cbarchuk: 2 quick questions:
-Are there any multi class options that are effective, besides a fighter/thief, in a party of 6? Everything that I've read so far seems to suggest only fighter/thieves are solid.
FTR/Thief is definitely a solid choice, but there are a number of others that are good as well. Nothing wrong with a RGR/CLC or a Thief/Mage or even a FTR/Mage/Thief. FTR/Druid is a good choice as well.
Biggest issue is that (in my opinion) dual classing pretty much beats multiclasses hands down, with the exception of the above noted FTR/Thief. So dual classing from a FTR to a Druid, Mage, CLC, etc is generally better overall.
cbarchuk: -For dual classing, is level 3 generally the best point for changing from fighter to the new class? This also pertains to a party of 6 as well. I know you can up to level 7 as well but that just seems it would take a while.
Thanks for the help. Planning another run here soon. Just want to get some general optimization tips.
Some say level 3, which gives you the third pip to put into a weapon, others will argue (to a lesser extent) level 6 for the fourth pip in a weapon, while others say level 7 for the extra 1/2 attack.
I just this evening finished an insane run with a party of 6. I had a Paladin and a 1/2 Elf FTR/Mage/Thief and all the rest were Human dual classed from FTR (and all at FTR level 9 to get Grand Mastery).
I admit I camped in the third level of Dragon's Eye to grab some levels for the new classes once I dual classed (this occurred on that level). But it took only a few minutes, since they were dinging levels like crazy (cold wights are worth 2800 XP each on Insane difficulty). I grabbed 4 or 5 levels and then just carried on. This party was an absolute juggernaut.
It was a bit challenging in some of the early areas due to no healing spells and limited magic, but overall it wasn't that bad. Great fun, actually. In the end though, it's probably best to dual class at level 3, since that means you won't be too long before you can activate your previous class (unless you don't mind camping for XPs), especially if you're playing on Normal difficulty (since the monsters and quests just give regular XP awards).
I plan on starting another Insane run (my fourth in the past 2 to 3 weeks) tomorrow. Thinking I'll try out a caster heavy party focused on summons, with a tank to take the aggro and protect the squishies. Or perhaps the 'iconic' party of a pure FTR, a pure Thief, a pure CLC, a pure Mage (maybe a specialist) and perhaps a Bard and/or Druid.