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"Party help plz"

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SwiftBlade (Guest) (0 posts) Click to check IP address of the poster
Apr-19-02, 05:01 PM (Pacific)
"Party help plz"
I'm getting the game soon and i'm trying to plan out what kind of party i'll be playing... I remember wizardry 7 endgame well and i hear its like that now. In that magic is a defensive tool in general rather than useful as attacks. Healing, enchantblade, ect is what i'll be using. I'll rely on melee combat to do my damage.

My general idea for a party along with questions

Front: Lizardman fighter (polearm), lizardman fighter (polearm), rogue (duel wielding).
What race is a good rogue race? and what should i equip my rogue with for weaponry. Daggers? or should i plan on using swords (are there good swords later on for rogues besides light sword?).

Flank: Lizardman fighter (polearm).

Middle: 2 faerie Bishops. I'll put in the time to train them to effectiveness in at least 3 out of 4 spell books a piece.

How does this party sound? I think i should have most everything covered that i will need. What should i do about ranged attacks? Should i give the fighters bows or something and train their skill in that to help with ranged damage a bit?

Thx,
SwiftBlade

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Switchman (Guest) (0 posts) Click to check IP address of the poster
Apr-19-02, 06:46 PM (Pacific)
1. "RE: Party help plz"
I created a party similar to yours that was EXTREMELY effective.
My party was:

4 Lizardman fighters with polearms
1 Lizardman rogue
1 Faerie Bishop

A party like this is devastating in melee combat. Surprisingly enough, the rogue will turn out to be the most deadly melee attacker if equipped properly.

To answer your questions:

I would go with a Lizardman for a rogue. They lack intelligence, but will make up for it in melee combat. Also, plan on equipping the rogue with the sword Boodlust. With Bloodlust's auto-berserk ability and the rogues backstabbing, he will deal HEAVY damage. Usually more than the berserking polearm fighters, but it won't have the extended range and Bloodlust is cursed so he won't be able to use ranged weapons. I think it's a good tradeoff though.
Especially since Bloodlust is available early on. Plus, if you manage to acquire a *Light* *Sword*, you can use ranged weapons.

As far as your Lizardman fighters, give them bows or crossbows as soon as possible. They will suffice for long range attacks. You will find that long range attacks are not very important with a party like this, though. Your combat strategy will revolve around running up to enemies, which does waste time, and make you more likely to move last in every round. However, this is such a robust party, I wouldn't worry too much about it.

The one weakness in this party is the faerie bishops. A few lucky shots from enemy archers can kill them easily. Never fear, though, just keep a few resurrection powders in the fighter's inventory to keep your bishops alive.

If you're feeling daring, try going with only one Faerie bishop, and an extra polearm Lizardman fighter. It can be difficult in the beginning, but once you acquire the necessary spells (Enchanted Blade/Magic Screen/Missile Shield/Armorplate/Heal All)
your one bishop will be more than enough. So you might find two bishops to be redundant, but if it's your first time through the game it will be easier in the beginning.

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Llevram (5413 posts) Click to EMail Llevram Click to send private message to Llevram Click to view user profile Click to check IP address of the poster
Apr-19-02, 10:12 PM (Pacific)
2. "You are in for a long ride"
When you come up against a group of plants and have nothing but melee ... it is then that you really want soem area effect spells.

And in general, at least through the beginning and middle, most of the magi is hardly defensive.

Tools for Wizardry(r) 7

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