, 03:32 PM
Exalted Member
 
Join Date: Jan 2006
Posts: 94
Thanks!

you must be the expert around here or something, I expected more responses!
Reply With Quote
  #4 (permalink)  
Old 01-15-2006, 07:46 PM
Exalted Member
 
Join Date: May 2004
Posts: 601
Perhaps. Or maybe nobody else had anything to add. You had a pretty good idea of what you wanted to do, and I just filled in the gaps.

So what did you decide to do, weapons-wise?
__________________
When your back is against the wall... the other guy is in a whole lotta trouble.
Reply With Quote
  #5 (permalink)  
Old 01-16-2006, 10:39 AM
Exalted Member
 
Join Date: Jan 2006
Posts: 94
Pal: Longsword/Axe. Also has a hammer, and started with bow specialization
F/T: longsword/Flail/Bow (main archer)
F>Ill (switched at level 9): Greatsword GM/Bow **
F>C (switched at level 9): Mace GM/ missile **
Bard: Axe/missile (has prof in a whole lot more, but this is what he uses; axe is for when he's singing since it gives him +2 to AC)
F/D: Scimitar/Sling. Working on other prof., but will probably stick with this setup since I like shields.
Reply With Quote
Reply


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

Forum Jump


 
      Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0
© 2000-2008 GameBanshee.com