03-02-2002, 07:13 PM | #1 |
Elite Waterdeep Guard
Join Date: February 18, 2002
Location: Saramento
Posts: 11
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Back in the day, Bishops were useful members, primarily (IMO) for their ability to ID items. Currently, I'm not so sure.
I tend to select by task, rather than profession. So, in no particular order: A magic user for offense, the heavy artillery. A healer who can defend, the Medic. A foot soldier, proficient in all weapons, the Infantry. A lockpick, S-4. A specialist, Special Operations/Equipment. A sharpshooter, Close Air Support. Draftees. Mortars. My current party, in the same order w/current kills & weapons. Faire Mage 786 Wrist Rocket (Sneer not) Mook Psionic 320 Double shot Sling Lizardman Fighter 532 Strong Bow/Dread Spear Human Bard 252 Great Bow Dracon Gagetter 318 3X Crossbow Human Ninja 360 Mystic Spear Drafted: SAX (to Ranger) 103 Eagle Eye Bow VI 80 3X crossbow/Dread Spear Plan of battle: Bards in PSYOPS Magic Users in Artillery Everyone else in mortars. Bards to medical or CAS as needed. Close with and destroy the enemy as appropriate. Works for me.
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JP |
03-02-2002, 08:37 PM | #2 |
Drow Warrior
Join Date: January 30, 2002
Location: Las Vegas, NV
Posts: 251
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The reason I like Bishops in Wiz 8 better than "single book" casters (I couldn't get into Wiz 7 too much) is because you can fill at least 2 of the necessary roles with 1 character.
Keep in mind, this is with MY playing style, so your mileage may vary. During battle, I don't waste my spellcaster's time with healing spells, They're offense/buff all the way. Any healing can be done with my bard and the Dulcimer of Mending. With those two as the support of the party, I can have 4 offensive classes. Or 3 with a Gadgeteer. Right now I run Sam-Fig-Ran-Gad-Bar-Bis with RFS-81 and Vi as extras. Most often I can start a round with the bard and the Sirens Wail, the Gadgeteer using the Porta Potty and the Bishop firing off something nasty like Ego Whip or Fire Bomb. After the first round, Bard and Bishop can take care of the party and the rest can clean up what's left. That's my usual go. I've gone through several parties before I found one I like, and I'm sure that I'll try a few others just to cover everything.
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03-02-2002, 09:38 PM | #3 |
Galvatron
Join Date: December 11, 2001
Location: Plateau of Leng
Age: 46
Posts: 2,190
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One of the better features of Wiz 8 is its amazing flexibility with party composition. You can create exactly the party that's right for you, and get through the game with it (providing, of course, you build correctly).
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03-03-2002, 12:06 AM | #4 |
Elite Waterdeep Guard
Join Date: February 18, 2002
Location: Saramento
Posts: 11
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I usually try to have the Bards get off:
1st round: Aresting Aria and Chaos Drone If both these get off well, the remainder is normally mop-up 2nd round: Soulful Sax/Angel's tounge and Armour melt 3rd round: use Bow/heal and use bow/Sucubus/heal The Engineer buffs if the opposition is out of range, Earthguake or Tusumi (preferred) if up close. I usually target the strongest opp with the Psionic, and the largest group with the Mage. Naturally, the ground-pounders get the biggest/closest. We know why the Infantry is called the "Queen of Battle". I agree, WIZ offers a very WIDE choice of sucessfull posibilities. I think it's a good idea to review kill stats from time to time to see what's working and what isn't.
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JP |
03-03-2002, 12:57 AM | #5 |
Manshoon
Join Date: January 27, 2002
Location: Columbia MD
Posts: 150
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quote: Kill stats help, but do not give full credit to the support staff -- for example to the Bard who disables but does not kill.
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