User Tag List

Results 1 to 15 of 15

Thread: Latest Party

  1. #1
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default Latest Party

    1) elf bishop(back): vampire chain/doubleshot sling, int/sen/vit/pie
    2) gnome mage(back): staff of doom, int/sen/vit/pie
    3) dwarf fighter(middle): dread spear/triple xbow, str/vit/dex/sen
    4) hobbit rogue(middle): fang/thieves dagger, str/dex/sen/vit
    5) mook fighter(left): giant sword/triple xbow, str/dex/sen/vit
    6) mook fighter(right): giant sword/triple xbow, str/dex/sen/vit

    Suggestions or feedback is welcome.

  2. #2
    Newbie Erkilmarl's Avatar
    Join Date
    Apr 2012
    Location
    Turku
    Posts
    221
    Likes (Given)
    13
    Likes (Received)
    1
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    I'd use (or I'll always use) two Bishops, mainly Mage-Psionic and Alchemist-Priest. You can exchange the latter, but for me the important thing is to get Knock Knock for both. It makes training easy, if you wish to do some.
    Not Aelfinn or Eelfinn, but Realfinn

  3. #3
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    I used the two bishop set up for a long time. Alchemy-Divinity and Wizardry-Psionics was my main way of training them. This gives overlap on quite a few critical spells such as Element Shield, Soul Shield, Sane Mind, Heal, Purify Air, Summon Elemental, etc.

    What I am practicing now is a three school bishop(I am thinking one bishop is all you need) in order to have access to a specialist caster. If you train Alchemy-Divinity-Psionics, you can make cure disease potions by the time you hit Arnika and train alchemy to 50 on them for renewal potions. Psionics will be 45 by the time you get the haste spellbook. Basically, one more school to train for the bishop isn't that big of a deal, but gaining access to a specialist caster is, I am finding.

    Thanks

  4. #4
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    I feel like going back to my human fighters with dread spears for my flanks. Giant swords are great weapons but it takes a lot stamina. Spears are a more solid early and mid game weapon, with a nice progression. I keep strengthening my early and mid game more, because it seems like once you get certain key spells(x-ray/element shield/heal all) or items(bloodlust/staff of doom/cane of corpus), the game gets considerably easier.

    The alchemy/divinity/psionics bishop is working out fairly well. I haven't trained him much at all and he does respectable damage with psionic fire and ego whip. If my bishop is covering wizardry and psionics many times I am low on mental realm(x-ray and detect secrets) to make full use of psionics damage. I am also glad I took a gnome for my mage again. Several fights the little guy barely escaped death with a few hit points left, hits that would have surely killed a faerie mage.

    I am considering a party of dwarf fighter, human fighter, human fighter, faerie ninja, elf bishop, gnome psionic, but I have played quite a lot of ninjas and I keep asking myself why. The only way I have been able to make one halfway decent is to give them a cane(not guaranteed) and train them(locks, alchemy). I keep trying to make a ninja that isn't mediocre most of the game and doesn't require training(possibly a pipe dream). The ninja is really the only hybrid/elite melee that has shown up consistently in many of my parties simply due to the fact the ninja is the only lockpicker with a spellbook.
    Last edited by Sirius; 09-27-2015 at 12:13 AM.

  5. #5
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    1) elf bishop(rear) int/sen/vit/pie mace/shield/sling
    2) gnome psionic(rear) int/sen/vit/pie staff/sling
    3) dwarf fighter(center) str/vit/dex/sen polearm/bow
    4) faerie ninja(center) int/dex/sen/str staff/throwing
    5) human fighter(left flank) str/dex/vit/sen polearm/bow
    6) human fighter(right flank) str/dex/vit/sen polearm/bow

    This is a really nice party. Great spell selection between a bishop focusing on wizardry and divinity, a psionicist, and a ninja. Plenty of healing, damage, sane mind, cures, etc. This time around I raised intelligence and dexterity on the ninja in order to help his alchemy and lockpicking gain skill points quicker, and for powercast. I usually start making potions as soon as I get to Arnika, but I am not wanting to heavily train any more characters or parties, therefore my potion mixing had to be put on hold till after I set portal at the trang-a-port.

