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#11 |
Drizzt Do'Urden
![]() Join Date: March 3, 2001
Location: Stockholm, Sweden, Sweden
Age: 45
Posts: 669
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I like specialization more. Hybrids can be nice sometimes when it fits the group. For example in smaller parties hybrids are nice. Or when you want to use certain weapons or equipment etc, or when you just want certain abilities, such as stealth or critical hit.
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#12 |
Emerald Dragon
![]() Join Date: January 12, 2002
Location: Moria
Posts: 912
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You can always switch them to a pure class, think it's a pretty good strategy for a Lord or Valk for example to switch them to Fighter later in their careers. Especially after they have the set/return to portal spells, can never have enough of those. You definitely have less firepower melee wise earlier in the game though compared to a pure fighter, but in the end you can beserk and have some buffing/healing spells.
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#13 |
Elite Waterdeep Guard
![]() Join Date: May 31, 2002
Location: College Station TX
Posts: 16
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Nice topic!
I think like I hybrids because they are interesting and challenging to play. It is true that Hybrids will never do as much damage as fighters, esp early in the game. However mid to late game, I think that properly developed Monks and Samurai's do begin to give Fighters a run for their money in overall combat effectiveness. Samurai's with their sword skill bonus and high intelligence, and senses develop there fighting skills very quickly. They can achieve a higher attack rating than Fighters (Esp lvl 10-17), and will consequently miss less. High level samurai's hardly ever miss even on expert. I like to play samurais with only one sword as enchanted wakizashi is barely worth it, I equip the Theives buckler +10 spd instead. Samurai's also tend to develop very high initiatives, going first is always nice. A samurai can easily be a melee rock for party. Fighters (or any character) with low senses and intelligence will notice their close and ranged combat skills develop slower. Monks are similar to samurai's, MA just rules, Monks start out decent actually, but just keep getting better. Monks are like the energizer bunny, they just keep going. Martial arts is the only skill that increase a characters iniative and DAMAGE. Monks start kicking and punching like crazy, there legs move so fast they could catch on fire. This initiative bonus plus the high speed monks tend have means they ALWAYS hit first. The high number of attacks they get also makes them good at cleaning up weak stuff. They do start criticalling and KO'ing alot too. AS for ranged weapons, try a wrist rocket. Wrist rocket + medusa/impaling stones rules 30% chance for KO, 10% paralyze, nice damage too. Ninja - They are my favorite lock opener. They again are fast tend to be my bomb thrower. Even without CoC, which I don't like for some reason. they can be decent fighters. Thrown auto-penetrate is also very nice esp. in expert. And, well criticals rule, honestly criticals don't win the game, but they seem to occur in a few key spots, and they are fun. My ninja got 3 instakills in one round once (and only once). Monks and Ninja's also seem to gain skills quickly. My last 2 parties have had a Sam, Mon, and Ninja. I think playing these 3 characters together is very syngeristic. High speed and high chance to do criticals I prefer Sam, Monk, and Ninja over Lord and Valk. Lord and Valks Piety and Vit requirements really take away from att points that could be put elsewhere. But Priest spells might be the best for a hydrid though. Just my thoughts, GD |
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#14 |
Drow Warrior
![]() Join Date: October 2, 2001
Location: California
Age: 73
Posts: 266
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Hybrid characters are heavily dependent on how you build them.
I just started another 4-person party: Felpurr Samurai Gnome Bard Rawulf Bishop Faerie Bishop For some reason, the Gnome bard really kicks butt in melee (I tried the Gnome on a whim last game and was so impressed I took one again). This time I'm investing in Str and Spd first, and the samurai started really doing some damage as early as the Monastery. I've tried developing Sams in a variety of ways, but this one is looking to be the most effective. The thing about hybrid fighters is that it just takes more thought and care to develop them. The possibilities with a fighter are endless and easy. Max out Vit and Str, then work on Dex and Spd, and you're in business. No magic to worry about, and the only real decision is what weapons to specialize in. With the hybrid fighters, there's so much more to think about. But they're a lot of fun. OTOH, they can be a big bust if not properly developed. |
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#15 |
Elite Waterdeep Guard
![]() Join Date: August 5, 2002
Location: Russia
Age: 51
Posts: 4
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Hi Guys.
