What do you all think about parties mostly or entirely comprised of priests? Has anyone taken such a party through to the end of the game?
There are plenty of reasonably good priest spells that can be used to good effect, but they tend not to be, because healing is a higher priority with just one or two priests.
Here's my idea for a priestly party:
Druid - offensive spellcaster/summoner, occasional healer, missile support
Fighter/Druid (multi) - healer, missile support, 3rd tank, secondary summoner
Thief[8]/Cleric - scout, party protection, will take over primary healing and protection duties once he/she levels high enough
Fighter/Cleric (multi) - primary tank, personal buff spells, secondary party protection
Cleric[14(?)]/Necromancer (evil) - nasty offensive spellcaster, occasional tank (with the Giving Star and touch spells) - late-game king
Fighter/Mage - either multi or dual F[9]/Mage - best archer, secondary tank, focus on enemy dehibilitation (Web, Slow, etc) and personal protection (Stoneskin, Mirror Image, Improved Invisibility)
There are three weaknesses with this party, but I hope they could be overcome by the masses of priest spells available.
1) Melee power - not a lot of swords, axes and bows can be used here; magical blunt weapons will have to be spaced well. One (not ideal) solution could be to replace the multi class F/C with a dual class Cl[?]/Fighter. I think it would then be allowed to use edged/pointed weapons once dualed over.
2) Loss of thief skills - in the middle-game this could be a problem. Could be solved if playing on insane/spend a little time on DE lvl 3 to level up.
3) Mages - Will take some time to reach full power, as the F/M will be either a dual or a multi class, and the Cleric/Necromancer will not max out its potential for quite a while.
Edit: added a long-overdue spoiler tag to the title.
[ 12-23-2004, 04:13 AM: Message edited by: Aerich ]
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