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"looking to create a party with certain specifications...(help!)"

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Conferences Wizardry(r) 1-7 Conferences Wiz 7 - CoDS and Gold (Protected)
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jullman12 (0 posts) Click to EMail jullman12 Click to send private message to jullman12 Click to view user profile Click to check IP address of the poster
Dec-09-04, 10:18 AM (Pacific)
"looking to create a party with certain specifications...(help!)"
OK, here goes...

I would like to have.......

1) at least 3-4 party members with the heal spell.
2) faster magic restoration (it drives me nuts waiting for my priest/valrykie(sp?) to restore her Divine magic.
3) strong characters for later in the game (monks, ninjas, samarai.
4) characters with high ninjitsu and kirjitsu.
5) and of course one character with skuldggery(sp?)

I honestly have been pondering the correct order of profession changes for a week or 2 now.

If anyone could give some advice on creating such a party, i would definately appreciate some help!

Thanks,

Jon

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Dragon2k (806 posts) Click to EMail Dragon2k Click to send private message to Dragon2k Click to view user profile Click to check IP address of the poster
Dec-09-04, 02:03 PM (Pacific)
1. "RE: looking to create a party with certain specifications...(help!)"
2. this is a real problem, since Wiz 7 calculates how fast Mana (aka magic) regenerates, During his/her creation, meaning, no matter how many times you level up your Lizardman Fighter -> bishop, he will always have minimal mana regeneration for the entire game (both due to race and class)
Lizardmen, Fighters and Thieves have the lowest mana regen, while Faeries, mages, priests, alchemists, and psionics have the highest regen (surprisingly, Bishops are a tad lower than mage/priest). what's really going to kill you, is the hybrid classes pathetic mana regeneration. barely better than a lizarman mage.
another thing, starting Piety and Vitality also control mana regeneration. 18 piety with 15 vitality is all you need, any more in vitality after that, just gets better HP, stanima, and CC

for all those requirements, it's going to be a bit of work to get them, but possible. the Kirijutsu is the PITA, however, since you can only increase it via levelling up, and all 3 classes who have Kirijutsu, also have magic, so you have to compromise. Ninjutsu is going to be the easy one, however, since all you do is hide, attack, hide, attack with a couple armor shield and armorplate spells in there.
now, what to start with, is an excellent question. you have a ton of options, but first, realize you should re-roll every time, to get at least a 15 for everyone, 18 preferred, and 21+ is awesome. a Faerie Mage, with high vitality and piety, will get back most spell points quickly (in between running from one combat to the first fountain, for instance; usually gets about 3 points back by then, with high enough piety)
second, a Gnome Priestess with 18 piety and vitality would also be good.
as for a thief-type, gotta go with a Bard, NON-Faerie (faeries don't get poet's lute), and Dracons are pretty good (high vitality, plus intelligence isn't really used much, at least, not for what's in the future...)
a valkyrie, contrary to your experiance, is actually pretty good for a party, basically a Fighter taking less damage from attacks (part of a "feature"), and able to use priest magic, with some slightly upped XP requirements. use a Gnome or Rawulf instead of whatever you have, and put the extras into either piety or vitality (you should have 8 or 9 left over to put into either or both), pending your need of HP or spell points.
not a Lord, a Valkyrie, since both are identical, except for the Lord's superb HP and extremely high stat requirements, which isn't that important anyway, for us
Samurais are good, although lackign a bit in Piety and Vitality, so if your concerned about mana regeneration, don't bother, too much effort to start him off right magic-wise. more of a Fighter than a mage.
leaves us with Monks and Ninjas. both virtually identical fighter types, but Ninjas can learn skullduggery and alchemy, while Monks learn Psionic spells instead. both have heal wounds easily available (level 5 for ninja), but the bard is for the chests, leaving your ninja free for stealing, if you want. the Ninja, unfortunately, levels up slowly, 1500XP for level 2. as for race, Faeries are a must, here, for the -2 AC just looks awesome at higher levels, and the classes have high requirements (15 minimum for each) anyway, which doesn't leave you enough points to up the regen.

to recap:
Female Gnome Valkrie
Male Faerie Monk
Male Faerie Ninja
Female Dracon Bard
Female Faerie Mage
Female Gnome Priest

remember me saying something about "the future?"
yes, the future, Conan, all the way into the year 2000 ;)

you say you've been thinking of class changing. this can make your goal come true, although do this in moderation, or all the funs out fast.

