Quote:
|
isnt there an area you can just keep training at.. and if you take the time you will get past the "lv. 16 average" into the 20s and even 30s?
|
There isn't, since you'll stop gaining fighting XP once your average party level is much higher than the enemy monster level.
You'll have to cheat by not levelling up until you have gained enough XP in order to reach level 30.
But this game mechanics abuse called "level-squatting" is neither neccessary nor good for the gaming experience. It will make the game far too easy unless you are very unskilled.
IWD2 was designed for playing without this exploit.
Quote:
and I think kmonster misunderstood me a little bit on multiclassing:
certainly you should try to gain caster levels as fast as possible, but one or better two pal levels for each sorc are to good to leave out!
Maybe you lower your spell level by one this way...-...but a therefore you have a sorc being completly immune to all magic and fear effects, with enough HPs to survive a few rounds in melee when MI runs out!
|
No, our opinions do really differ.
The 2 paladin levels are not worth it Imho.
For 2 sorcerer levels you'll gain 3-5 spells per day of a level you couldn't cast otherwise. A mass hasted party of 6 is stronger than the same party having a sorcerer with a little HP,AC and saving throw bonus for example, a better "chain lightning" can also decide battles.
The sorcerer usually isn't the character who dies the most. He's usually staying in the back and in case of danger he can become nearly invulnerable by casting and recasting mirror image.
The added fire power from 2 extra sorcerer levels will save more party members than the 2 paladin levels will avoid sorcerer deaths, especially if you have a bard being able to play the anti-fear song.
It's also more fun to be able to cast more and higher level spells Imho.
Quote:
|
Same for a cleric monk mc-build, +10 to +15 on AC can make your cleric more or less immune to melee damage in the normal game, and you need your healer close to your melee fighters!
|
Clerics can wear magical full plates which grant a big AC bonus, so there doesn't remain that much of an advantadge, my pure cleric was hardly ever hit.
A little AC isn't as important as the abilty to cast higher level spells.
"animate dead", "raise dead" or "mass heal" are only a few examples of how extra spells can make the game far easier.
Adding a monk level will also slow the BAB progression and therefore the offensive ability.
Quote:
|
I defiently prefer to have a *living* caster instead of a dead caster with one level higher spells!
|
I prefer a caster who can do his job right over a caster with additional protection and crippled casting ability.
The whole party benefits from higher level spells while only the caster benefits from a personal defensive bonus which isn't really needed.
Quote:
In HOF damage spells doesn't matter anymore, btw. most damage spells are capped at level 15 and the duration of the spells is more then enough with L15 to L20!
So, as long as you have at least one fast levelling cleric e.g. monk 2 - cleric X and one fast levelling sorc e.g. pal 2 - sorc X you can keep all your other caster between L15 to L20!
And the right mix-in levels can boost these builds beyond believe!!!
|
Some useful damage spells aren't capped at level 15, you are less than level 15 for most of the game and longer duration is always nice. Having to recast buffs more often isn't fun, spells like "mass haste" won't last long enough for big dungeons even at higher levels.
As long as you have at least one pure cleric and one pure sorc or wizard and take a little care at character development you can add whatever other party members you like without having to fear that the game gets too hard for beating.
Mix-in levels are more useful for powergaming with the goal of having as powerful as possible characters when reaching level 30 than for playing a normal game the intended and most enjoyable way which will probably lead to an average party level lower than 17 at the end.