Creating the ultimate Custom Party!

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Sramsay12
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Creating the ultimate Custom Party!

Postby Sramsay12 » Thu Jun 16, 2011 7:30 am

Hey guys, for a change i'm not requesting help! The idea here is to create the
best custom party. It can be of any alignment obviously.
I'm not talking the "strongest" party, just the one most fun to play as.
The first character is the Protagonist.
I've encountered something interesting: If you try to edit a CRE file with Shadowkeeper, it saves the edited version to a new file. Meaning you can use it's code thingy combined with the console to spawn new creatures into the game!
So you can easily create new people and ctrl-q them to get them join your party!

And if you want to do a character quest, just let the character in temporarily.
So, here's my idea:

Sorcerer
Bounty Hunter
Cleric (of Talos, maybe?)
Shapeshifter (I love Cernd, so I'll probably use this rather than another Druid)
Fighter/Mage (multiclass)
Ranger (maybe an Archer)

But this thread's for everyone to post their ideas. I personally love the creativity that this could bring out. I'm probably going to play a pure Neutral custom team.

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ZENDINGO
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Postby ZENDINGO » Tue Jun 21, 2011 8:45 pm

I like to play melee oriented characters and teams. I used to try to use mages and sorcerers and such, but they'd usually just end up sitting there in the back chucking rocks with a sling most of the time. So this is the team I came up with to suit me. The concept is a team that will not use any offensive spells and will resolve battles by smashing skulls with their melee weapons. I use some mods and shadow keeper to get it the way I want it. Specifically, I use lvl 1 NPC mod to change the class of NPCs and item upgrade mod (to get Carsomyr with +50% MR instead of set MR to 50%). I use SK to cheat in some items that are only available in BG 1.

PC: half-orc fighter/thief multi-class. Concept: melee bruiser with very strong defense through the use of specific equipment & also takes care of the party's thieving needs. I do not use him often for backstabbing or traps, although he is more than capable of using these if desired.

19 str & con to start. I pretend that I played him through BG1 and use SK to give him all the stat tomes he would have got in that game. This lets him start with 20 str & con. Ultimately he'll end up with 25 str in ToB (+2 tear of Bhall, +1 machine of Lum the mad, +1 ring that clerics get at high lvl). That high str combined with HLA greater whirlwind will give this character enough offensive punch.

For defensive purposes, I give him specific items so that he'll end up with 100% magic resistance. Some of these will require HLA Use Any Item. Carsomyr (with the mod mentioned above), Human Flesh armor, ring of Gaxx (poison and disease immunity also), and in Tob, the holy symbol ring that clerics get (adds 1 str and 5 MR). Add in the MR you get from one of the tears of Bhall in hell and from the machine of Lum the Mad.

This character will also stock up on scrolls throughout the game to use once he gets use any item HLA. These scrolls will be for added defense in tough fights (stoneskin, mirror image, pfmw, etc). Using Carsomyr also means that most enemy protective spells will not last long and the party can chop them up.

Second party member: Viconia changed to fighter/mage multi-class using lvl 1 NPC mod. Concept: melee bruiser with strong defensive spells.

Viconia has weak str and con, so she will use the various strength belts found throughout that game. Starting with Hill giant belt that gives 19 str, then moving to 21 str belt and finally 22 str belt in ToB. Her low con isn't really an issue with all her defensive spells and magic resistance. Unless she gets 1-shot, she can bring up her spell defenses again and she never once got 1-shot. Low con also means healing potions heal her almost to full.

She dual wields Celestial Fury and Belm. I use item upgrade mod to upgrade CF to +5 in ToB because I like the weapon. This weapon combo plus high str and buff spells like improved haste give her enough offensive punch. She can also use HLA like critical strike.

Viconia starts with 65% MR as a drow. I cheat in cloak of Balduran using SK since this isn't available in BG2 afaik. That combined with Robe of Vecna and she gets to 100% MR very early in the game. Other equipment she uses is the amulet of power. The rest can be anything.

