Posted January 24, 2014
IWD - part 2 (yes, I will merge these all into my top post when I'm done)
Race Recommendations by Class
Every 4 levels, you are allowed to increase one of your attributes. I will list the primary attribute for each class; you should always increase that attribute. Where I list more than one attribute, both are acceptable.
Fighter
Primary Attribute: Strength (melee), Dexterity (ranged)
Human, Dwarf, Half-Orc, Elf (archer specialist), Halfling (archer specialist)
Fighters make by far the best archers in Icewind Dale 2 (counter-intuitively, they are far superior to the Ranger in this respect), and are well-balanced for all styles of combat. Humans, Dwarves, and Half-Orcs make the best melee fighters, while Elves and Halflings make the best archers. The Fighter class is an ideal pick for multi-classing.
Barbarian
Primary Attribute: Strength
Human, Dwarf, Half-Orc
A superb class choice for a dedicated melee specialist. The barbarian is a close second to the fighter the best choice for multi-classing, and a fighter/barbarian in particular stands out as a great combo.
Paladin
Primary Attributes: Strength (melee), Dexterity (ranged), Charisma
Human, Aasimar, Elf (archer specialist), Halfling (Archer Specialist), Half-Orc (no spellcasting)
One of the trickiest classes to build in Icewind Dale 2 is the Paladin. You need a good strength, a passable dexterity, a decent constitution, good wisdom (if you want to cast spells) and good charisma. That leaves your points stretched very thin. Abandoning your spellcasting abilities in order to free up more points (paladins need little wisdom otherwise) is a viable approach. More than any class, this is one where you'll need to make serious sacrifices. Paladins work well when multi-classed with Fighters or (perhaps surprisingly) Rogues.
Ranger
Primary Attributes: Strength (melee), Dexterity (ranged)
Human, Half-Orc, Elf (archer specialist), Halfling (archer specialist)
The Ranger is essentially a weaker version of the fighter that gets some minor spellcasting and is decent at stealth. It has lower hit points and less ability to use armor so it's not a very good tank, it has no particular aptitude with a bow, and the fighter and barbarian both eclipse it in melee combat. You have to really want that spellcasting to justify a Ranger. Ranger is a mediocre choice for multi-classing, overshadowed as he is by the fighter.
Rogue
Primary Attributes: Strength (melee), Dexterity (ranged)
Human, Half-Orc, Elf, Halfling
The poor rogue got a pretty bad showing in Icewind Dale 2. It's still the best choice for your "pick locks and disarm traps" party role, but he's passable in combat. Multi-classing with one of the primary combat classes (Fighter, Barbarian, or Paladin) is the best long-term career plan for a Rogue.
Monk
Primary Attribute: Strength
Human, Half-Orc
The 3rd edition Monk class is interesting and flavorful, but it has a deep and fundamental flaw: it's a combat specialist that's not very good at dealing damage. As a result, maxing out your strength score to compensate is strongly recommended. Multi-classing is strongly discouraged. The choice of orders is irrelevant, as none of the advertised choices makes for a good multi-class option for monks.
Druid/Cleric
Primary Attribute: Wisdom, Strength
Human, Half-Orc, Dwarf
It's totally up to you how you want to build your cleric or druid. More strength and less wisdom will give you a more combat-oriented character, while more wisdom and less strength can play more like a divine alternative to the wizard. It's entirely possible to get a nice middle-ground. Multi-classing is discouraged.
Bard
Primary Attributes: Strength (melee), Dexterity (ranged), Charisma (spellcasting)
Human, Gold Dwarf, Gnome, Halfling, Elf
Not quite a spellcaster, not quite a warrior, the Bard is trapped in a bit of a no-man's land. Not much else to say about this guy; the classic “jack of all trades, master of none” archetype. Multi-classing is strongly discouraged.
Wizard
Primary Attribute: intelligence
Human, Dwarf, Gnome, Halfling, Elf, Tiefling
Let's cut to the chase: the real question is, what specialization to take? There are two stand-out choices: generalist for full spell access, or conjuror for extra spells per day. Because you can rest more-or-less freely in Icewind Dale 2, it's entirely possible to make due comfortably with the reduced alotment of a generalist. The conjuror, on the other hand, gives you expanded spells per day and you must only give up one school to get it: the only catch is that this school is evocation. That means no fireballs for you. That's not nearly as bad as it sounds, for two reasons; first, there are damage-dealing spells in other schools, so you aren't completely giving up this niche, and secondly you retain full access to all the wizard's more subtle support spells. At the end of the day, it means you need to play a little more intelligently (rather than just using your wizard as an artillery piece) but his overall power is not significantly impacted.
Sorcerer
Human, Gold Dwarf, Gnome, Halfling, Elf, Aasimar
The trick with the Sorcerer is choosing spells, since you can never change our selection later. The best advice is variety. Pick some spells that deal damage, some spells that incapacitate enemies, some spells that enhance allies, and some spells that defend you. Try to avoid having two overly-similar spells at the same spell level. Multi-classing is vehemently discouraged.
