Personally, I vote for long sword and flail. There are some very good flails, from early through to late game. Fire Flail+3 and Skullflail+4 are among the most damaging weapons in the game (losing only to a Paladin-only sword), and there is also a +1 APR flail. Noctalis.com:: A Nocturne for Icewind Dale - Icewind Dale and Heart of Winter Resource. Complete lists of items, the latest news, maps, downloads and cheats. I'm playing through with a solo Berserker, currently at level 9, with 5 points in axes, and 2 in shield style, what would be a good weapon to gain grand mastery in next? Mainly want to use axes for this character but might as well use the proficiency points I'll gain from levelling up for something useful.
So, I began a brand-new game a couple of weeks ago, and believed I'd have got a monk in the celebration.I chose a tiefling, státs 14/20/14/10/10/12. She't Dark Moon, and up til now has happen to be multiclassed with Sorcéror so I have got more accessibility to things like Identify and protective spells like Reflection Image.Since it's a multiclass personality and BABs wear't bunch for unarmed monk episodes, I've given her a brief blade. With the Tool Finesse feat that makes her quite indicate. Stat factors I've used to lump up DEX - I wear't see a need for WIS, since DEX improves my Air conditioning in the same way and has the included advantage of improving attack bonus.Surprisingly, even though, this personality provides the minimum kill proportion (8%) in the celebration. Plus despite the protective spells she is certainly often in trouble, Horsepower - wise. The choice of tiefling most likely didn't help with the ECL, possibly, but what's carried out is accomplished.I'michael planning of thumping up CHR tó 13 when I strike degree 12, after that taking more Sorceror levels so I can obtain Haste and push up the kills a little bit. Any thoughts?
That'n also suggest I can multiclass evenly for a bit longer to prevent getting an XP penalty.So, the stage will be I'm not really too amazed by my Mónk at the instant. What sort of plots do other people find to end up being great?
Icewind Dale received positive reviews, being praised for its musical score and gameplay.It was a commercial success, with sales above 400,000 units worldwide by early 2001. An expansion, Icewind Dale: Heart of Winter, was released in 2001, and a sequel, Icewind Dale II, followed in 2002.A remake by Overhaul Games, entitled Icewind Dale: Enhanced Edition, was published for several platforms in.
I possess a single-cIassed monk at level 9 and he is certainly.how to say it.worthless. All he will get is usually some insane amount of amazing produces and a heal himself issue. I wished for something even more.variable. It'h either dropping him or multiclassing.
I guess I'd consider to proceed for clerical mc and find if it helps. At this stage of the sport you may become much better off simply staying with him/her or trading him/hér in for á degree 1 character. A level 20+ Monk in IWD2 is certainly very effective; lower degree monks tend to become vulnerable, and multiclassed monks just need one or two ranges in the monk course to get everything beneficial (to the some other lessons) out of it. OTOH, owing to the way XP is definitely computed in IWD2, adding a level 1 character at this stage will increase the XP gained by every associate of the party until that character catches up, and they'll capture up rapidly.Ariana, a normal on the old IWD2 planks, ran through the game frequently with individual class parties. IIRC, she claimed that the easiest overall video game has been with an all Wizard or all Jet fighter celebration, but that the least complicated end game was with an all Monk celebration.
I usualy play with this celebration Monk/Criminal, Paladin/Jet fighter, Ranger/Figther, Cleric/Druid, Fake/Bard, Mage/Sorc. The some other classes like bárd, druid and sórc I will usuaIy add in HoF setting. I possess discovered monk usefull many of period as search, mage monster and decoy. The best issue about monk is that he can prevent fireball effects when he can be standing next to it while others pass away.
In mage getting rid of and disrupting the stunning blows mixed with backstab is nasty. Just conceal in shadow ánd sneak behind théir backs and give up them in the groin, amazing. Asus windows 8 iso. I simply completed my first romp through the game, and proceeded to go solo using a single-class human being Monk of the Old Order as my protagonist.The preliminary build was T-14 M-18 G-10 I-10 W-18 Ch-6. Achievements: Dodge Fortune of Heroes.
Skill points: Open up Locks-2, Diplomacy-4, Alchemy-2Research-2.The monk had very little difficulty throughout the sport. He't fast, has great Air conditioning, and deals a lot of harm.
The tactic of striking with a Stunning Blow and then following through with Power Assault-5 works for most of the battles. And even the toughest enemies didn't withstand the dreaded Quivering Palm (I put to sleep the Protector with a single strike).Going solo, I strike level 20 towards the end of Chpt 3, and went a long time without a single reload - probably until the finish of Chpt 5. At degree 20, the monk is certainly immune to disease and poison, evades region effects, has very higher magic and damage level of resistance.I think if I acquired to do over, I would possess switched to another class after degree 20 just to get some various capabilities or probably actually some spells. The monk is a little ovérpowered to the point where it got boring at situations.Final Build:Levels 25; S i9000-16 G-23 Chemical-14 I-10 W-24 Ch-6; Horsepower: 178; Air conditioning: 43. A few of questions:Did you discover HP were ok, beginning from Scam 10?Were skills ok with lNT 10?Why did you put a lot of bonus factors into WIS, not DEX?
I would've possibly chosen DEX instead, for Weapon Finesse. HP is certainly fine with Scam 10. You put on't need a lot of HP if you wear't get hit extremely often. After level 20, damage opposition 20/+1 means very little damages you until afterwards in the sport. Eventually, the monk strike Con 14 with the Band of Hearty Strength.
This provided quite a little bit of pillow.For monks, WIS is definitely crucial, moreso than DEC. It not really only provides to Air conditioning like DEX, but also is utilized for DC (trouble course) of quivering hand and spectacular setback, and I think WIS also enhances the monk't fortitude saves. Somebody correct me on thát if I'meters wrong. A couple of questions:Did you find HP were ok, starting from Scam 10?Were abilities ok with lNT 10?Why did you place lots of bonus factors into WIS, not really DEX? I would've most likely selected DEX instead, for Weapon Finesse.