    Going very well so far; I am pleased. I haven't got to the pain in the ass rapax traps, yet. I think I might have to train lockpicking a bit, but other than that - no training. Just straight up slaughter. This might be my most powerful party yet with no/minimal training.

  6. #6
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    I set portal at the lava trap in the rift and went and did the umpani quest up until the scuba tanks to get my ninja's lockpicking higher. I came back at level 14(ninja) with over 100 lockpicking(with divine trap) and managed to disarm the traps. I like to rush Ferro's shop but with the ninja I am having to alter my playing a bit to accommodate him. Intelligence + Dexterity is working out pretty well, and I also have him using a helm of brilliance and 2 ankhs of dexterity to help.

    I am using a dread spear on my dwarf main tank, but this time around I am using the stun rods on my flank fighters(since hex doesn't stack). Stun rods have been fairly underrated weapons for me. Dread spear, 2 stun rods, staff of doom, cane of corpus and winterwand are wrecking rapax. It would be nice to have a log file of damage to parse to see what the actual DPS of stun rods, dread spears, spears of death, and burning spears are.
    Last edited by Sirius; 10-03-2015 at 04:05 AM.

  7. #7
    the master townltu's Avatar
    Join Date
    Apr 2012
    Posts
    832
    Likes (Given)
    6
    Likes (Received)
    2
    Mentioned
    12 Post(s)
    Tagged
    1 Thread(s)

    Default

    dread spear vs stun rod:
    keep in mind that weapon weight >6.0lbs will reduce the number of additional attacks&swings per turn,
    so with good values for close combat, polearm, spd and dex/str you will get a higher dmg output,
    and the effectivity of the stunning will also go down with game progression,
    which is compensated for hexing by the increased number of attacks and also cth at a minor degree.
    Check the sword symbol on the inventory screen to see the number of attacks etc.

  8. #8
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    1) elf bishop
    2) elf bishop
    3) dwarf fighter
    4) hobbit rogue
    5) human fighter
    6) human fighter

    I think this is going to be my final party. I have tried ranged parties, critical parties, kill-with-magic parties, small parties, superman character(ninja-ranger dual class) parties, all in the pursuit of the most powerful party with the least amount of training. After considering the advantages of the psionic(early game damage, earlier set portal, mental immunity, greater damage than a bishop) and a ninja(alchemy, critical strike, set portal), I think the advantages of another bishop and a rogue might be slightly better. Not that I am revealing anything to you that you don't already know, but I have come full circle in my adventures. I think it was muttsnutts back on the IGN boards that was in favor of a 4 fighter, 1 rogue, 1 bishop party. After years of playing I can't improve on that party much, except to swap out a fighter for another bishop.

  9. #9
    Newbie
    Join Date
    Sep 2015
    Posts
    19
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Sirius - your last post is very close to my current party; the only differences are I chose mook instead of dwarf for my third fighter, and a mook gadgeteer instead of your hobbit rogue. I'm shamelessly power-training the two elf bishops in Arnika right now, but I expect great things from this group in the mid/late-game; they're already doing just fine.

    I'm still on the fence about equipping my three fighters with extended weapons (Dread Spears for the two humans and a Giant's Sword on my mook) vs. short-range dual-wielded swords/daggers etc. (so many great choices there: Bloodlust, Ivory Blade, Fang, Light Sword if I'm lucky, Diamond Eyes, Canezou Dagger, etc.), but I'll see how it goes once I have access to those better 2-handeds. Anyway, have fun!