Race Recommendations by Class
Every 4 levels, you are allowed to increase one of your attributes. I will list the primary attribute for each class; you should always increase that attribute. Where I list more than one attribute, both are acceptable.
Fighter
Primary Attribute: Strength (melee), Dexterity (ranged)
Human, Dwarf, Half-Orc, Elf (archer specialist), Halfling (archer specialist)
Fighters make by far the best archers in Icewind Dale 2 (counter-intuitively, they are far superior to the Ranger in this respect), and are well-balanced for all styles of combat. Humans, Dwarves, and Half-Orcs make the best melee fighters, while Elves and Halflings make the best archers. The Fighter class is an ideal pick for multi-classing.
Barbarian
Primary Attribute: Strength
Human, Dwarf, Half-Orc
A superb class choice for a dedicated melee specialist. The barbarian is a close second to the fighter the best choice for multi-classing, and a fighter/barbarian in particular stands out as a great combo.
Paladin
Primary Attributes: Strength (melee), Dexterity (ranged), Charisma
Human, Aasimar, Elf (archer specialist), Halfling (Archer Specialist), Half-Orc (no spellcasting)
One of the trickiest classes to build in Icewind Dale 2 is the Paladin. You need a good strength, a passable dexterity, a decent constitution, good wisdom (if you want to cast spells) and good charisma. That leaves your points stretched very thin. Abandoning your spellcasting abilities in order to free up more points (paladins need little wisdom otherwise) is a viable approach. More than any class, this is one where you'll need to make serious sacrifices. Paladins work well when multi-classed with Fighters or (perhaps surprisingly) Rogues.
Ranger
Primary Attributes: Strength (melee), Dexterity (ranged)
Human, Half-Orc, Elf (archer specialist), Halfling (archer specialist)
The Ranger is essentially a weaker version of the fighter that gets some minor spellcasting and is decent at stealth. It has lower hit points and less ability to use armor so it's not a very good tank, it has no particular aptitude with a bow, and the fighter and barbarian both eclipse it in melee combat. You have to really want that spellcasting to justify a Ranger. Ranger is a mediocre choice for multi-classing, overshadowed as he is by the fighter.
Rogue
Primary Attributes: Strength (melee), Dexterity (ranged)
Human, Half-Orc, Elf, Halfling
The poor rogue got a pretty bad showing in Icewind Dale 2. It's still the best choice for your "pick locks and disarm traps" party role, but he's passable in combat. Multi-classing with one of the primary combat classes (Fighter, Barbarian, or Paladin) is the best long-term career plan for a Rogue.
Monk
Primary Attribute: Strength
Human, Half-Orc
The 3rd edition Monk class is interesting and flavorful, but it has a deep and fundamental flaw: it's a combat specialist that's not very good at dealing damage. As a result, maxing out your strength score to compensate is strongly recommended. Multi-classing is strongly discouraged. The choice of orders is irrelevant, as none of the advertised choices makes for a good multi-class option for monks.
Druid/Cleric
Primary Attribute: Wisdom, Strength
Human, Half-Orc, Dwarf
It's totally up to you how you want to build your cleric or druid. More strength and less wisdom will give you a more combat-oriented character, while more wisdom and less strength can play more like a divine alternative to the wizard. It's entirely possible to get a nice middle-ground. Multi-classing is discouraged.
Bard
Primary Attributes: Strength (melee), Dexterity (ranged), Charisma (spellcasting)
Human, Gold Dwarf, Gnome, Halfling, Elf
Not quite a spellcaster, not quite a warrior, the Bard is trapped in a bit of a no-man's land. Not much else to say about this guy; the classic “jack of all trades, master of none” archetype. Multi-classing is strongly discouraged.
Wizard
Primary Attribute: intelligence
Human, Dwarf, Gnome, Halfling, Elf, Tiefling
Let's cut to the chase: the real question is, what specialization to take? There are two stand-out choices: generalist for full spell access, or conjuror for extra spells per day. Because you can rest more-or-less freely in Icewind Dale 2, it's entirely possible to make due comfortably with the reduced alotment of a generalist. The conjuror, on the other hand, gives you expanded spells per day and you must only give up one school to get it: the only catch is that this school is evocation. That means no fireballs for you. That's not nearly as bad as it sounds, for two reasons; first, there are damage-dealing spells in other schools, so you aren't completely giving up this niche, and secondly you retain full access to all the wizard's more subtle support spells. At the end of the day, it means you need to play a little more intelligently (rather than just using your wizard as an artillery piece) but his overall power is not significantly impacted.
Sorcerer
Human, Gold Dwarf, Gnome, Halfling, Elf, Aasimar
The trick with the Sorcerer is choosing spells, since you can never change our selection later. The best advice is variety. Pick some spells that deal damage, some spells that incapacitate enemies, some spells that enhance allies, and some spells that defend you. Try to avoid having two overly-similar spells at the same spell level. Multi-classing is vehemently discouraged.