Please note that new user registrations disabled at this time.

What kind of skills did you pick and why?

This forum is to be used for all discussions pertaining to Obsidian Entertainment's Neverwinter Nights 2, the Mask of the Betrayer expansion pack, the Storm of Zehir expansion pack, and the Mysteries of Westgate adventure pack.
Post Reply
User avatar
De_Priester
Posts: 326
Joined: Mon Aug 12, 2002 6:30 am
Contact:

What kind of skills did you pick and why?

Post by De_Priester »

So with my first fighter I used create weapons and parry, sadly I never use parry because I don't see much effect and I don't understand the explanation given by the npc about creating weapons so I haven't used that either, nor do I really believe in making your own weapons because you can always find better ones.

For my next character I think I will either use intimidate or diplomacy since I see so many conversations in which it comes in handy.

But what did you guys and girls pick and why? How did it turn out?
User avatar
Xandax
Posts: 14151
Joined: Thu Nov 16, 2000 12:00 pm
Location: Denmark
Contact:

Post by Xandax »

My current fighter selects "tumble", "diplomacy", "intimidate" and "lore" as the primary ones.
Tumble for the AC bonus, dimplomacy and intimidate I hope are selfexplaining (I've left out bluff, because I do not feel I need all 3. If I can't be diplomatic or scare people to do as I need, I have no need to attempt to bluff them :D ) and Lore to avoid having to pay money for identifications.

For spellcasters, I usually forego intimidation for spellcraft.
Insert signature here.
User avatar
De_Priester
Posts: 326
Joined: Mon Aug 12, 2002 6:30 am
Contact:

Post by De_Priester »

Xandax wrote:My current fighter selects "tumble", "diplomacy", "intimidate" and "lore" as the primary ones.
Tumble for the AC bonus, dimplomacy and intimidate I hope are selfexplaining (I've left out bluff, because I do not feel I need all 3. If I can't be diplomatic or scare people to do as I need, I have no need to attempt to bluff them :D ) and Lore to avoid having to pay money for identifications.

For spellcasters, I usually forego intimidation for spellcraft.
I actually left out lore for someone else, I found that having the dwarf (forgot his name) take lore saves you the effort and saves you to take more points into tumble or diplomacy. Now as for my characters I nearly always play neutral good and somehow I don't think intimidate fits with that as much so I will probably stick with diplomacy. Either way I am a bit of a powerplayer sometimes so I'd probably pick tumble and say either intimidate or diplomacy for the rp use.

I am curious as to other choices people made for their avatar, and for their partymembers when it comes to skills. It's a shame you can't pick skills retroactively for new partymembers since that would make it wicked.
User avatar
smass
Posts: 632
Joined: Sun Feb 03, 2002 10:54 pm
Location: New York
Contact:

Post by smass »

I am currently playing a rogue/ranger. I usually play some form of rogue combination so I have many skills to choose from and, as a rogue, the most points to distribute. I start by using all the standard rogu skills: open lock, disarm trap, move silently, hide. I chose "two weapon fighting" as my ranger focus - so this rogue is more combat oriented, therefore, I choose to pump up tumble which is handy when moving around to try and get attacks of opportunity. I also pumped up diplomacy and use magic device. Diplomacy helps with negotiating skills and use magic device is great for using scrolls and wands to duplicate mage abilities.

I haven't messed around with set trap this time around. In NWN I pumped up set trap and then never ended up using it. :)
Check out Mirrors Online a premier NWN2 roleplaying persistent world and D20 campaign world publishing project.
User avatar
De_Priester
Posts: 326
Joined: Mon Aug 12, 2002 6:30 am
Contact:

Post by De_Priester »

smass wrote:I am currently playing a rogue/ranger. I usually play some form of rogue combination so I have many skills to choose from and, as a rogue, the most points to distribute. I start all the standard ones, open lock, disarm trap, move silently, hide. For this character I choose "two weapon fighting" as my ranger focus - so this rogue is more combat oriented, therefore, I choose to pump up tumble which is handy when moving around to try and get attacks of opportunity. I also pumped up diplomacy and use magic device. Diplomacy helps with negotiating skills and use magic device is great for using scrolls and wands to duplicate mage abilities.

I haven't messed around with set trap this time around. In NWN I pumped up set trap and then never ended up using it. :)
I actually think the set trap is harder to use here because you have two more partymembers to worry about and unless you know where a boss might or might now spawn there is little advantage to using the traps. The recovering of traps might give some cash but it also has a higher DC check.

As for use magic device, is there anything exceptionally worthwhile in this game in order for the skill to be effective? In NWN I picked this skill because I only had one henchmen to pick and I took the tank, so without a mage I needed this skill for the magicuse. In nwn2 you can get all sorts of partymembers so is this skill going to be a big bonus or just handy to blow away the scrolls you find but don't end up using?
User avatar
Tricky
Posts: 3562
Joined: Fri Oct 28, 2005 10:21 pm
Location: Norway
Contact:

Post by Tricky »

Oh, that was a tough one for me. I think the why might be interesting enough.

