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#1 |
Elite Waterdeep Guard
![]() Join Date: March 1, 2002
Location: Washington State
Posts: 4
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Hi, I just decided to get Wizardry 8, it looks like a great RPG. However, it will take a while to get here, so I decided to design my party ahead of time. Here's what I came up with:
Monk: Farie Lord: ? Samurai: Mook Ninja: ? Gageteer: Hobbit Ranger: Human I know this probably will be a dificult party, but I am up for a challenge. This party does have great ranged potential, with the entire front line casting spells. Still, I am open to possibly changing the lord. Any thoughts? Also, as you probably noticed, I don't have races for all of them yet. I used Bochsers Best Races as guides, but the lord and ninja havn't been done yet. I would appreciate any views on good races for those classes. Finaly, could someone please post a list of the voices in the game? I could use it to help pick personalities for the party members. Thanks, Eternal_Geko |
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#2 |
Manshoon
![]() Join Date: February 12, 2002
Location: Melbourne, Australia.
Posts: 151
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quote: First off change the race of your monk. Fairie's dont get any decent starting stats for a melee type character.I usually prefer a human or Felpurr monk. I do suggest a Fairie for your ninja though as there is a Fairie Ninja ONLY weapon thats practically the best weapon in the game. I would also suggest a Mook for your ranger if you are going to use sword or extended weapon with it such as polearms as there is a Mook ONLY sword with extanded range in the game. I casnt help you with your lord as i hate anything that resembles a paladin type which between spells & class type it does resemble a paladin with the goodie goodie attitudes. (check my signature for a good reason why i hate paladin goodie goodie types).
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#3 |
Emerald Dragon
![]() Join Date: January 12, 2002
Location: Moria
Posts: 912
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Hiya - well keep in mind you can add up to two more characters with the RPCs you'll meet. One you can get early on who is very good is a Valkyrie. I like your group, would go with at least one Bishop though but you'd be fine with your choices, would just be alot later in the game before you got powerful magic-wise.
I like a Felpurr as a Samurai and Mook as a Ranger; if you go with a Lord, Rawulfs and Dwarves are good choices. For a Monk Humans are a good choice. But take races/classes you'll like for roleplaying value over the supposed "perfect" ones. Enjoy!
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#4 |
Elite Waterdeep Guard
![]() Join Date: March 1, 2002
Location: Washington State
Posts: 4
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Thanks for the advice. How bad are faerie's stats? I know VIT is bad, but they came in 3rd in Bochser's guide without VIT considered. I chose a Faerie for advantages in spellcasting, but if their fighting skills are horible, I will probably change.
I think I'll keep the Human ranger. He already will be using bows and alchemist spells, so I don't think I'll need swords too. I think I'll go with a Rawulf for the lord. BTW, I plan to choose a personality that will make him seem arogant and stupid. I don't like pure good characters either. I'm not sure about the ninja yet. If I don't make the monk a faerie, I will make my ninja one. Of course, then I would need to choose a new race for the monk (I'm trying not to repeat races). |
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#5 |
Emerald Dragon
![]() Join Date: January 12, 2002
Location: Moria
Posts: 912
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Well there is a weapon in the game that is arguably one of the best that only faerie ninjas can use. But again, having the "best" of everything is less important than enjoying the role playing part. To me a faerie as a ninja wielding a cane is pretty weird role-playing wise, it might be a great weapon but it's not for me (not to mention it's a cursed item and wielding it means the ninja can't use thrown weapons anymore which is his specialty in the game). I don't play a ninja in my party, but if I did I would be going with a felpurr who would be developing dual weapons, stealth, thrown, criticals and mace (to dual wield nunchucks with) - that more fits what my idea of a ninja is and I would enjoy playing it alot more.
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#6 |
Elite Waterdeep Guard
![]() Join Date: March 1, 2002
Location: Washington State
Posts: 4
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Hmm, so are faeries still good choices for ninjas if that weapon isn't considered? I don't like designing charectors for certain weapons, especialy since I might not find them. I have decided to go with a felpur monk.