Third party member: Valygar changed to cleric/ranger multi-class using lvl 1 NPC mod. Concept: melee bruiser with strong defense through equipment choice and spells.

The first 2 team members use most of the available MR gear to get 100% MR. This character won't be able to do that, so he will take another path and try to get physical and elemental resistances as high as possible.

He will dual-wield flail of ages and defender of Easthaven. The flail is (I believe) the most damaging 1-handed weapon in the game. He will use clerical buff spells to achieve high str (righteous magic and DUHM). He can also use critical strike + harm combo if desired (I did this to improved demogorgan iirc). He can take GWW HLA since +5 flail of ages doesn't allow the use of improved haste. (There is a mod that allows +5 flail of ages to be combined with improved haste, however).

For defense, he uses the following gear to maximize resistances to all forms of damage: Corthala Family armor (reason for choosing Valygar as the NPC), Belt of Inertial Barrier, helmet of defense (later Ronarach's Horn), cloak of reflection, ring of fire resist/control, boots of the north, defender of Easthaven. Combined with Armor of Faith spell and Hardiness HLA, he can achieve the following resistances:

fire: 100
cold: 75
electric: 125
acid: 50
slashing: 85
crushing: 127
piercing: 85
missile: 90
magic damage: 100

I also give him the periapt of proof against poison for poison immunity.

Well, that's my "ultimate custom party". :laugh:

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Monks
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Postby Monks » Wed Jun 22, 2011 8:12 am

ok lets start out. if you want a fun balanced and one of the strongest parties ingame, that is capable of handeling every situation you are going to need following things
1 arcane caster
1 divine caster (you CAN do it without. but its much more interesting to have 1)
1 thief at around lvl 10 for removing traps, opening locks and such, dont worry about backstapping. you will pretty much NEVER use it.
5 strong physical dps chars characters

for spot 1. i would pretty much agree on the sorc. its the strongest class ingame if you choose the correct spell combinations.

for the divine caster. go with a cleric. you can for improved stats add in some fighter lvls (preferably beserker or antipaladin if you play modded) and then dualclass.

id then suggest you bring in 2 strong melee types. beserkers (or antipaladins) every party needs to backbone hack and slashers, or you will run into problems being overrun. if you dont have antipaladin kit. i strongly suggest a inquisitor for the dispells.

you then say you want a fighter/mage. a really strong class. do look into kensai dualed to mage aswell though. but remember. robe of vecna and all the other cool stuff will be equiped on your sorc. limiting the power of this char significantly. otherwise you might want to consider a Monk or barbarian (barb can become extremly resistant to physical dmg, and therefore be a great tank) the monk can become extremly resistant to magical dmg.

you also want a bounty hunter, a class that will cause you more pain than joy. he gets improved traps. thats it. for that you sacrifise thaco and AC that you would get from a fighter. and you most likely wont use traps "that" much.
instead if would suggest a swashbuckler pureclass or dualed into a fighter. from lvling he will get a significant bonus to AC and thaco. towards the end of the game. he will really start to shine, as he reach a proper ammount of AC.

you mention a shapeshifter. which is pretty much the most useless of all the druid kits, unless you got a mod for it. he spend more time being dead than alive. and if you are unlucky. you will spend quite a bit of reloads making sure he doesnt die permanently.

if you make a pure cleric. go thalos. if you make a ranger, archer is a good kit. but with mods you get the same kit as a fighter.
also for a ranged char. you can use the wizardslayer dualed to thief. with the bug fix for ranged wep on wiz slayers magic interupt.

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cbarchuk
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Postby cbarchuk » Wed Jun 22, 2011 9:44 am

Man have you ever played a high level thief? Backstab is ridiculously powerful especially against mages. It can make alot of fights much much easier and quicker and the only reason NOT to use traps is because they're completely overpowered and full of cheese not because they're useless.


Sramsay, if you like using traps then a Bounty Hunter is an awesome class. You'll have plenty of opportunities to use them although it will make the game substantially easier at times. Now I do think the Bounty Hunter loses a bit of steam in ToB simply because of HLA's and, at that point, all thieves will get better traps. With that said, it's still cool class.

