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-   -   Best Party (http://www.ironworksforum.com/forum/showthread.php?t=43278)

Arvon 12-14-2001 02:44 PM

All my saves are on 5" disk...so I'm guessing it's best to creat a new party. I was wondering for you who are far into the game, what is the best party make up? Heavy on fighters? Heavy on magic? Only one rogue? What's needed?

MaskedFrog 12-14-2001 05:03 PM

Unfortunately the answer to your question is very complex. There is a formula based on your age, gender, longitude, latitude, phase of the moon when creating the party ... [img]graemlins/laugh.gif[/img]

Actually the best party depends on your own gaming style. I have seen many posts with vastly different parties that are all effective if used with the right strategy. The most straight forward party would probably be:

Lizardman Fig
Ranger
Rogue
Bard (Female)
Priest
Mage

This party can use most any type of weapon found and the fighter and rogue (dual wielding backstab) will provide the brunt of your damage. The ranger has scouting and can do instant kills at range. The bard can use all the cool instruments you find. The Priest is for defense and healing. The mage for disabling and mass destruction of the enemy.

For a party with a little more finesse you could go with the following (Which happens to be my current party):

Samurai
Ninja or Monk
Ranger
Gagdeteer
Bishop
Psionic

The samurai will provide the bulk of your raw damage especially with a weapon found in Arnika and can do instant kills. The Ninja and Ranger provide instant kills. the Gadgeteer has his own gun that gets better as the game goes on. The Bishop provides both offensive punch via mage spells and defensive capability via priest spells. The psionic is great for disabling the enemy. The only problem with this party is it takes a little to get going but as long as you are careful you will do well. At my current levels of 11 to 13 they are really kicking but. I just love to see monsters with 400 hps dropped by a single hit.

If you could tell me a little bit more about your playing style, I might be able to make better recommendations.

Have fun.

Arvon 12-14-2001 05:18 PM

Well right now I'm about 1/3 of the way through Wizards & Warriors with a party of 2 fighters, 2 clarics(1 going for wizzard),rogue, and a mage. This group is very typical with what I play. I'm not real big on magic only using it as a backup and healing...

Marcos The Black 12-14-2001 07:45 PM

Hi
just started with wizardry and when i saw this topic i wandered if i could get some "experts" comment about my party.

Never spend so much time with character creation (nearly read the whole appendix in the manual). In good old fashionend ad&d this was much more straight forward ;)

ok here it is.

dwarfen lord
mook gadgeter (in regard to the "planet of the apes" i thought it would be cool to have an ape that runs around shooting with a rifle ;) )
fairy female mage (such a girl was in the demo, and i liked here and here cold comments)
elfen bishop
hobbit samurai


do i have any chances with this party, or should i use more fighters. In most games i have a strong tendency to magic rather than to physic fighting (and the name of the game ;) )

Merkin 12-14-2001 07:58 PM

I don't know about "best" party, but I think the most powerful might be the following:

Dracon Lord
Dracon Valkerie
Mook Ranger
Hobbit Bard
Dwarf Priest
Elf Mage

This is a pretty straightforward party to manage, while providing some interesting capabilities. Dracs for both fighters for "bad breath". Two area breath weapons have saved my butt in a pinch several times. This party will be able to make pretty good use of special items in the game, especially if you give your Valk a few points in modern weapons. There is a good mix of ranged, extended, close, and magic attack abilities, and the much maligned Priest is one of the most valuable of my party members. Bards simply rock in this game, incredibly cool instruments very early on, plus good enough at locks and pockets to replace a thief. And the mage is hands down the most powerful of the magic classes, nothing consistently wins the day for me like repeated fireballs do.

One thing I've found to make ANY party more effeective, don't ignore speed. Movement in combat is incredibly important, and your party moves with the initiative of your slowest member. If everyone has a speed of 60 or so, you can usually move either towards or away from the mobs before they strike.

Merkin 12-14-2001 08:04 PM

<blockquote>quote:</font><hr>Originally posted by Marcos The Black:
Hi
just started with wizardry and when i saw this topic i wandered if i could get some "experts" comment about my party.

Never spend so much time with character creation (nearly read the whole appendix in the manual). In good old fashionend ad&d this was much more straight forward ;)

ok here it is.

dwarfen lord
mook gadgeter (in regard to the "planet of the apes" i thought it would be cool to have an ape that runs around shooting with a rifle ;) )
fairy female mage (such a girl was in the demo, and i liked here and here cold comments)
elfen bishop
hobbit samurai


do i have any chances with this party, or should i use more fighters. In most games i have a strong tendency to magic rather than to physic fighting (and the name of the game ;) )
<hr></blockquote>

This is going to be a tough party to keep alive in the early game. Bishop, Gadgeteer, and Samurai all start out pretty weak, and stay that way for the first 5 or 6 levels. If you can keep them alive all the way to Arnika though (where you can pick up rpc's and a ton of good weapons, potions, and spellbooks) This party should start rocking. I would suggest keeping your Sam and Lord concentrated on fighting for a VERY long time, if you try to pump their spell abilities right away at level 5, you will be incredibly weak on the melee end.


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