  10. #10
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    The dwarf fighter has earned his spot as main tank many times in my party with his dwarven resistance and high hit points. I like to move him to the front of formation against tougher mobs, essentially allowing him to take all the hits from short range attackers, and most of the hits from extended range attackers. I have been able to down the golem on the bridge to Bela as early as level 8/9 with him. My party of fighter, fighter, fighter, ninja, psionic, bishop was annihilated on a bridge in rapax rift because I didn't check the levels of the incoming rapax. They were level 22 mages with level 15 berserkers. I almost made it - the dwarf was the last one standing, along with the bishop keeping him going.

    I could be wrong, but I believe there is another range for mobs, because certain creatures(large elementals - like the ones during the rapax initiation, and I believe the Death Lords can do this as well) have managed to be able to not only hit my dwarf fighter in the front, my flank fighters in the middle, but also my casters in the rear with melee attacks. The game engine seems to be trying to emulate "giant/dragon" attack range. This is one of the major reasons I use polearms, because many of the tougher encounters have enemies with extended range or extended+ range, and even moving close enough to allow your short range attackers in the front of formation to strike, can open your rear to enemy melee. In this case, three fighters with polearms in the front, with the party only moved close enough for these three to melee attack seems to be the only way to dodge this(I have not tested this - it might not even work, or I could be remembering their attack range incorrectly).

    I have been adding Madras to my party temporarily until he can make tripleshot crossbows, then dumping him. Gadgeteers, to me, take too long to mature, and by the time they mature, might as well have taken a ninja?(the best gadgeteer items cast alchemy spells) I also cannot tolerate miscasts in combat anymore. Call me OCD, but a failed casting can quite literally cost me the game.

  11. #11
    Newbie
    Join Date
    Sep 2015
    Posts
    19
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Yeah, you've convinced me to switch my gadgeteer to a rogue - I used the savegame editor you provided separately to re-level her as a rogue from the start, but I've promised myself that's the last time I'll use the thing! So except for the race selections (I'm actually keeping the rogue as well as your dwarf fighter both mooks - right, a mook rogue; who needs piety anyway?), I've got your party now. I'll probably end up keeping some extended weapons in the party's inventory as backups for the situations you describe, but I do like my dual-wielding slice-and-dicers a lot... I've only just arrived at Trynton, though, so miles to go yet.

  12. #12
    the master townltu's Avatar
    Join Date
    Apr 2012
    Posts
    832
    Likes (Given)
    6
    Likes (Received)
    2
    Mentioned
    12 Post(s)
    Tagged
    1 Thread(s)

    Default

    Quote Originally Posted by Sirius View Post
    ...
    I could be wrong, but I believe there is another range for mobs, ...
    There is no extended+ range in Wiz8, its either short, extended, thrown or long, equal for PCs and monsters.
    While it is possible to assign thrown or long range to a melee attack(or weapon)
    no monster in vanilla has its melee range set to thrown or even long.
    Extended melee range enemy at close range may reach every zone in formation except the opposite one,
    so i guess you had such an enemy at the flank?

  13. #13
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Mmhm, that's what I thought. A few games ago this elemental in the rapax initiation smoked my mage all the way in the rear when I had my dwarf in the front, and I am fairly positive party formation, placement, everything was spot on. I was like "wtf how did he hit my mage"; I thought about it, I inspected everything again, and I could not see anything allowing this. My dwarf was not held/ko(I know this will effectively remove them from buffering the formation), my mid-line fighters were operational as well. Only conclusion I could come up with is large creatures have an even longer melee attack range and they just haven't abused it much on me before. Thanks for clearing that up. Something else must have happened.

  14. #14
    Newbie
    Join Date
    Apr 2012
    Location
    Adelaide
    Posts
    264
    Likes (Given)
    0
    Likes (Received)
    6
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)

    Default

    Maybe there is a parameter on how far the melee range reaches? Either one of the unknown monster parameters or maybe even in the monster 3d model script? Like radius or something?

  15. #15
    Newbie Sirius's Avatar
    Join Date
    May 2012
    Posts
    22
    Likes (Given)
    0
    Likes (Received)
    0
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)

    Default

    Could be. Next time I am at the initiation I am going to save and test it on the same earth elemental mobs.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •