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Go Back   GameBanshee Forums > Forum Categories > Traditional RPGs > Neverwinter Nights

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  #31 (permalink)  
Old 08-07-2002, 04:50 PM
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I am playing a Bard right now, just in Ch 2.

I can't imagine a Bard being difficult, people have soloed the game with a bard on the hardest setting before. Like thief, they get the Use Magic Device skill, which means they can get a very high AC without armor (Robe of the Dark Moon, or the Mage robes), plus they can cast spells...
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  #32 (permalink)  
Old 08-07-2002, 10:48 PM
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Quote:
Originally posted by NightFallMyriad
So you you took feats like Lightning Reflexes, Great Fortitude and Iron Will to up your saving throws? That seems a little excessive considering the monk's saving throws are the best in the game already.
Yes, but I was "roleplaying" as far as I could with such an overpowering character. The power attack I see as a brawler's attack, wading in fists swinging, with less chance of hitting but if it lands, it hurts. I wanted more the elusive, precise-striking agile character with will of, well, iron.

Besides, with the +2 to will and reflex saves, I ended up with 22 for each. So for DC 25 traps and spells, I had to roll a 1 or 2 to fail, versus a 1, 2, 3, or 4. Minor, but every bit counts! Plus, it helps make you more immune early in the game before your saves hit the stratosphere.

I was a human. You get only one more feat, so maybe elf or half-elf would be better for the other benefits you get. The main thing for a monk I think is to choose one of the medium races if you're powergaming. That way, once you get Improved Knockdown you can knockdown anything in the game that's not immune. (I believe you can knockdown one size above you, and with Imp. Knockdown it's as though you were one size larger (medium becomes large - can knockdown very large). If you're a small race, I don't think you'll be able to knockdown golems and giants.)
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  #33 (permalink)  
Old 08-09-2002, 10:31 AM
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game is too easy

I've played through the game twice now since I got the game about 10 days ago. First I played a 20 Fighter thru on Normal, then a 20 Monk thru on D&D Hardcore.

My observation was that they are both about the same. Monk is pain up to level 6 or so since you can't use any equipment yet. Also when you look at the class at level 20 and see all those things they get, you're like DAMN they don't need all that. But actually a lot of the bonuses monks get appear much more useful than they really are:

Spell Resistance: Who noticed NPCs casting harmful spells anyway?

Bonus Feats: Fighters get what, six to pick from anyway?

Extra Saves: Will save is really only good for the goddamn mummy fear. Fortitude save is basically useless except for avoiding the effect of cold and one other trap. Reflex save is nice combined with both evasions since your nearly immune to the 'reloader' traps.

Poison/Disease immunity: Healing Kits make this a kind of non-issue. Maybe the early disease immunity lets you go to blacklake district immediately?

Flury of Blows is nice (same effect as rapid shot though), as is stunning fist. But I didn't really use stunning fist that often, since it was usually saved against on things I'd want to use it on (w/ 16 starting WIS + all extras). Plus....i dont like where it is on the radial menu and I didn't want to use the F-buttons constantly =D

And unless you leech a ton of XP off monster spawn spots you won't really enjoy the 20/+1 damage reduction since almost everything in the end is carrying a magic weapon.


Anyway, I personally found the fighter to be a bit easier, although that might have been because of the rediculous decision to put the best (IMO) greatsword in the game in the green griffon inn for a measly 50k. +3 Hit Points on nearly every attack = overpowered, no? But the game breaking feat is knockdown, as said before its just way overpowered. -4 penalty is nothing for what it does.

Also just not to rant on fighter types, I created a little module with three ancient (level 34ish dragons) all in one room non-hostile to start. I popped in a level 20 sorcerer, picked my spells that looked good (since it was my first time using spells wheee). Summoned my familiar (panther) and an elder elemental, put soem protections on. Hasted myself. Then cast flame arrow at one of the dragons to make them all go hostile. That did about 40 damage or so, then I cast another since it looked cool, same damage roughly. Now I have 3 dragons coming toward me, although one was slightly around the corner with my fam/ele going to intercept. Horrid Wilting looks powerful, cast that at the middle dragon so to get them all effected. Oops that killed the first dragon, then cast it twice more and the other two were dead. Both my fam and ele were 'uninjured' because the dragons were only interested in coming after me for some reason. So I basically pissed my pants at that, then vowed sorc would be my next new character.

Basically in a nutshell the game is just way to easy. Some feats/skills/spells/items are just way of out alignment compared to each other.

Disarm should be a nice feat, but why disarm when you can knock em down and kill them before they regain their feet? Parry...excuse me what? Parry? lol Im not letting Daelen or Grimgnaw get all the kills.

Also, the differences between Norma, Hardcore, and Very Difficult are basically nil if I remember right. Just some stun effects work different and some (paralyzing i think) last longer. Which basically means you get to sit with your thumbs up your butt longer when you trip a sonic or cold trap and don't make the save (damn those monk bastards).

To the question why monks get concentration: Concentration also affects your ability to ignore taunt. Monks probably get this since they are disciplined and aren't fazed by someone tauning them. Moot point though because I didn't see anything use taunt in the game. Why they don't get discipline was kind of odd to me though.

Anyway Ive been up about 25 hours (with nothing to eat but a Drumstick icecream cone for the past 13 or so =/) so I have an excuse if this is incoherent, words misspelled, etc.
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