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Old 01-20-2002, 09:47 PM   #1
Arvon
Unicorn
 

Join Date: October 4, 2001
Location: Kingdom of the West,..P.o. Cynagus
Posts: 4,212
has anyone come up with an optimum party? In most RPG's I have used two fighters, two priest a rougue and a mage. I'm not sure this is good enough for this game.
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Old 01-20-2002, 09:57 PM   #2
chimera99
The Magister
 

Join Date: October 2, 2001
Posts: 147
Certainly, around 20 different flavors. Just ask anyone...
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Old 01-20-2002, 10:50 PM   #3
Kelvin
Elite Waterdeep Guard
 

Join Date: January 4, 2002
Location: Delaware, USA
Posts: 6
There really does not seem to be an optimum party. Your party would do just fine. Fighters are very powerful in this game as opposed to the walking mage shields of some other games. The only consideration might be to have one of the priests be able to be a second line fighter (in addition to spell casting) for times when monsters surround the party, so they do not get free shots at the mage.
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Old 01-21-2002, 07:03 AM   #4
Meriadoc Brandybuck
Manshoon
 

Join Date: October 11, 2001
Location: The Shire
Age: 47
Posts: 180
well here is my party

1) Dragon Fighter
2) Dragon Fighter
3) Hobbit Rogue
4) Mook Ranger
5) Dwarven Priest
6) Elf Mage

weakness:
very limited range combat i regocnize this battleing unicorns
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Old 01-21-2002, 10:05 AM   #5
Solomon
The Magister
 

Join Date: January 15, 2002
Location: Boston
Age: 56
Posts: 126
I'd try to get a Mook ranger in there, and I like the bard more than the rogue, but you'd be fine with your "usual."
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Old 01-21-2002, 12:44 PM   #6
Brak
Elite Waterdeep Guard
 

Join Date: December 4, 2001
Location: Tucson, AZ USA
Posts: 37
I agree with Soloman. You should substitute a ranger for one of your priests. There are a lot of things hidden throughout the game and toggling on and off the search button is a pain. The Ranger is always on autoseach mode and is great at it. And no one can compete in ranged combat...got my first instant kill with a crossbow last night...it ruled. A ranger has some access to heal & other spells too. And if you make one of your fighters a Valkyrie, she could pick up the rest of the healing/spellcasting duties that you would have gotten from your second priest. Or you could go with a bard instead of a rogue. The bard is not as good with locks and traps and is not as good of a fighter, but with their musical skills is very much like a backup spellcaster with theiving ability.
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Old 01-21-2002, 01:27 PM   #7
Leon
Elite Waterdeep Guard
 

Join Date: January 20, 2002
Location: Russia
Posts: 22
I restarg the game many time, add my best party is -

Lizard Fighter
Dragon Ranger
Fary Ninja
Dwarwen Prist
Elf Mage
Elf Arch

+ Vi
+ Gadger(Trinton)

I got good ranged & close combat ! 200hp/1turn ranged , 400-500hp - close combat - I think it's cool. (12-14 party range )
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Old 01-21-2002, 01:34 PM   #8
Skrewloose
Dungeon Master
 

Join Date: November 26, 2001
Location: Bat Country
Posts: 55
I'm running 3 Lizard Fighters and 3 Mook Rangers.

FUN.
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Old 01-21-2002, 02:25 PM   #9
DraconisRex
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Join Date: January 4, 2002
Location: On my rear-end.
Posts: 563
Well, since I'm on my 15th game searching for the perfect party, I have these thoughts on a party composition (I'm getting ready to Ironman):

2 Warriors. 1 Priest. 1 Rouge. 1 MagicUser. 1. Player's choice.


1. At least one primary healer. Bishop or Priest. Priest's get to higher level spells faster. Can dual to a Bishop later.

2. Two warriors minimum. Both must have spell books. At least one must be from the Priest spellbook class.

3. One rouge type. Mage's will take care of most of the lock picking. Therefore a "pure" rouge is not necessary. Ninja's use the Alchemist spell book, which also has Knock-Knock. This, IMO, offset's the Rouge lockpick bonus. The ranged criticals and auto penetration is great.

Bards are also excellent rouges due to their musical abilities being ever so helpful in fighting/healing/party support. A couple of dual-classed Alchemist levels can make the bard more self-sufficient (stamina, heal wounds).

Gadgeteers are a lot of fun. I like making the gadgets, and they're pretty darn handy at times. Almost like a mage/rouge/ranger hybrid, though far more limited in magery.

4. One mage type. Player preference. To some extent I prefer the Alchemist or a Mage/Alchemist hybrid. The psionicist is also good because there are some enemies that use a lot of mental-type spells.

5. Player's choice. Tough selection. A ranger is good here. A monk. Or a Bishop to study the spellbooks not used by a solo-classed priest and mage, plus undead and healing support.

My Ironman party (though still not entirely convinced):


Monk (human). Psionic spellbook and very, very fast. As he'll go first in most combats, at 5th level and later, he can save greviously injured characters with a quick healing spell.

Lord (dracon). Heavy armor. Dual weapons. Priest spellbook. Regenerates hit points.

Priest (elf). Will play to cross-over to bishop late in the early part of the game. Say around level 9.

Bard (elf). Will pick up two levels of alchemy in the early game and practice these rigorously. Lots of music practice will help make up for this loss of focus.

Mage (gnome). High resistance to mental spells (like TURNCOAT, ACK!). Not quite as good as an elf in some ways. But this is what I think I'll use.

Ranger (mook). Only one "make up" area to close the stats/profession disparity. They can start dealing out ranged mayhem faster than just about any other race.

But do what you want. Don't take this as gospel. Much of this has to do with *my* style of play, not any "perfect party" goings on.
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Old 01-21-2002, 06:59 PM   #10
elbarono
Elite Waterdeep Guard
 

Join Date: January 4, 2002
Location: Pacifica, CA
Posts: 33
Here's my (current/4th) party:

Female Dracon Fighter (Slytherin)
Male Faerie Ninja (Chongdo)
Female Elf Ranger (Eowyn)
Female Elf Bishop (Galadriel)
Male Mook Gadgeteer (Helix)
Female Mook Bard (Britney)

The Faerie Ninja is the hardest player to build up since they start with such a low STR, but he's slowly getting there. Right now he's died twice and I have only one other death in my party (fighter got killed in one round by the cave-guarding hogar in the northern wilderness at around 7th level.)

I'm counting on the Alchemist skills of the Ranger and Ninja to make up for not having an Alchemist like I did in my last party (Element Shield is indispensible). My Bishop is concentrating on Psionics and Wizardry. (I started her as a Psionic and then switched to Bishop at L2). I consider Element Shield and Soul Shield to be absolutely the two most important defensive spells in the game. Magic Screen is also nice because you can always have it running (Element/Soul shield are combat-only), but it doesn't have anywhere near the effectiveness.

The Bard does an excellent job in the beginning of the game making up for only having one major spellcaster, and the Gadgeteer starts getting some REALLY nice stuff once you get to the Mtn Wilderness/Rapax Rift/Rapax Castle.

--Adam
--Adam
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