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Party recs
Posted: Fri May 25, 2012 1:46 am
by Blomdor
Sometime in the middle of my 392nd attempt to take Ust Natha, my aging laptop finally decided to kick the bucket. I am now back at square one and must figure out how to cover my old team's weaknesses while still maintaining enough fun factor to keep me going through the fetch quests, riddles, and overtalkative vampires that the game continually throws at me.
The current lineup includes a cavalier, a berserker, a ranger/cleric, and an invoker. Part of me wants to just add two more berserkers, but it would also be cool to have a fighter/thief who becomes much more powerful as the game progresses or a fighter/mage who could back up both the arcane and melee sides of the team.
Just curious what you guys might suggest. I am trying to wean myself off of inquisitor dispel for all my mage mashing needs, hence the change to cavalier. Also generally considering the difference between barbarian and berserker and would appreciate comments on that.
Posted: Fri May 25, 2012 4:12 am
by nokturn
I'd throw in a Kensai that I'd dual-class to thief. The thief's HLA "use any Items" negates all of the Kensai's drawbacks and the Kensai goes well with the thief part. Grand-mastery in Long Swords or Katanas + Kai + Backstab can take out almost every single enemy in the game with one hit.
I'd ditch the cavalier for said Kensai-thief and maybe the invoker for a sorceror or Edwin and go with a 4 party.
If you want to go with six throw in a ranged attacker, an archer or a fighter with 5* in any missile weapon. In this case I'd also trade the cleric/ranger for a pure cleric or a fighter dual-classed to cleric, 2 tanks is usually enough.
I'd also add a second arcane spellcaster to support the first one. This guy could be a multiclass fighter/mage or fighter/thief or, if you want something a little more special, a bard. These guys are widely underestimated. My favorite is the blade as he is almost a single-classe fighter/thief/mage. He is a true jack of all trades and can provide assistance where it is most needed in any given situation. With the right equipment he can be a tremendous melee fighter due to his offensive spin and he is a decent secondary arcance spellcaster. If both are not needed he can still pick pockets or support the party with a song.
Posted: Fri May 25, 2012 5:33 pm
by Blomdor
Yeah, I caved and made the mage a sorcerer. If specialist mages got some kind of perk besides the extra spell slot e.g. spells of their chosen school were slightly harder to resist or save against, I'd take the invoker. As it is, he plays like a weaker sorcerer.
I never dual class out of principle. It's a silly rule I have. It simply makes no sense that picking up a level of fighter causes a mage to go crosseyed and forget how to cast spells for 2 weeks.
Very much like the fighter with +++++ in short bow.. I have tried the actual archer class several times, and they are overpowered in the early game - I remember one of my archers had something like 83% of the kills in his party - but later on the lack of +3 ammo, relative weakness in melee, and low AC soured my opinion of them. Fighter would be nearly as powerful at range and MUCH more powerful in melee.
Thanks.
Posted: Fri Jun 15, 2012 5:18 am
by toughchan
if you are for the sake of fun and lulz then go with an all fighter or all mage or all druid party/ I had the most fun playing with an all spellcaster party. And i nearly uninstalled the game while trying to take on the drow settlement with this party
. Ah don't forget to NOT use summoning spells for even more fun!
A small tip (but you probably know already: Sunfire rocks)