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Postby Stworca » Wed Jun 22, 2011 11:16 am

Not-vanilla, not-too-cheesy, insanity PoV :

Backstabbing doesn't work on enemies that pose a big enough threat to make backstab a helpful opener. Thus it's utterly useless. Mages sleep with stoneskin on. Bosses are immune. Backstabbing goblins is a waste, as they die in a hit anyway.

1. One needs an arcane spellcaster, with as many spells as possible : Sorcerer. More spells than mage. More health than mage. More flexible than mage. (in Pen and Paper it's vice versa, but since there ARE only 5 good spells per level? Sorcerer wins)
He can tank the entire universe. He can deal all magical damage you will ever need. He summons. He can do all of the above at once.

2, 3, 4, 5, 6. Physical damage dealers. Two hander sword users (unholy reaver, avenger, carsomyr). Spear throwers (Ixil, Bloodspear) staves (staff of ram) dual wield (be it axes, flails or else)
Each needs at least one "defensive" value high. Be it health, AC (useless in ToB), mage levels, or physical damage resistance.
Characters with mage, druid, cleric, paladin, anti-paladin etc etc levels add an extra benefit of useful spells like dispel magic (you can never have enough)

One of the 2-6 should have enough cleric or druid levels to cast heal. Of course you may use rods instead.
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cbarchuk
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Postby cbarchuk » Wed Jun 22, 2011 3:44 pm

Well I usually am able to backstab the mage before he throws up stoneskin using oil of speed combined with boots of speed OR I'll set up my thief behind the mage, and then have my mage cast breach, and backstab that little magie into chunks. I did it to most of the mages and liches in the game. Mindflayers and umberhulks are another monster I would rather not sit there and go toe to toe with too long along. Backstab takes care of that nicely. Alot of the human opponents you face become a bit easier if you can one shot a few of them. For me, it's made many fights in the game easier. But it does come down to playing style. Obviously it requires a little bit of micromanagement and timing. Is it necessary? Of course not, but very gratifying and helpful. You can backstab most opponents in SoA but the amount of backstab-immune enemies goes up in ToB which is understandable otherwise the game would be even easier than it is. Just my opinion.

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Postby Stworca » Wed Jun 22, 2011 4:01 pm

cbarchuk wrote:Well I usually am able to backstab the mage before he throws up stoneskin using oil of speed combined with boots of speed OR I'll set up my thief behind the mage, and then have my mage cast breach, and backstab that little magie into chunks. I did it to most of the mages and liches in the game. Mindflayers and umberhulks are another monster I would rather not sit there and go toe to toe with too long along. Backstab takes care of that nicely. Alot of the human opponents you face become a bit easier if you can one shot a few of them. For me, it's made many fights in the game easier. But it does come down to playing style. Obviously it requires a little bit of micromanagement and timing. Is it necessary? Of course not, but very gratifying and helpful. You can backstab most opponents in SoA but the amount of backstab-immune enemies goes up in ToB which is understandable otherwise the game would be even easier than it is. Just my opinion.


Not-vanilla PoV :


Yup.
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cbarchuk
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Postby cbarchuk » Wed Jun 29, 2011 7:29 am

Now I've only played the game on core but will try some of the tactics mods here soon though I've often heard that some of the difficulty mods bottleneck you into only being to play a certain way making other options useless. Don't know if that's true but that's what I've heard in some cases. Now I haven't played on insanity either yet but will give that a shot as well.
If you do decide to use a bounty hunter, or any kind of thief of that matter, use the rogue rebalancing mod. It's very well made that makes the thief classes more unique from each other without going overboard. For stoneskin, just have an assassin use death attack(rogue rebalancing mod). It goes straight through stoneskin and you don't need to be in stealth. Mage is dead :D

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galraen
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Postby galraen » Thu Jun 30, 2011 4:19 am

One of the beauties of the game is that you can finish the game with almost any character you generate and develop on her/his own.

