Posted October 06, 2021
I keep coming up with new ideas and scrapping them. That's the thing about W8; Starting and restarting new parties is half the fun. I definitely miss the "might" part of creating a party. I love having a Fighter and Rogue up front, doing heavy damage once their attributes and stats are maxed out. Dealing with caster enemies and those annoying plants can be tough, if you don't have magic to protect you though. If I encounter a magic using group of enemies (like those undead heads, fortunately relatively rare), and have no way to protect myself (no good magic yet), I will probably reload.
Fighters should dual wield in melee (unless using polearms), and equip a good bow/crossbow on them for range. A lesser known feature is that Fighters can KO opponents in both melee and ranged combat. The question then becomes: Sword, Mace and Flail, or both? There are not many good M&F weapons at the beginning of the game, at least guaranteed. I believe all, or at least most, M&F weapons give a % to KO, however, which stack's with the Fighter's natural KO%. Perhaps sticking with swords (which you get starting points in), would be smart until Arnika, unless you get lucky with a Stun Mace or Hammer or something similar.
Rogues should also dual wield, as they backstab with all swords and daggers (this is a huge reason not to use staves and wands). It's debatable whether to increase Locks and Traps with them, as they get a natural 25% bonus to the skill, and can get it higher than anyone else (there are not that many ways to train it, unless you repeatedly inspect the same trap, or play with a huge lock for a long time, both borderline cheating). However, the Rogue has so many skills to work on to make them good at combat, that it would make you think twice about giving L&T to a Bard or Gadgeteer. Bloodlust and Thieves' Dagger seem like the way to go for them, at least early on in Arnika, however, once they get good with these weapons, they take skill ups away from others, who need to practice melee combat too. Also, both weapons are cursed, preventing them from practicing ranged combat skills.
Bards are useful early game with their ability to cast nearly unlimited Sleep on the enemy, and Bless on the party, and Shrill Sound on groups. It does get annoying sometimes because you can't control the power level these spells are cast at, resulting in fizzles, or even worse, backfires. It's very annoying to put the maximum points into Music at creation and level ups, only to have a backfire, and your whole party is asleep. Sometimes I reload out of sheer frustration, same as if I get diseased or drained, and have no way to cure it that early on. I always try to get the Bard special equipment from the Higardi Thieves: Mercucio's Blade, Prospero's Cloak, and Ariel's Slippers. Though they have modest AC, they are lightweight, and with a good shield and Reflextion (pump Dexterity early), you can do fine in melee combat.
Gadgeteers should practice Locks and Traps if the Rogue doesn't want to, as they start with 9 points in it, and have less skills to work on. You don't get the Lightning Rod until halfway through the Upper Monastery, so a few points into Engineering at creation would be ideal. I don't like the Omnigun because of the randomness of the status effects, not to mention they can make Tripleshot Crossbows, so I go with bows/crossbows for them. The Rogue, Bard, and Gadgeteer are all best with Swords in their main hand, so I will try to get Light Swords for at least two of them, and Fang for the other (the Fighter is getting the Mauler and Diamond Eyes).
All four of these classes level up the fastest in the game, so I believe that they can protect the fragile Bishops, who will probably contribute little to nothing in the early game, but later on will be powerhouses (as long as I can control the impulse to not gimp them by spending too many spell picks at level up).
Fighters should dual wield in melee (unless using polearms), and equip a good bow/crossbow on them for range. A lesser known feature is that Fighters can KO opponents in both melee and ranged combat. The question then becomes: Sword, Mace and Flail, or both? There are not many good M&F weapons at the beginning of the game, at least guaranteed. I believe all, or at least most, M&F weapons give a % to KO, however, which stack's with the Fighter's natural KO%. Perhaps sticking with swords (which you get starting points in), would be smart until Arnika, unless you get lucky with a Stun Mace or Hammer or something similar.
Rogues should also dual wield, as they backstab with all swords and daggers (this is a huge reason not to use staves and wands). It's debatable whether to increase Locks and Traps with them, as they get a natural 25% bonus to the skill, and can get it higher than anyone else (there are not that many ways to train it, unless you repeatedly inspect the same trap, or play with a huge lock for a long time, both borderline cheating). However, the Rogue has so many skills to work on to make them good at combat, that it would make you think twice about giving L&T to a Bard or Gadgeteer. Bloodlust and Thieves' Dagger seem like the way to go for them, at least early on in Arnika, however, once they get good with these weapons, they take skill ups away from others, who need to practice melee combat too. Also, both weapons are cursed, preventing them from practicing ranged combat skills.
Bards are useful early game with their ability to cast nearly unlimited Sleep on the enemy, and Bless on the party, and Shrill Sound on groups. It does get annoying sometimes because you can't control the power level these spells are cast at, resulting in fizzles, or even worse, backfires. It's very annoying to put the maximum points into Music at creation and level ups, only to have a backfire, and your whole party is asleep. Sometimes I reload out of sheer frustration, same as if I get diseased or drained, and have no way to cure it that early on. I always try to get the Bard special equipment from the Higardi Thieves: Mercucio's Blade, Prospero's Cloak, and Ariel's Slippers. Though they have modest AC, they are lightweight, and with a good shield and Reflextion (pump Dexterity early), you can do fine in melee combat.
Gadgeteers should practice Locks and Traps if the Rogue doesn't want to, as they start with 9 points in it, and have less skills to work on. You don't get the Lightning Rod until halfway through the Upper Monastery, so a few points into Engineering at creation would be ideal. I don't like the Omnigun because of the randomness of the status effects, not to mention they can make Tripleshot Crossbows, so I go with bows/crossbows for them. The Rogue, Bard, and Gadgeteer are all best with Swords in their main hand, so I will try to get Light Swords for at least two of them, and Fang for the other (the Fighter is getting the Mauler and Diamond Eyes).
All four of these classes level up the fastest in the game, so I believe that they can protect the fragile Bishops, who will probably contribute little to nothing in the early game, but later on will be powerhouses (as long as I can control the impulse to not gimp them by spending too many spell picks at level up).