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#1 |
Baaz Draconian
![]() Join Date: December 4, 2001
Location: Denmark
Age: 52
Posts: 731
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Still 10 days to go. But I have an idea on the party I will have:
Ranger - Dracon Samurai - Felpurr Lord - Human Mage - Elf Bishop (Priest- Psionic) - Rawulf Alchemist – Mook Not sure about the races. But could anyone tell me where each class should spend his points ? Thank you in advance. PS: I know the party lacks a Bard, a "pure" Fighter and a Ninja/Rogue but I have prejudice against those [img]smile.gif[/img]
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It was a new day yesterday<br />but it\'s an old day now.<br /><i>Jethro Tull</i><br /> ![]() |
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#2 |
Dungeon Master
![]() Join Date: November 26, 2001
Location: KCMOUSA
Posts: 93
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Actually, it looks like you don't have *any* characters in there with thieving skills. This would be an extreme disadvantage in the game, truly. Personally, I'd drop the lord in favor of a rouge-type profession. If you don't want a pure rouge or bard, try a gadgeteer instead.
As for where to place your points, well really that's personal preference. There was an extremely good post here a while back about where what class should put what points, but I don't remember the subject of it. Anyone else remember it?
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THE WIZARD IS *IN*! :mage1: |
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#3 |
Ironworks Moderator
![]() Join Date: January 7, 2001
Location: Monroe, LA
Age: 61
Posts: 7,387
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Drop the Samurai and get a Fighter...seriously. Samurais suck in this game majorly, I'm sorry to say. Use your Mage for the spellpower and get a pure fighter class. You won't be sorry.
Also: listen to Werdna about the bard or Gadgeteer. If you don't want one as a PC partner, consider heading north to the Umpani to pick up Saxx the Bard or south to Trynton to pick up Madras the Gadgeteer (but you have to do a really difficult quest before Madras joins you ![]() Good luck! -Sazerac |
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#4 |
Guest
Posts: n/a
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Saz? Why do you say the Samauri in the game suck?? Ive got an 11th level Sam, and she seems to kick enough butt to satisfy the need...am I missing a nuance?
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#5 |
Welcomed New User
![]() Join Date: March 6, 2002
Location: Indiana
Posts: 3
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I agree with the "Samurai Suck" argument. I was thoroughly disappointed in mine the first time through the game. He was doing a whopping 12 damage at level 16, so I converted him into a fighter, and he eventually started stepping up. I was also nice that he had missle shield to contribute.
In response to the initial post, your aversion to a thief will get you in big trouble. Luckily, more than just a rogue can be an effective thief. |
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#6 |
Drow Warrior
![]() Join Date: February 3, 2002
Location: Muenster
Age: 46
Posts: 287
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Don't let them talk you down, if you like a samurai, take it! Mine is sooo great, a good fighter (really better then my same-level-with-best-sword-available valkyrie) and a valuable caster (Level 4 Nuclear Blast, not to talk of the extra portal available). I love him [img]smile.gif[/img]
Never forget your towel, cheers Philipp
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\" ... and the Vogon will do things to you that you wish you\'d never been born, or, if you\'re a clearer minded thinker, that the Vogon had never been born.\" |
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#7 |
Elite Waterdeep Guard
![]() Join Date: February 23, 2002
Location: uk
Posts: 9
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yup, have to agree with magik and pyrates: the samurai can prove to be a very valuable addition to your party - it's just not as easy to build up as, for instance, a fighter. i'm having a hobbit samurai in my current party and he kicks some serious butt - with his muramasa blade, e-wakizashi and zatoichi bo it's criticals whereever you look. plus, he's a pretty good magician!
no offence meant, but people claiming that the samurai sucks just don't know how to develop one. |
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#8 |
Drow Warrior
![]() Join Date: January 30, 2002
Location: Las Vegas, NV
Posts: 251
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Just remember, Rogues in this game can be just as good as fighters. Fighters' only advantage is being able to berserk from the get-go. Rogues do double damage with their backstab, but it doesn't get good till the Stealth Rating is higher. A Samurai wielding Bloodlust can do lots of damage. Mine at Level 12 attacks at least 3x per swing with it (2 swings per round, and sometimes more on a lightning strike), and each swing is doing around 25. though it's fairly universal that a Samurai can't stand up to a fighter as far as damage dealing, so make his magical abilities an asset.
I'm not missing my gadgeteer on my next trip through. They do get good later on, but for the first half of the game, they're interchangable, so I'll see how the Fairie Ninja pans out and maybe Recruit Madras... at the very least just to make the crossbows for my ranger.
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\"I\'m sure I\'d be quite upset if I weren\'t under such heavy sedation.\" - David St. Hubbins |
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#9 |
Zhentarim Guard
![]() Join Date: February 1, 2002
Location: Australia
Posts: 307
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Warhammer, you might want to check out the information in the signature below. Also, there's a web site here that has a "spotlight" on each profession with recommendations / suggestions on how to level each up.
[img]smile.gif[/img] [ 03-06-2002: Message edited by: Wolfie ]
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Visit [url]\"http://www.foerster.cc/wolfie\" target=\"_blank\">http://www.foerster.cc/wolfie</a> or [url]\"http://wiz8.web1000.com\" target=\"_blank\">http://wiz8.web1000.com</a> (US) for a spreadsheet that allows you to enter in your spellcaster\'s stats, and it will tell you what spells the character can learn, or for spells that they are not yet able to learn, it will tell you how many points they need, or why your character can\'t learn the spell. |
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#10 |
The Magister
![]() Join Date: October 23, 2001
Location: Philippines
Posts: 104
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quote: Sorry, but I have to disagree because it depends on party composition. Unlike games like the BG series, thieving skills are not indispensable in this game, because of the knock-knock spell. In fact, I will go as far as to say that a party with two spellcasters who can learn knock-knock has absolutely no need for a character with the locks/traps skill. The other advantage to using the knock spell is that spell power will quickly go up with practice. I'm currently running with two bishops who can open anything. Of course they can't pickpocket, but I don't think there is anything unique or truly great to be gained from PPing NPCs, so I don't even bother. Warhammer, my advice is if you decide to get a rogue type, do it for the right reasons. Getting a rogue type mainly for thieving makes sense only if your party cannot learn the knock spell. From what you've posted, you've more than enough spellcasters who can open doors/chests with magic. Sure, get a bard for the music, a gadgeteer for the gadgets, a rogue for the backstab .... not for the thieving. |
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