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Old 06-14-2002, 11:19 PM   #4
Bungleau
40th Level Warrior
 

Join Date: October 29, 2001
Location: Western Wilds of Michigan
Posts: 11,752
My last party was fighter-fighter-priest-mage-mage-mage. You'll notice the rogue is missing; convert a fighter to barbarian ASAP, and you can get Traps & Locks, which IMHO is the principal reason for a Rogue in the early game. For the next game, I'd probably switch to three fighters and two mages, although three firestorms a round is pretty cool to watch...

As for advancement, I send fighters to Barbarian ASAP (for the lockpicking and for the HP). Spellcasters stay the same until I've gotten all the level 7 spells I want (with one mage in each school), and the priest(s) have got Cure Poison and Heal All.

I tend to raise levels around level 13 or so, depending on needs. The XP needed to go from 14 to 15 can just about take you from 1 to 11, IIRC. That's 11 extra hit point (at least), and perhaps some skill points too.

After that, I kind of wander around in class. I wait to go to ranger until I'm around level 5 in the Warrior Guild (hate to waste the opportunity to get Fletchery). No time at Bard (although I might try that soon), and everyone else spends time at Ranger, Warlock, and perhaps Paladin. Final classes are likely to be Zenmaster, Valkyrie, and Assassin (of course [img]smile.gif[/img] ) along with the balance of Samurai and Ninja.
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