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Tips for skills and feats?

Discussion in 'Neverwinter Nights (Classic)' started by Sir Phaapylon, Jul 8, 2002.

  1. Sir Phaapylon Gems: 1/31
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    Just started out with NWN and must say i had both positive and negative impressions of it. Very boring graphics (i didnt say ugly, just boring - BG was much more cosy;)

    Bottom line is, i created a Half-Elf Fighter and have leveled up 3 times and im simply lost in all skills and feats, wich are good ? Any useless skills or feats for a fighter besides the obvious ones ?

    Any help is appreciated.
     
  2. monkey Gems: 6/31
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    For skills as a fighter discipline is probably the best. The only other skill I rate is lore which is useful for everyone as you don't have to spend money getting items identified.

    There are so many good feats for fighters its hard to choose.

    Several possible routes are:
    Weapon Focus -> Weapon Specialisation -> Improved Critical for whichever weapon you are using.

    Power Attack -> Cleave (perhaps the most useful feat especially early on)

    Knockdown -> Improved Knockdown (useful against spellcasters especially who don't have much discipline)

    I also like Iron Will, Lightning Reflexes and Greater Fortitude probably in that order as you already have high fortitude as a fighter. I doubt many people will agree with me on these but its very useful being able to save on will saves especially.

    Hope that helps.
     
  3. Z-Layrex Gems: 21/31
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    Called shot and power attack can be very handy.
     
  4. Vormaerin Gems: 15/31
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    OBviously, Two weapon fighting, Ambidexterity, and Improved two weapon fighting are useful if you want to dual wield.

    I like to pick up Dodge and Mobility. Mobility gives +4 to AC against all attacks of opportunity, which is very nice if you need to drink a potion (on hardcore diff) or run past the front line to whack a mage or an altar or something.

    Cleave is definitely the "best" feat in the game, though Knockdown is pretty close.

    As for what is 'useless', I'd say that Improved Unarmed Combat is pretty useless in this game. Its one of my favorites in PnP play, but there is no reason to ever use it in the official campaign. The only time I used it was when a certain wench tried to stab me while we were naked. But I could just as easily have picked up my weapons.

    Aloha
    Vormaerin
     
  5. Claugliymatar Gems: 1/31
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    Hi there, how is your helf-elf fighter specced? Some of the feats require certain ability scores, so it might help if you gave your stats :p

    Like someone has mentioned, discipline is your "best" class skill. Feats-wise, weapon focus, weapon-spec, improved crit are very good choices *if* there is a type of weapon you really like.

    There are also different choices depending on how you wish to play ... you might want to be a ranged attacker / wield a huge-big 2-hander or act like a swashbuckler :p

    Hrm, don't forget toughness btw, those extra hits can come in handy ;)
     
  6. Ragusa

    Ragusa Eternal Halfling Paladin Veteran

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    Completely depends on your char. I have a lvl-6 pally, lvl-2 fighter, lvl-2 cleric. For my char I found Persuade very handy - it allows you to get good info and to gather info, just as it helps to get more cash and maybe special items (my pally has persuade 15 with a few items). Lore is very useful, just like discipline and taunt. When you have high taunt and a good chr you can eventually fight a minor boss fight without getting hit. Discipline is kinda crucuial when you go into melee with strong enemies using feats like knockdown or disarm.

    Since I play a pure melee char I chose the following feats: exotic weapons, focus b'sword, specialization b'sword, power attack, cleave, dodge, mobility. I just did the orc/ goblin/ bugbear dungeons and it was a joy to see my char moving through masses of enemies without getting hit to pick out the spellacsters first or to keep the horde away from little Tomi Undergallows.

    Next feats will probably be: Improved critical, improved power attack and the nasty knockdown feat (actually the hhardest enemies in the orc/ goblin/ bugbear dungeons were the three kings and not the end boss - because of knockdown).
     
  7. ywpark89 Guest

    I have a similar problem, only with a rouge wizard. I can't decide which class to start first, although I have noticed that starting as a rogue gets more skill points. And I don't know what levels i should devide it up, what feats, and what ability scores...
     
  8. Vormaerin Gems: 15/31
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    Well, from a pure utility point of view it is VASTLY better to start out as a rogue. Doing so will get you 24 more skill points than starting as a wizard. It takes a whole lotta roleplaying to overlook such a huge advantage.

    Aloha
    Vormaerin
     
  9. Laertiades Gems: 2/31
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    Improved Knokdown is gay, it is to overbalanced, my Monk rips through any spell caster with it; but hey, they put it in there, but is still feels like cheating.
     
  10. Rastor Gems: 30/31
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    In addition to the ones mentioned here, may I also suggest the heal skill? Once you get a few points in it, it will help you out in a lot of the later dungeons, and will save you the money of having to constantly use the stone of recall.
     
  11. Earl Grey

    Earl Grey Mmm... hot tea! Veteran

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    [​IMG] Heal?
    I thought we pretty much had reached consensus that Heal is one of the most useless skills in the solo campaign.
    You either just rest or use the Stone of Recall. Surely money isn't a problem. Besides, the heal kit you use up could be sold to make up part of the difference.
     
  12. Gaidal Gems: 1/31
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    I'm currently using Cleave, Weapons Focus, and Improved Critical with an enchanted weapon and boots of speed; you can really lay down some heavy damage on one or multiple targets this way.
     
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