HP can be good with Scam 10. You put on't need a lot of HP if you wear't get hit extremely frequently. After degree 20, harm resistance 20/+1 indicates quite little damages you until afterwards in the sport.
Eventually, the monk strike Scam 14 with the Ring of Hearty Strength. This gave quite a bit of pillow.For monks, WIS is usually essential, moreso than DEC. It not really only adds to Air conditioner like DEX, but furthermore is utilized for DC (trouble class) of quivering palm and stunning strike, and I think WIS also boosts the monk's i9000 fortitude helps you to save. Somebody correct me on thát if I'm incorrect. I wanted to elaborate on my final submission regarding: (1) 'were skills sufficient with INT 10?'
And (2) 'Why did you place plenty of bonus factors into WIS, not really DEX?' (1) Skills were just good with INT 10. My allowance wasn'capital t optimal, but l didn't make use of any walkthrough guides going through. If I had to perform over, I would have place some extra points in Alchemy rather of Arcana, and maybe a few more points in Bluff and Intimidate.
My conversation options had been mostly powered by high Diplomacy. Great WIS provided good Backwoods Lore, and high DEX with potions of professional thievery gave good Open up locks.(2) If you're also going solo, the video game lends itself naturally to a high WIS protagonist. There are usually two potions óf transference in thé sport. If you consume them, you'll finish up -1 DEX, -1 Disadvantage, +4 WIS. A monk who begins with WIS 18, will end up WIS 22 even if fresh ability factors are allocated somewhere else.
This is good information for the mónk because WIS increases Will saves, DC for stunning attack quivering palm, and gives AC bonus.I think WIS will be better for Air conditioner bonus than DEX anyway because there are usually circumstances when the monk will shed the DEX reward to Air conditioner (like when fighting hidden/invisible competitors).There may become an benefit to having high DEX over higher WIS if the participant installs the Weidu Ease of Make use of Mod. This mod provides monks Weapon Finése for fists, ánd Damage Level of resistance for armor and shields. If Undead Targos is installed, then there are usually also some powerful weapons and armor that would create the solitary monk have fun with the initial few chapters identical to a DEX build jet fighter who gets worse melee but much better helps you to save and some specific capabilities. I played without the mod.
Say thanks to you both for your responses@Improper Make use of:So if I'meters interpreting what you're telling me correctly, speed aspect is insignificant if you possess multiple attacks per round and it's better to equip the bigger weapons because they deal more harm? (Therefore daggers are pointless for any character that has any weapon specialization they can afford to spend somewhere else?) Also, weapon swiftness and attacks per round are not associated? I would've thought a lower tool velocity (2 with a dagger instead of 7 with an axe) would've calculated into a personality having more assaults per round. But I imagine it will not viewing as my character has the exact same amount of episodes with both wéapons. Clarify this pIz?@caxtellWhat do you imply when you mentioned 'Therefore falling by two ór three I believe it had been in Jet fighter's Handbook was fairly cool.'
And in targeting previous in a circular (as with a dagger rather of a halberd) wouldn'testosterone levels that mean to say you'chemical be that very much closer to a 2nd attack? As I queried Improper Make use of: Wouldn'capital t having a lower number in strike speed indicate you'd finish up with more assaults per circular? Originally published by:Thank you bóth for your response@Improper Use:Therefore if I'meters interpreting what you're telling me properly, speed element is unimportant if you possess multiple assaults per round and it's better to equip the bigger weapons because they offer more harm? (Therefore daggers are usually pointless for any personality that has any tool specialization they can pay for to commit elsewhere?) Also, weapon rate and assaults per circular are not really associated?
I would've thought a lower weapon swiftness (2 with a dagger rather of 7 with an axe) would've computed into a personality having more episodes per circular. But I imagine it will not viewing as my personality offers the same quantity of episodes with both wéapons. Clarify this pIz?Tool speed will be when in the circular the assault happens (a round can be six seconds in size@30FPS). For dual wield and multipul attacks per circular it can make no real distinction what rate aspect they are usually.The just real element you require to think about is the THACO for each hands.
With the off-hand having a lesser opportunity to really link you would end up being best off putting the less damaging or effect on hit presently there.If you require to demonstrate this to yourself. Convert on round pausing and place a daggér in the máin-hand. (simply because longer as you possess not adjusted the frame-raté) you can count up the secs it will take to execute the strike. Then test it with á flail/mórningstar in the máinhand. Ensure combat roll responses is enabled in the feedback/text windows.The uninportance of weapon speed is definitely especially noticable when you reach 3 attacks per circular and above. Use a velocity concoction and possess grandmastery.if you are usually really actually curious get (eekeeper) and give yourself grandmastéry in whatever.0r rather, buy 2 of each, and proceed pick on a Kobold.Attempting double daggers and dual flails would be rather definitive, yes.
Speed factor is usually when in the round you will execute your assault. (times are 6 seconds, and 10 rounds is called a 'convert').
Rate factor ranges from 0 (as shortly as the circular starts) to 10 (once the circular ends).basically it finishes up becoming about how effective it is definitely to 'hit and operate' with a weapon. With a low speed factor, you can efficiently dancing around, obtain your strike in after 6 seconds, and move back to dancing about. With a higher speed element this will become difficult, since you will require to stand toe-to-toé with the foe for up to 6 mere seconds before you'll actually strike him.not really certain how this means to several assaults per circular, or dual-wielding, even though. I would guess that it would cut the round up into equal sized parts, and that the swiftness element would control when in the part the strike occurred, but that's just a think.