RChu1982: There are a few areas where going past level 30 seems to be normal...
From what I have read, a game with a 6-person party usually ends around level 23-25 or so. I agree that it can be fun to over-level, but since the level of random monsters appearing in an area is based on your level bracket (i.e. avg. party level / 5) it's not really necessary to do so.
I do intend to get my bishops to level 28 though on my current playthrough since that is the earliest they can get all the spells with the lower level spell picks I have used (4 each).
RChu1982: The W8 community all seems to agree on maxing Strength, Dexterity, and Senses.
Since these stats all affect your chance to hit I agree. STR doesn't affect ranged chance to hit but it does affect damage for non-modern weapons. SEN is less important than the first two but also affects initiative.
RChu1982: All those points not spent on Speed have to go into another stat. Intelligence and Piety are almost worthless on a Fighter, and Vitality seems like overkill on a class that really doesn't need the hit points.
Well, I haven't bothered with a pure fighter since my first play tbh. They deal lots of damage, but that's kind of all they do. And having a big damage dominator in the party can make it harder to train skills on your other guys if the fighter kills everything.
I agree that 100 INT is useless on anyone not a spellcaster.
100 VIT is kind of overkill on a fighter, but then so is 100 SPD. Amusingly, if you went for VIT instead of SPD for your whole party this would be pretty interesting since the fights would take way longer... but that's okay because you can survive them. Meanwhile you have more chances to train stuff.
Having a 100 VIT tank character can also be really good when you need someone who can block enemies and soak up damage when your other guys are in trouble. You can put just him in your front rank for a while if you are in a narrow space.
PIE is kind of useless for a Fighter as you level up, but when you get to 100 the Iron Will skill is great for a fighter (or any non-caster) since they don't get resistance bonus from the realm skills.
RChu1982: 1. Using a Bard to do it isn't reliable. They seem to randomly cast it from power levels 1.-7.
It's
pretty reliable. In my current game my level 15 bard gets power 7 about 80% of the time.
It may be a factor of the relationship of your music skill to the minimum skill needed to operate the instrument. But honestly Music is one of the easiest skills to powertrain. I always end up with a Music of at least 50 by the time I leave the monastery, and I could go higher if I didn't get bored. I'm always at least 80 by the time I leave Arnika around level 8 or 9, but with the Viola D'Amore you could get all the way to 100 in Arnika if you wanted. FYI the Rousing Drums require a Music of 45 and a bard level of 8. My bard actually spent the first level as a Fighter so she is really a level 14 bard. She has a skill in the mid-90s without Puck's Cap.
It is also possible that part of the effect is based on the relative level of the bard compared to the minimum level of the instrument. But with a minimum level of 8 Rousing Drums is mastered fairly early.
Honestly, I have
never seen a bardic instrument create a spell effect that was power 1. My spell casters cast spells at low level most fights just to extend my skill training, and the bardic instruments are always
much more effective. This might happen if you had a low music skill, but with so few necessary skills for your bard I'm not sure why you wouldn't invest in Music.
This might not be the case with the instruments with a really high minimum Music level, but since those are mostly offensive ones I don't use them much. By the time you get them the resistances of monsters is so high that I mostly use party buffs and status effects at that point. I'm pretty sure there's no Power Cast effect for bardic instruments.
RChu1982: 2. Even if using a full caster to do it, they are wasting round 1. This is an opportunity cost that could have been used to cast something else.
Well, assuming you aren't using Rousing Drums, this is only really an issue if you needed to get both Soul Shield and Element Shield up in round 1. If you know the monsters it's rare that you need both.
It's okay if you don't immediately disable all the monsters. Having a combat go longer just means more chances to train skills.
Once you have X-Ray going you can often surprise the monsters, so you will get a round to do something without interference.
RChu1982: 3. It doesn't work underwater (no fire spell does).
Only a very small part of the game is underwater. I would not spend points on making sure they are good at that one part at the cost of other things.
RChu1982: 4. It doesn't take effect until Round 2. During Round 1, all movement queues are pre-determined, and Haste won't change that.
If by "movement queues" you mean initiative order, FYI initiative is re-rolled every round. Even without buffing your SPD on round one things will go in a different order depending on initiative roll.
dtgreene: Those with Power Cast will actually provide *more* than 70 Speed with PL7 Haste, and therefore you don't need the full 55.
Interesting! I did not notice this, and I thought +70 was the max. But then if you already had a SPD of 55 I suppose you would never notice if you got +80.