Hey Everyone,
Sorry to necro this old post,. I just want to chime in and thank everybody who contributed, your advice has proved invaluable.
For future visitors who may want a few more details on the matter:
Your starting class will determine your mana regeneration, as per this table:
Fi Wa Ai Ea Me Ma
Mage 3, 3, 2, 2, 2, 3
Priest 2, 2, 3, 3, 2, 3
Alchemist 3, 2, 3, 3, 2, 2
Psionic 2, 2, 2, 2, 4, 2
Bishop 1, 1, 1, 1, 3, 3
All others 1, 1, 1, 1, 1, 1
Faeries get +1 to all of these.
Starting with Vitality 16 or more gives +1 to all of these.
(Credit to Stephen Lee's guide)
So as kmonster indicated, starting with a casting class is a huge boon in a stat which you cannot raise in any other way in W6. However, since we're talking about a party for the whole trilogy, it is worth noting that in W7 and W8 the mana regeneration rate depends on you rcurrent party.
Now, on the other hand, as PetrusOctavianus said, there are also merits to keeping your original class, since you are awarded bonus points on character creation which might be lost if you switch classes.
It took me a while to understand this, so I'll hash it out briefly in case anybody is as clueless as I was: every class has a set of minimum stats. These minimum stats are used for two purposes. First, they are required in order to take a class, second, if you switch classes mid-game, your characters stats will be reduced to the minimum possible stats of their race, except where the class has a minimum requirement. So in some cases, as PetrusOctavianus said, you will lose a lot of stats by immediately switching classes. However, if the class you switch to has relatively high minim requirements in several stats (e.g. Ninja, Ranger, Monk, etc...) , you won't lose as many stats.
So in summation:
Class Switching allows for powerful hybrids with more overall skillpoints, access to spells they learned during their previous classes and that all-important mana regen in the endgame (which does not carry over to W7)
Single classes get to keep their Bonus Stats. This has the potential to be as high as 26, but don't count on anything more than 18 without a certain mod, and even 18 is difficult to roll in the unmodded game.
Hope I got all that right. All said and done, I cheated my way to 20ish bonus stas in each character, and planned the following party for my flawless playthrough. It is mostly based on kmonster's advice, but I added some multiclassing options. A class indicated in brackets is intended either only for very late W6, or for starting W7. You may need to switch some just prior or just after exporting from W6 to W7 if you want to carry over certain valuable items.
Bala - Female Dwarf
Priest (8) -> Valkyrie -> [Lord]
Korma - Female Rawulf
Priest (8) -> Samurai -> [Valkyrie?]
Moira - Female Mook
Bard -> [Something Else]
Akira - Female Elf
Mage -> Ranger -> [Samurai]
Thoros - Male Fairy
Mage (8) -> Ninja
Notorgo - Male Fairy
Alchemist -> Monk
I put 16+ Vitality on all but the Faerie Monk
Some other non-obvious facts I have learned along the way.
1) Bards are very valueble in W6, being able to cast free spells through music. In W7, anyone with Music skill can use an instrument. Switch Bards to another class in W7.
2) Both faeries belong to a class that gains a very high miss chance reduction. Another hidden drawback of multiclassing (especially if you take several levels in a physically weak class) is that they will never achieve the same reduction to the miss chance that they would have otherwise. Thus, the faeries (monk and ninja) will not achieve their highes possible to-hit rate.
3) Take lots of Females.
Thanks again for the help guys. I'm off to figure out who this Dark Savant guys is.
Post edited August 08, 2016 by max.tucker27