Posted January 18, 2016
Just wanted to share my new party. It started out out of pure curiosity about how the four caster classes compare to each other. For example, I never had a fully develeoped Psionic, since my Monks never really maxed out their Psionic skills and focused on combat instead. Since there are only 4 specialized casters, the party also has only 4 characters. I originally played with the idea to keep it simple and add something like a Fighter and a Rogue as frontline guards, but that seemed too simple, obvious and not "clean" enough. :)
Here's the party in detail:
1. Male Dwarf Priest (front)
=> Max out VIT and PIE - then INT, STR, DEX
This one is my frontline "tank" (not really, but as close as it gets); he wears a shield, weapons will be Maces only (eventually Diamond Eyes for short and Mauler/Vampire Chain for extended range)
His first action is usually casting Bless, then maybe some buff on himself, followed by either combat or ranged magic.
2. Male Gnome Alchemist (flank)
=> Pump VIT to 80, max out INT and PIE - then SPD and DEX
Not really a flank guard, but still. Armed with some extended ranged staff (there are some good staffs in the game)
For a long time he is not the fastest character, so he will just focus on offensive magic.
3. Female Elf Psionic (flank)
=> Pump VIT to 80, max out INT and PIE - then SPD and SEN/DEX
Not quite as vital as the Alchemist (and with worse armor), but she has to do. Armed with a staff as well.
Due to her high initiative she will cast Soul Shield and/or Haste as the initial actions in combat.
4. Female Faerie Mage (center)
=> Pump VIT to 60, max out INT and PIE, then SPD and SEN/DEX
Of course her hitpoints are abysmal, but she is well protected from all sides, and Faeries are hard to hit and well resistant against most magical realms. She will also carry a staff.
She will be the first to cast Element Shield, followed by either Freeze Flesh/All or simple destruction.
Some differences to "normal" parties I noticed so far:
- Offensive magic is way more important. In normal parties you often incapacitate the monsters to make it easier for your Fighters and such to kill them. Here you have to do the work yourself.
- Protective buffs are more important. For example, I never really used "Guardian Angel" in my past games - here it is really nice to protect your frontline guard. On the other hand, buffs like Haste or Superman are bit less usefull (they are still great, but the benefit is mainly for initiative, not for combat).
- Also stuff like Hypnotic Lure becomes more usefull. You want the monsters at a distance and sort of close together - this is the way to achieve this.
- Huge numbers of weaker opponents are easier than single opponents with lots of hit points. It works great to take out dozens of Wasps with a couple of Fireball/Fire Bombs/Noxious Fumes etc., but a single strong golem is more of a challenge. However strong your single-opponent-spell is, it only hits once per round and will never reach the damage inflicted by a trained Fighter.
- You have to rest OFTEN, since your fuel (spell points) is limited. Alternatively you can carry along tons of Magic Nectar or Mana Stones, but that's limited as well.
Here's the party in detail:
1. Male Dwarf Priest (front)
=> Max out VIT and PIE - then INT, STR, DEX
This one is my frontline "tank" (not really, but as close as it gets); he wears a shield, weapons will be Maces only (eventually Diamond Eyes for short and Mauler/Vampire Chain for extended range)
His first action is usually casting Bless, then maybe some buff on himself, followed by either combat or ranged magic.
2. Male Gnome Alchemist (flank)
=> Pump VIT to 80, max out INT and PIE - then SPD and DEX
Not really a flank guard, but still. Armed with some extended ranged staff (there are some good staffs in the game)
For a long time he is not the fastest character, so he will just focus on offensive magic.
3. Female Elf Psionic (flank)
=> Pump VIT to 80, max out INT and PIE - then SPD and SEN/DEX
Not quite as vital as the Alchemist (and with worse armor), but she has to do. Armed with a staff as well.
Due to her high initiative she will cast Soul Shield and/or Haste as the initial actions in combat.
4. Female Faerie Mage (center)
=> Pump VIT to 60, max out INT and PIE, then SPD and SEN/DEX
Of course her hitpoints are abysmal, but she is well protected from all sides, and Faeries are hard to hit and well resistant against most magical realms. She will also carry a staff.
She will be the first to cast Element Shield, followed by either Freeze Flesh/All or simple destruction.
Some differences to "normal" parties I noticed so far:
- Offensive magic is way more important. In normal parties you often incapacitate the monsters to make it easier for your Fighters and such to kill them. Here you have to do the work yourself.
- Protective buffs are more important. For example, I never really used "Guardian Angel" in my past games - here it is really nice to protect your frontline guard. On the other hand, buffs like Haste or Superman are bit less usefull (they are still great, but the benefit is mainly for initiative, not for combat).
- Also stuff like Hypnotic Lure becomes more usefull. You want the monsters at a distance and sort of close together - this is the way to achieve this.
- Huge numbers of weaker opponents are easier than single opponents with lots of hit points. It works great to take out dozens of Wasps with a couple of Fireball/Fire Bombs/Noxious Fumes etc., but a single strong golem is more of a challenge. However strong your single-opponent-spell is, it only hits once per round and will never reach the damage inflicted by a trained Fighter.
- You have to rest OFTEN, since your fuel (spell points) is limited. Alternatively you can carry along tons of Magic Nectar or Mana Stones, but that's limited as well.