when you class change, the mana regeneration is unchanged, so, it's possible a Lizardman fighter could have half-descent mana regen (Liz mage -> fighter), making Samurai a good option now. but more importantly, the stats will lower, to the new class's minimums or the Race's (whichever is higher; count no requirement as 0), but don't be discouraged, since the level ups will come faster now, like after one battle, you might gain 5 level ups immediately, and with them, several stat boosts each level up.
now, what the heck to change to, depends on how your characters developed, but to ninja, monk, Lord (higher requirements mean easier to change again, if wanted) or Samurai, are the general options, and you can class change freely between them, so long as you stats match. remember, only Samurai, Monk, and Ninjas can learn Kirijutsu, but after that, it's open season for any other classes. same with Ninja and Monk (minus the original bard, who already has it) and Ninjutsu. speaking of which, the Ninjutsu AC bonus is for monks and ninjas only. for the others, they just get the Hide option during combat.
so, try:
Valkryie -> Samurai <-> Ninja <-> Monk
Monk -> Lord <-> Ninja
Ninja <-> Lord -> Monk
Bard -> Valkryie -> Lord -> Ninja
Mage -> Bishop -> Ninja <-> Lord -> Monk
Priest -> Bishop -> Samurai <-> Monk <-> Ninja (remember the Piety and Vitality for gnomes)

you can repeat this class changing endlessly, until you are comfortable with them, or, leave after you get to the final class for them, or the second time around. depends on how much work you want to do. If you want to just get the skills (ninjutus and Kirijutsu), you can put one point in (or hide successfully once or twice for ninjutsu), then add in points later at your leisure. if you get bord, buy a hundred Sparkle Sticks from Belcanzor in the southwest of New City, to work on Artifacts (frees acedemia points for kirijutsu/magic)
But, HOW would you go about getting the XP for those classes? surely one wouldn't just wander around endlessly.
you would be right, there are a few battle generators early on. a battle generator is where you can repeatedly fight battles for as long as you want. as opposed to the fixed encounters in the starter dungeon, like the one right in front of the fountain. one such battle generator, is in New City, the Forbidden Zone, which houses massive amounts of Savant Troopers and Guards, especially on Hard. a Conjuration spell, plus hiding, works well. a Nuclear Blast works wonders afterwards, as well as Iceball and Fireball. the most damaging spells you can cast, however, are Acid spells, like Acid Splash (2 Earth points ppl) for one single destruction and Acid Bomb for a whole group.
if some get killed, don't fret (unless its your Valkyrie, monk, AND ninja, then restart the save), for you can just ask Father Rulae to HEAL you, and you get access to a fountain, for every penny you have. but, if you have 0 gold anyway, you won't have any taken away, but still you get the fountain ;)
if you go that route, feel free, to practice swimming in the fountain outside, if it's at least 10 for anyone, for if they die, you can ressurect them anyway.
after this, go back to the Starter dungeon, and recover Magic. repeat, until you are satisfied, and go through Orkogre Castle or Munkharama, whichever you choose, and be armed with very powerful characters.

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James (Guest) (7 posts) Click to check IP address of the poster
Feb-04-05, 07:04 AM (Pacific)
2. "RE: looking to create a party with certain specifications...(help!)"
Personally I dont worry about mana regeneration much, with all the fountains about, its alot quicker to just run to a replenishing fountain and heal/mana up than to rest and rest trying to get back mana.

I like to change class's alot to get my skills up fast, I dont worry about mana regeneration, you are usually near a fountain that will bring you up quick. Even with a Faerie mage or similiar, you can run, hit a fountain, and continue adventuring long before you rest a bunch of times trying to get all your mana back.

I like my party to be eventually

Faerie bishop
Faerie ninja
Elf lord
Elf Valkarie
Monk and Samurai (what ever)

I always start every character as a class that gets hiding and Critical hit right off the bat, so I always have those. I work on raising magic up first, with elves and faerie, it usually works i switch between thief/mage all the time. With the monk and samurai, its between fighter/thief/mages or something. With flipflopping class my melee skills stay pretty weak, but you build up your magic to 100 very fast. Thus you can get your nuclear blasts and similiar spells easy. Of course with switching your spells are usually only level 1 or 2 max anyway, but still a level 1 nuclear blast works wonders on anything. Especially if you have 3 or 4 people casting it.

Later on you can stick to one class and then work your melee skills when you start finding good weapons.

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