ramza Posted July 15, 2008 Share Posted July 15, 2008 I have had this game for a long time but never had the real opportunity to play it, so I decided to give it a go. I am thinking of creating an optimised party: Fighter/Rogue (6/4), Fighter/Barb (6/2), Wizard, Cleric and Bard. My greatest concern is how to build my fighter/rogue and fighter/barbarian combos. Both will be humans and will have a total of 9 and 10 feats respectively at level 10. Just note that I am taking 2 barbarian levels with my second build just to get the rage and uncanny dodge abilities. I have had trouble deciding if it is worth dual-wielding weapons in ToEE. If yes, who of my two fighters should be the one holding two weapons? I want my fighter rogue to be efficient in both melee and ranged combat, but his BAB won't be high enough to compensate the -2 penalty to rolls from the two-weapon fighting. Thus, I believe I should have my fighter/barbarian dual-wield instead. My fighter/rogue combo will, consequently, get the following feats: rapid shot, precise shot, manyshot, point blank shot, weapon focus (rapier), weapon specialisation (rapier), dodge (or maybe improved critical?), weapon finesse and quick draw. Now, things get more complicated with my fighter/barbarian combo. I know for sure that he will get the following feats: T-W Fighting and T-W Defence. I am undecided whether he should pick Combat reflexes, Improved trip, Power attack and Cleave since I don't know the extent of the usefulness of those abilities in the game. I am also undecided on the issue of which weapons he should pick. I have been thinking of giving him the weapon focus, weapon specialisation and improved critical for at least one of the 2 weapons he will use. But is it worth making him wield short swords for example just to get the same bonuses on both weapons? If not, is it worth making him specialise in two different types of weapons? Do you agree with my builds? Just note that I haven't named the feats in the order I am going to take them. Thanks in advance for your advice. "Ooo, squirrels, Boo! I know I saw them! Quick, throw nuts!" -Minsc "I am a well-known racist in the Realms! Elves? Dwarves? Ha! Kill'em all! Humans rule! -Me Volourn will never grow up, he's like the Black Peter Pan, here to tell you that it might be great to always be a child, but everybody around is gonna hate it. Link to comment Share on other sites More sharing options...
SirPetrakus Posted July 15, 2008 Share Posted July 15, 2008 Personally, I would go for Fighter/Barbarian 9/1 x2, Sorcerer, Cleric, Rogue. There are many traps in the game and they are usually pretty deadly, so you need a good rogue to disarm them. A Sorcerer has more spells per day so combining some offensive spells with some buffs is always good and even better to have them in quantity rather than quality. The Cleric can be versatile thanks to his spontaneous casting ability going from buffs to healing spells so further need to talk about that. You will need 2 fighter/barbarians to take the beating because you should be ready to miss, a lot. For me 3 out of 4 attacks were misses, it's like there was no way on earth I could roll higher than 7,oh, and enjoy your 5 foot step cause there isn't one, attacks of opportunity on your character will almost always result in critical hits, laying him on the ground for absolutely no reason. I finished the game and it's pretty broken but still managed to get some fun out of it. Also, it has a 9.0c Direct X bug that doesn't allow you to pick up drops, so you might wanna patch that up. Link to comment Share on other sites More sharing options...
Kelverin Posted July 15, 2008 Share Posted July 15, 2008 Personally I would leave some room for some NPC's, they do not add much but they do add somethings. If I were you I would head on over here http://www.co8.org/forum/ You will get more answers to your questions and I would download their ToEE Front-End, and ToEE Cumulative Mods and Fixes Patch. J1 Visa Southern California Cleaning Link to comment Share on other sites More sharing options...
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