Also, I am wondering what the main differences between a lord and a valkerie are. Both classes can use preist spells, and both are also fighters. I am considering switching out my lord for a valk, and I would like to get opinions. I should tell you, I am not planing to add any NPCs to my party. |
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#7 |
Galvatron
![]() Join Date: December 11, 2001
Location: Plateau of Leng
Age: 47
Posts: 2,190
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Your party has good fighting potential, but you will feel the lack of early spellcasting. None of the hybrids get spells until 5th level. And those will be low-level, meaning a lot of work to bring them up decently.
You should really consider at least one bishop in the party. As to faeries, well, I don't use em much myself. Armor for them is not easy to come by, unless you get the Zynaryx (sp?) plate from Antone. Ninjas and monks can't wear it, either (any other faerie class can, however). Vitality always needs work. They're just too much of a hassle for me. Of course, some people like this race, and you'll probably hear from them sooner or later. Rawulf is a good choice for lord. The difference between Lords and Valks is mainly in their skills: Lords dual-wield while Valks have polearm bonus. And of course, Valks can cheat death. Never used Valks/Lords much myself. I usually run with two bishops, so don't need the extra priest spells. By the way, Hobbits are pretty good as ninja. |
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#8 |
Manshoon
![]() Join Date: January 27, 2002
Location: Columbia MD
Posts: 150
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quote: I am possibly just over half way through the game with level 18/19 characters. I have a Mook Ranger and he is great. In addition to being a good ranged fighter, he is the money maker for the group (mixing potions). I have both a Dwarf Lord and a Valk (race either felpur or rawolf -- I forget now). I am much more pleased with my Valk than with my Lord, and if I start again I definitely will not use a lord. My other characters are a hobbit bard (GREAT), an elf mage (also a strong member -- most kills of all) and a Sam (felpur or rawolf -- whatever the Val is not, also a good character). My Samuri wields a good sword found early in the game that is cursed as well as a cursed dagger. Since he also knows a remove curse spell, that is not too much of a problem. I can equip his bow and then switch to the sword when in melee range. Only problem is that switching back in combat seems impossible -- but that is when he uses magic or we move up.
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#9 |
Manshoon
![]() Join Date: February 8, 2002
Location: USA
Posts: 154
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A lot of people gripe over the fact the Lord's dual wield skill bonus is almost useless. True to a point. The only big difference between a Valkyrie and Lord (besides sex) is that a Valkyrie only needs to concentrate on one weapon, polearms, and thus be able to stay behind front formations (which doesn't really matter since most of the time any of your characters can be hit from anywhere), whereas with a Lord you need to work on Dual Wield and two weapons (if you're going with the standard sword/mace styles). Phew! That's one heckuva sentence.
Oh yeah, Valkyries have this Cheat Death thing. With a Lord you really need patience to build him up because he'll be missing probably more often than your Valkyrie early in the game. I can really go with either class. They both share the same HP level, and they both learn the same spells. Like I said, the only difference is the number of skills you need to build up.
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#10 |
Emerald Dragon
![]() Join Date: January 12, 2002
Location: Moria
Posts: 912
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Well Valks will also use their polearms more on average in melee, it's less likely their targets end up out of their range with the polearm than will happen with the Lord if he's dualing sword/mace. To me that's a nice touch because you do more damage than with ranged weapons and build the melee skills faster. I noticed it with my party (have a Samurai dualing 2 swords), early on he lost alot of attacks if the creatures in his range were killed before he could use all of his attacks as the remaining creatures were out of his range more often than with the Valk. Also with a Lord or Samurai, Bloodlust is great early on for fighter-type damage and that makes the out of range problem worse because they have no ranged weapon to fall back on since it's cursed. Now it's alleviated for me since I got Fang, have the Samurai dual throwing the boomerang shuriken and regular shuriken as alternate weapons so he is never idle. But early on it was always a guessing game and alot of times I used magic when he could have gotten in melee attacks and tried for melee attacks and ended up having him go idle.
Also while they cast the same spells, the Valk is easier to develop as a caster. The only combat skills she has to worry about are polearm and close combat; the Lord has to deal with dual weapons, sword, mace, and close combat, he'll have alot less points to add to the magic skills as he goes up levels unless he wants to be weaker in combat. But I can see a high level Lord who was developed carefully still being pretty damned potent. And sex doesn't have to be a difference, you can have a female Lord too ![]() I think I am a level away from changing my Valk to a Fighter, she just hit 15th and finally has the set/return to portal spells - I want to see what she will do when she can go beserk with that mystic spear ![]()
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