Co8 7.3.3 NC or Standard for a noob?

Discussion in 'The Temple of Elemental Evil' started by Woj, Jul 18, 2012.

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  1. Woj

    Woj Member

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    Hey I don't know much about the game besides the fact it uses rule set similar to iwd2. I wanted the best experience possible so I looked up co8 mod(I played modded bg2 and it added much to the original game- so I guess it's same here:) ).

    So what would you suggest for me NC or standard? What is your own experience with both?
    Are there any other mods/tweaks that improve the game a lot?

    Since I already bothered you;
    any of these builds-> http://www.co8.org/forum/showthread.php?t=9571 will have enough skill points left to make an above-average faceman AND crucial thieving skills?
    I am pretty much set on taking a fighter,cleric,druid and mage; so I'm just left with a faceman character choice.
     
  2. sirchet

    sirchet Force for Goodness Moderator Supporter

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    Hi Woj and welcome to the forum!

    I would certainly recommend the 7.3.3NC you can always choose not to play the new content if you wish, (but you'll be missing out).

    I think you should download and install the 7.3.0NC first, then start it up and make sure you've got it right, then download and install the 7.3.3 patch, (fixes a few small problems).

    The nice thing about patches is that they are installed from the TOEE-X front end, (click add on after you've downloaded it to the install directory).

    It is paramount that you follow the install instructions exactly, (will save you many head aches later).

    If you haven't already, please read this short thread. CLICKY CLICKY

    As for the faceman, I usually roll up a bard.
    I'm running a 5 man, (well 1 man and 4 women) party this time through.

    Spot 1. Human Fighter, (glaive specialist).
    Spot 2. Elvin Rogue, (longbow focused).
    Spot 3. Human Cleric, (longsword focused).
    Spot 4. Elvin Wizard, (generalist, longbow focused).
    Spot 5. Elvin Bard, (longbow focused)
     
  3. Woj

    Woj Member

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    thanks, I did read the install instructions my experiences with BG2 mods taught me how messed these old games can get :D

    Bard isn't bad I guess, though I guess it will be a bit of a let down after playing an uber-powerful Bard-Blade in BGT(just finished)
    btw are Bards good trap disarmers/finders? I intend to keep my mage pure. So basically I need elite Spokesman and good rogue, bards will have enough skill points to do that? (my exp with bards/rogues in 3e is non existent, even-though i played iwd2)

    that's a nice party, my parties are usually caster heavy,
    party i thought to use is nearly identical besides taking druid instead of either rogue or bard, but it's not yet decided i guess
     
  4. sirchet

    sirchet Force for Goodness Moderator Supporter

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    In my opinion bards make poor trap handlers in TOEE.

    btw, TOEE is using 3.5e rule-set, although you may see a small part of 3.0 here and there due to the devs switching it from 3.0 to 3.5 right at the end of production.

    I know exactly where you're coming from with BGT, (still on my machine and played often).
    I love playing BG1 on the BG2 engine and usually quit after BG1 in BGT, bt I digress.

    The reason I tend to play pure classes is that in the end battles of TOEE NC I really enjoy having a powerful wizard and cleric and rogue and ... you get my meaning. ;) Holy Word is devastating!

    Let us know what you end up running and how it works out.
     
  5. Woj

    Woj Member

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    one more question if I may :)
    is CHA a dump stat for anyone else other than party leader?
    It was hardly relevant in 2e and 3e
    I'm hardcore re-roller so i'll get stats i want.. eventually just wondering if I have to :p
     
  6. durandall87

    durandall87 Member

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    I've installed ToEE (patch2), 7.3.0 NC, 7.3.3 and then ran TFE-X. Is this okay? Should I have ran TFE-X on 7.3.0 NC before installing the 7.3.3 patch? I didn't have to use an add-on feature to install the patch.
     
  7. Woj

    Woj Member

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    ah and another question
    what skills are worth taking for pure fighter? :S
     
  8. Gaear

    Gaear Bastard Maestro Administrator

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    No, the way you did it is fine. However, you do have to activate 7.3.0 in TFE-X, and then you have to activate the 7.3.3 add-on via TFE-X as well in order to actually play it all correctly. For specific instructions, see the numerous installation guides found throughout the Downloads subforums.
     
  9. Daryk

    Daryk Veteran Member

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    Always Tumble, Hide and Move Silently if you want to take tactical advantage of positioning prior to starting combat, and spot if you have an extra point laying around.
     
  10. sirchet

    sirchet Force for Goodness Moderator Supporter

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    I guess it goes without saying that CHA is super important for a bard, being that her spell casting is based on it, (like a sorcerer).

    I like to give my fighter as much tumble, spot and survival I can afford.

    Like you I will roll until the cows come home to get the stats I want. :p

    Survival comes in handy with the world map encounters, it lets you choose whether or not you want to engage the enemy and it also determines the distance the foes are from you at the beginning of a surprise encounter.

    Higher survival = farther away.
     
  11. General Ghoul

    General Ghoul Established Member

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    Clerics use their CHR modifier when turning undead, and as all D&D games, there are undead here.

    As noted, Tumble is a necessary skill. In fact, every character from rogues to fighters to wizards should take some points in Tumble because you start so many fights with combatants start so many fights right next to you and its nice for the squishies to be able to move away from melee combat without being cleaved in half.


    Finally, Rogues make a great face man, they get all of the talking skills. he will need a decent INT score to have enough skill points to pass out, but a 14 or 16 INT rogue will have plenty of points to cover all the talking points and still get in all the lock/trap skills.

    Also, with the mod you can have more than 5 in your party, and on an initial run it maight be good to go with 6 0r 7. This way you can have a little more fire power and try some of the other classes as well. If not, you can get several different NPCs to join you in the starting town.
     
  12. Woj

    Woj Member

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    that goes without saying, but you never know with a noob :p

    thanks for survival tip, I'll get my Druid to be my scout :)


    thanks I'll go with that

    thanks, I guess I can more or less ignore it then for anyone else than a faceman, I've always found the concept of turning undead cheap plus it's more fun to hack them to pieces



    thanks that helps too, I guess I'll go with 5 and take Rogue to handle all the interactions and dump Bard for a summon-orientated Druid. I guess tumble and improved initiative for all!
     
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