A full party can actually pose more of a challenge, especially, ironically, if you are going for a powerhouse party, more micro managing needed to get the full benefit.

Having got that out of the way, here's what I consider the most attractive full party option, with favoured NPC in brackets:

Berserker (can only be Korgan by default, great banter, and talks evil but doesn't act that way, never known him to actually initiate conflict within the party)

Archer/Backup tank (Mazzy, comes ready made for the archer role and quickly becomes a tank with the right items, her innate abilities come in very useful too, no need to waste a slot on remove fear for one thing and has some good banter exchanges with Korgan)

Thief/Mage (Jan, great banter, and if using a mod that improves his custom weapons as he increases level great archer backup too)

Cleric (if protagonist is female - Viconia, if male Branwen [mod needed])

Those four have all bases covered, and could storm the game no problem, but to fill out a full party as the question requires:

Sorcerer - (Tashia or Kelsey or protagonist)

Paladin - (Saerileth or Protagonist)

The following could substitute for the thief role

Amber/Fade - both thieves, and both come with well developed personalities and good additional sub quests)

Mods for those non standard characters can be found here
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Thrifalas
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Postby Thrifalas » Fri Jul 01, 2011 5:02 am

Well, I've fallen into the habit of creating the same setup (or a very similar) over and over again, since it just works to well and feels like the "ultimate" setup, I really couldn't figure out a way to improve it and all it feels just right for the tougher mods. Not that creative, though, it's more of a powerhouse mash... but I feel it suits the title.

Kensai>Mage prota
Inquisitor
Ranger/Cleric
Thief/Mage
Sorceress

The arguably four strongest classes in the game, backed up by a thief/mage ebcause thieving skills are good to have and mislead+backstab is just way too much fun.

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cbarchuk
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Postby cbarchuk » Fri Jul 01, 2011 7:59 am

Thrifalas,

Hey man, I've been thinking about trying out a multi thief/mage. They sound like alot of fun. How do you improve their THACO enough so they don't miss too much on backstabs? Thanks

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Thrifalas
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Postby Thrifalas » Fri Jul 01, 2011 1:35 pm

They won't get enough THAC0 to not miss that much, which is the sad part of it. I generally only use them if I have no other rogue in my party, so you get a disarm trap/unlocker as well as a half-mage, a welcome addition to any party. With a bow they can backup your party with casting/attacking decently, switching to melee in specific situations.

Also, the class grants some nifty combinations, most notably the Mislead spell. As long as the clone is alive, the character will re-cloak after hitting (or missing), allowing for limitless backstabs. It's not a viable tactic in most difficult battles, but can clear out a lot of the game with ease, such as the guarded compound in case you want a quick CF.

Other things to think about is that strength belts aid nicely in hitting, and I think that all attacks in time stop is automatical hit, can't remember if that's true though.

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Postby Duskryn » Fri Jul 22, 2011 6:25 pm

Usually I have the following:

- Two "tanks" (high AC/HP); usually a monk, ranger, fighter, barbarian, paladin, or swashbuckler rogue.

- A character with theiving abilities; any theif kit, dual class or multi-class.

- An arcane class; a mage or sorcerer, dual class or multi-class.

- A Healer; usually a cleric or a druid.

- A ranged character; a crossbow rogue or fighter, or a longbow weilding
ranger.

I like to have variety in my party and play styles, so all of my playthroughs have different characters. My favorite protagonist, however, is a neutral evil (edited with Shadow Keeper) elven stalker.

[SIZE="1"]NOTE: I only edited his alignment, I always found it silly that rangers could not be of evil alignment.[/size]

-Duskryn

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Postby vonhizzle » Thu Aug 18, 2011 10:13 pm

cbarchuk wrote:I've been thinking about trying out a multi thief/mage. They sound like alot of fun. How do you improve their THACO enough so they don't miss too much on backstabs? Thanks


Having one or more bards singing improved bard song would help and high strength. Stack cleric holy symbols for 24 str with fire giant belt. (Get multiple holy symbols by kicking cleric out of the group/rejoining.)