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#1 |
Dungeon Master
![]() Join Date: February 19, 2004
Location: chattanooga tn
Age: 43
Posts: 53
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I've not new to W8, but I'm no pro. I'm looking to finish the game this time with this party here. I'm looking for all advice. Here is my plan, I need help on what stats to max, and what magic to use on each character..
mook figter, going to max str and dex human valkyrie, polearm, max str and dex,then going to use her just for divine magic human samurai, dual wep, i'm not sure on what stats to max, use for fire and air magic human monk, barehands, going to use mental magic only fairy ninja, going to be using coc, not sure on what stats to max, water magic? mook ranger, max sen and dex, going to use only earth magic any advice and or tips would be loved, thanks for looking this over reach me at darnock@aol.com if you wish thanks all |
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#2 |
Guest
Posts: n/a
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I swear to god, I'm gonna open a friggin char creation thread one of these days...
Anyway, welcome to the Wiz8 boards and IW Whick! Not to bad with the mook. And remember to get your weapon up to 50 so you get another attack. For your Sam, I tend to focus on these stats. Speed, Dex, Sens and str. If you wan't good magic power Piety is always a great option for spell pts and resistance. Valkyrie, once you get a stat maxed, I'd go right for Piety for the magic pts and such. Monk, you'll need senses, speed, dexterity. Ninja and Ranger, no advice. I did see ur email option, but i'm lazy... |
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#3 |
Dungeon Master
![]() Join Date: February 19, 2004
Location: chattanooga tn
Age: 43
Posts: 53
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thanks for writing me back, do you think the schools of magic i picked for the is best? Should i change anything or leave it alone. I've got my combat plan, its just the magic i'm not too sure of. Thanks for the great advice and warm welcome
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#4 |
Guest
Posts: n/a
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Hey, if someone never gets a warm welcome, it should be reported IMHO, or at least for IW. I did notice how you have no real spellcasters in your party. So an idea for starting off with your party is that once you are able to start learning spells, spend every level on magic skills instead of combat. You get combat up fast in the heat of battle. Magic is a different story, especially since you get spells 5 levels late, and magic pts won't be to high. You have some good magic skills going. A samurai is a mage spellbook, so Fire and Air are a must, you got that with no prob. Valkyrie is good, monk is good, but you might consider fire as a secondary choice for your monk, good spells later on. Two alchemists make this interesting. You'll wanna cover Earth, Water, and possibly air (Cloud spells are a life saver later on, especially a Rapax Fight at the Ascension Peak). Also a little tip, if you ever have points to spare, but in Divine skill pts for your samurai, ranger, and ninja (this is only if you like fun) for the great bonus of Summon Elemental.
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#5 |
Dungeon Master
![]() Join Date: February 19, 2004
Location: chattanooga tn
Age: 43
Posts: 53
|
thanks, you've helped me 100% [img]smile.gif[/img] if you got any more tips or advice I'm all ears
Thank you [img]smile.gif[/img] |
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#6 |
Dungeon Master
![]() Join Date: August 13, 2003
Location: CT
Age: 54
Posts: 69
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Without real spell casters in your party there is not reason your hybrids cannot excel in several (eventually all) realms of magic. The monk, ninja, and ranger can all learn heal wounds (buy the spell books for them) and rather than putting level up points into divine for these characters, I would use them to heal your characters after combat is over - just hit the button to heal 'til it's done. This will raise their divine magic as well as their psionics and alchemy. Your valkyrie's divine magic will rise easily on its own as long as you use magic screen and guardian angel.
I find with hybrids, you do better by spreading your statistic points out more, and not concentrating on getting the expert skills as much (with exceptions of course, depending on your plan). Remember, there are a lot of ankhs, cloaks, helmets and other items that will raise your speed, dex, vitality, senses, strength, piety, intelligence (did I miss any?) by 5 or 10 or 20 points, so you can develop a character with high scores in four or more statistics. |
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#7 |
Zhentarim Guard
![]() Join Date: April 15, 2002
Location: OZ!
Age: 49
Posts: 332
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I play with a party of four mixed class characters...
A lord, samurai, ninja and monk. I find while combat skills develope well enough on their own, if you want magic power practice early and often... I went through out the monestary casting as much magic as i could at anything that moved. certainly makes a difference as my characters have alot more power now and access to higher 2nd and 3rd level spells earlier than what they would have achieved otherwise. makes combat a far ahppier place, even though you couldnt consider them uber-spellcasters yet.
__________________
Today is a good day for SOMEONE ELSE to die!!!!! |
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#8 | |
Manshoon
![]() Join Date: November 12, 2003
Location: celesteville
Age: 54
Posts: 246
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Quote:
for the valk if you're just going to use her mostly spell cast, you should +pie instead of dex. give here a stun rod to make up for lack of extra attacks from dex sam ... personally I like to max speed and dex (and use str ankhs), but it may be better to keep stats balanced. my currently samurai is like this and is even deadlier than my bishop, but haven't seen a lot of lightning strikes lately (although I get a lot of regular multiple attacks and swings). in spell casting and combat, she wipes out a lot of enemy before the rest of the party get a chance (because of speed and snake speed) monk: I guess max str at least for max martial arts damage. may want to consider iron will or iron skill in case you want him to carry the party out of danger after everyone else wiped out. (monk stealth should be handy for this) ninja: dex and speed. dex for extra attacks, reflextion, alchemy. speed for ac and extra swings mooks: what you said sound reasonable |
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