I kept restarting the campaign it because I didn't like my builds. I came to the conlusion I wanted excellent social skills for my first singleplayer experience, and somehow not let it weaken me. A focus on Charisma really limits your offensive capabilities, unless you are either a Sorcerer, Bard or Warlock since they draw their magic power from that attribute.
Sorcerers have to get those social skills through cross-class skills and the like, which seemed like a waste. Since they do put that magic to good use, I tried combining them with (prestige) classes that did have the social skills as class skills. That didn't work at all, weak spells and a disappointing total skill advantage.
On to the Bard then. They are the only arcane class that let you develop Diplomacy as a class skill, which is strange, neat and unfortunate at the same time. Their spells are mostly supportive though, hence the class did not quite seem to suit my focus on charisma in this particular build.
So I was left with the Warlock. They get Intimidate and Bluff, which is good. Their spells more offensive than Bard ones, but also aiding player in melee combat. Both a focus on Strength and Concentration seemed necessary.

So there you have it. Bluff, Intimidate and Concentration. Damn well took me long enough to figure that out. I can't tell yet if it was a good idea to get two social skills, but it only cost me one extra (and cheap) point in Intelligence.
[INDENT]'..tolerance when fog rolls in clouds unfold your selfless wings feathers that float from arabesque pillows I sold to be consumed by the snow white cold if only the plaster could hold withstand the flam[url="http://bit.ly/foT0XQ"]e[/url] then this fountain torch would know no shame and be outstripped only by the sun that burns with the glory and honor of your..'[/INDENT]
User avatar
De_Priester
Posts: 326
Joined: Mon Aug 12, 2002 6:30 am
Contact:

Post by De_Priester »

Tricky wrote:Oh, that was a tough one for me. I think the why might be interesting enough.

I kept restarting the campaign it because I didn't like my builds. I came to the conlusion I wanted excellent social skills for my first singleplayer experience, and somehow not let it weaken me. A focus on Charisma really limits your offensive capabilities, unless you are either a Sorcerer, Bard or Warlock since they draw their magic power from that attribute.
Sorcerers have to get those social skills through cross-class skills and the like, which seemed like a waste. Since they do put that magic to good use, I tried combining them with (prestige) classes that did have the social skills as class skills. That didn't work at all, weak spells and a disappointing total skill advantage.
On to the Bard then. They are the only arcane class that let you develop Diplomacy as a class skill, which is strange, neat and unfortunate at the same time. Their spells are mostly supportive though, hence the class did not quite seem to suit my focus on charisma in this particular build.
So I was left with the Warlock. They get Intimidate and Bluff, which is good. Their spells more offensive than Bard ones, but also aiding player in melee combat. Both a focus on Strength and Concentration seemed necessary.

So there you have it. Bluff, Intimidate and Concentration. Damn well took me long enough to figure that out. I can't tell yet if it was a good idea to get two social skills, but it only cost me one extra (and cheap) point in Intelligence.
This seriously sounds cool, I was actually thinking about getting a warlock as a class (WoW fanatic) but didn't because I feared it would be gimpy. But it would in fact be a nice way to play with these combo skills. Cool idea I seriously need to try it sometime.
User avatar
Fljotsdale
Posts: 1640
Joined: Tue Oct 25, 2005 4:07 pm
Location: UK
Contact:

Post by Fljotsdale »

smass wrote:I am currently playing a rogue/ranger. I usually play some form of rogue combination so I have many skills to choose from and, as a rogue, the most points to distribute. I start by using all the standard rogu skills: open lock, disarm trap, move silently, hide. I chose "two weapon fighting" as my ranger focus - so this rogue is more combat oriented, therefore, I choose to pump up tumble which is handy when moving around to try and get attacks of opportunity. I also pumped up diplomacy and use magic device. Diplomacy helps with negotiating skills and use magic device is great for using scrolls and wands to duplicate mage abilities.

I haven't messed around with set trap this time around. In NWN I pumped up set trap and then never ended up using it. :)



I used Set Trap all the time in NWN - once I found out how fantastically good it was! True, not brilliant early one (but still useful), but later it does LOTS of damage! :D I hope it is as good in NWN2 - which I still can't play becaue my machine has not come back yet... :(
Leonard Cohen :http://www.youtube.com/watch?v=V8VwvO0e ... re=related
time for a change

"Dogs come when they're called. Cats take a message and get back to you."
User avatar
fable
Posts: 30676
Joined: Wed Mar 14, 2001 12:00 pm
Location: The sun, the moon, and the stars.
Contact:

Post by fable »

Fljotsdale wrote:I used Set Trap all the time in NWN - once I found out how fantastically good it was! True, not brilliant early one (but still useful), but later it does LOTS of damage! :D I hope it is as good in NWN2 - which I still can't play becaue my machine has not come back yet... :(
It's good, but it's just unfortunate that traps cost quite a bit. Of course, I haven't had many options to recover traps, yet. Hope I will.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Post Reply