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Original Message
"Couple of class-based questions..."

Posted by Sadaen (Guest) on May-25-02 at 01:53 AM
Question 1:Which is better: shield or dual-wielding(in all classes)?
Q2:What are the purpose of Lords? I mean they have less fighting abilities than Fighters, less spellcasting than Priests, and its not like health regeneration is going to save the world any time soon.
Q3(big task):Can someone provide a list of the two or three prime requisites for all classes?

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Messages in this discussion
"RE: Couple of class-based questions..."
Posted by HolyWarrior (Guest) on May-26-02 at 09:00 AM
Hmm...generally they use 2-handed weapons. My fighter does up to 70 damage with a halberd.

Haven't used one myself. I hear Valkys are better than Lords anyway.

Vitality is a must for all classes. Your tanks need strength. Rogues need speed and dex. Your spellcasters need intellect or piety, depending on magic type.


"Lords are useless, unforunately"
Posted by Sadaen (Guest) on May-26-02 at 07:47 PM
Yes well, no class SHOULD be better than the other, but better at certain things. And Fighters using polearms are better than Valks in my opinion (Berserk).

"In defence of "My Lord""
Posted by MaddMaxx on Jun-04-02 at 00:33 AM
Every team needs a leader.... why not a Lord.
After all. is it not the ultimate goal of Wiz to become a "Cosmic Lord"
As will as being a very reasonable fighter with a good sword, they can use modern weapons,,, Blunderbuss,,, shoots twice for over 100 damage at long range with instant kills, very nice indeed.
And the back up healer is of some benefit in a pinch, although not much of a issue once the bard gets the Dulcimer of Mending and the Bard gets the Regenerating Stone and the Priest has the Heal all spell.
And what of tradition? Dose not the premise for some of mythology come from the age of the crusader? The mighty Lord, to lead the faithfull on the great quest.
Have a nice day
MM (MaddMaxx, Cosmic Lord, Knight of the Round Table)

"Oh, Lords!"
Posted by Llevram on May-27-02 at 01:53 PM
Well, this is *supposed* to be role-playing, and sometimes the do-gooders have a tougher time. But in ewxchange, the health regen does allow them to equip all the -health regen items they want.

Tools for Wizardry(r) 7


"RE: Oh, Lords!"
Posted by Xantor (Guest) on May-29-02 at 05:53 AM
Developed correctly Lords make very good fighters with side benefits of ability to use some excellent cursed weapons since the health penalty is offset by the health regeneration. The ability to wear almost all armor (except that specific for females and samurai/ninja) allows them to develop high armor ratings and absorb considerable damage. The ability to heal others in a pinch and cast protective spells while the enemy is still at a distance saves the spellcasters points for use casting combat spells. As with any of the classes it depends on your style olf play as to whether a particular class works or doesn't work in your party.

"But, you see..."
Posted by Sadaen on Jun-01-02 at 10:51 PM
Yeah
But the problem is that you can find those amulets that give +1 health regen and +3 AC which also offset those GD cursed weapons.
And as for healing allies at a pinch!! Well, you spend an entire round casting the spell, when you could be dishing damage, course if you want to become any good at spells then you have to spend points on it, which means there are less points on his cambat abilities. Priests and Fighters are better.


Grrr!


"RE: But, you see..."
Posted by Skeptic (Guest) on Jun-01-02 at 11:11 PM
Despite my issues with the class being called "Lord" when there are so many more sensible names for the class, I DO have one in my party(a dwarf) and while I cannot say he is certainly as valuable as my dracon fighter, I do know that his abilities have helped considerably.When some creature hits me with a poison cloud my lord is one less guy who needs curing and there are times when you cannot have too many "back up healers"(ex. the priest is unconcious,the monster you are fighting will be killed next round by your valkyrie but your rogue, who is fresh our of cure poison potions is poisoned and down to 3-4 hp...).
Still, I would have prefered they replaced "lords" with paladins/crusaders/witch hunters and replaced regeneration with a no fail once per day or once per battle "divine intervention"(like a complete healing & curing of one party member.

"RE: But, you see..."
Posted by Avatar (Guest) on Jun-03-02 at 04:31 AM
Proests have a unce per battle devine intervention it's called PRAY. Bur just because you ask doesn't mean the gods will give the aid you seek or for that matter any aid at all. That is why they are GODS if you had that kind of power you'd be one too.

"To answer your first question"
Posted by rbrown on Jun-03-02 at 11:42 AM
Many of my players use the Thieves Buckler when their armor class is low. The Thieves Buckler is AC +1 AND speed +10. Depending on your current speed the shield adds a +1 OR +2. As your shield skill grows you can get another +1 or +2 from your shield skill. The Lithe Buckler adds 10 to your dexterity which is always helpful.

On one team I have a Bishop who is my main lockpicker (don't ask why). 20 points from his CoDS transfer, +10 from Poseurs Cap, +10 from Thieves Buckler, +42 from a level 7 Divine Trap makes him very effective. But I don't think he improves that skill with practice ...


"RE: To answer your first question"
Posted by MaddMaxx on Jun-04-02 at 02:08 AM
Yes. You are very correct about the Tieves Buckler,,, My preference is the Heather shield with its AC-3. But I realy feel it boils down to your game playing style. Dual weapon wielding is perhaps better later in the game when you players have gained more HP and can take the damage from a lower AC. If you can purchase two Amulets of Healing (AC-3) as well as a Coat of Many Colours (AC-3) for each player for a combined AC of -9 (big cost in GP) this will reduse the need for a shield. By game playing style, I am refering to beginning combat at long range, using the sonic boom spell. With this method I can often do serious damage to the bad guys before they get close enought to cause me much concern. This not completly eliminates the need for dual wielding as this causes much more damage necessary later in the game.
Have a nice day
MM

"Playing Style"
Posted by rbrown on Jun-04-02 at 03:31 PM
My playing style in Wiz 7 was: No bows, no slings, no shields. No thrown weapons or anything requiring ammo. Dual weapons as soon as possible. Replay a level-up over and over until the random numbers came up RIGHT. Plan your class-changes 6 level-ups in advance (fairy bard->monk->ninja). Make sure 5-6 players have silence and shut down the enemy spellcasters in the first round.

All that is reversed now, and the game plays better.