I've played and restarted this game quite a few times in recent weeks (never getting out of chapter 1), and I'm seeking a party that will work for me, and hopefully be decent in the power department. Please let me know what you think of my latest brainstorm:
Paladin: long swords, axes for range (can use a shield this way) Main tank.
Gnome F/Ill: bows, greatswords. He's for spells and ranged combat. Melee if bad guys get through arrows
Elf F/Thief: bows, longswords. Archer, handles thief skills in the party. Chose longswords b/c elves get a bonus to hit
1/2 elf Bard: bows, staff. Staff for that spell later on. Bows for when not singing. Plan on going for a lot of weapons, depending on what we find.
Fighter dual to Druid. I plan on switching early, maybe level 3. Armor is the main reason for starting as a fighter.
Dwarf fighter/cleric. Hammers, mace. With DUHM, I think these guys are better tanks than regular fighters. The healing spells are nice too.
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edit: I might play that elf f/t as a f/m/t... I'm not sure yet. Since the thief class is one that you need, but reaches a point of crappiness, where your skills are high enough and you don't need them anymore, the ability to launch a few spells might really help. Invisibility will allow timely backstabs in extended combats. conversly, my thac0 will suffer, which is something I don't want with my primary archer who will be launching a hail of arrows most of the time.
My tactics go something like this: other than the paladin, the characters are all very good with missile weapons. I plan on killing everything I can before it can reach me. If things get too close, the gnome, dwarf, f(d)druid and paladin are all well suited to clean the mess up.
[ 09-20-2005, 03:13 AM: Message edited by: krunchyfrogg ]
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