IMHO a mixed combination of classes (hybrid + change proff) is the best. For Example, now I've only TWO char in my W8 Party. Unlike many of my Russian friends, who like solo (one char) fighting (6-members party haunting is not so interesting - just killing and killing little monsters without any replay) ONLY EXPERT MODE, of course. So, Lord and Samurai (humans). But they growing were so hard.... At first, I started with two bishop (int + pie + dex max). So, Int and Pie must be 100 – so be it (don't forget fountain). PowerCast and IronWill. By Using T'rang freeze button, IronWill soon be 100. I found a BEST BISHOP TRANING ZONE - Barlone rooms. Before Entering Barlone, Alchemy must be little much than Wizardry (Itch. skin training, for example) Divinity must be little much than Psi (healing training, for example). So, three rooms at Barlone Home - Barlone room and empty room with two chests and entrance room. Don't open chests! First chest with 5 levers - target for Knock lev 1 - Alchemy incr. Second chest - target for Divine Trap lev 1. - for Divinity rise (Just looking behind to switch training) . Barlone - target for MindRead spell - for Psionic School – not far from chest room. Monsters (wasps etc) outside Barlone house this level - targets for Wizardry. Than Big Rest and again, again.... All schools and powercast soon be 90+ - so easily here! In one place in one time! After that - time for shopping - all available books must be taken. In all available shops. By using T'rang teleport - jump to Rapax Rift (battle with two 14-lev bishops against Rapax Horde - is a way to death). RUN and RUN until Ferro appr. Near Ferro – armory with top square - safe place. No one Rapax come this square - time to cast WizEye and talk to Ferro (if no one monster nearby, if yes – just rest). And buy good books and GOOD items (one teleport must be outside Rapax Rift for ESCAPE before LONG, LONG RUN. After shopping - Set Portal for Second Char here, in Armory and Escape. Use this teleport again, if you have enough money (Arnika thief – best money crater this time, engaged only for this job – than must be fired). Dext must be next target, but see stats wise to change at lev 19 to Ninjas and lev 20 - to demand profession (Lord for 1 char and Samurai to second) After lev 18 - time to change class (all important spells from all schools must be taken) - two ninja OK. Stealth (+10AC) and Critical Strike must be 95+ - just training Lockpick must be 70+ - just SEARCH and SEARCH a trap in single chest (one person). Pickpocket - same manner (one person). Keep fighting with 2 Ninjas until party get enough exp to jump 5 levels future. Swords and close combat - will incr. too! At lev 20 - convert to Lord And Samurai - they just rise up to 5-levels one minute. At lev 23-24 dex must be 100 - Reflection now! Just training in defense mode with two shields - +6 AC and Shield bonuses. After that - two huge war machines was created. Both have 50+ AC (Ferro items + stealth + reflection + rings etc + rainbow cloaks + shields etc) – Non-caster monsters are no problem. Both have 130+ - 160+ magic resistance with Magic Screen Spell – enemy magic is no problem now. Both have ALL deadly magic spells lvl 3-7 (lvl 7 - all spells) in all schools – to kill uninteresting monsters. Visited places Monastery and Arn Road – Just Run through it. Arnika – shops only Ratt Tree – Fuzfass shop and Barlone house only (breeders survive yet) Swamp – Haunting and Crock shop Marten Bluff – shop and freeze button and teleport system only. North Wilderness through T’rang portal (Portal book only – for Escape) Umpani base through T’rang portal – shop only Rapax Rift - through T’rang portal – Ferro shop only Speed and str – next target. Where is our Light swords + Light shields? Bayjin – so be it. Time to clear this planet. [ 08-06-2002, 06:41 AM: Message edited by: --Hooker-- ]
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