elkston
Sentinel
Right now I'd say I am pretty far into the game. Currently about the enter the 3rd cyclopcean door in the
.
My party for the bulk of the game has been:
Myself (Human): Master Archer/Boyer that dabbles in alchemy
Rhulana (Amazon): Saber Master, Master Archer, & Natural Healer
Tank SLOT: Either The Human Fighter from the Castle (forgot his name) ---> 2 handed swords, blacksmith (tank #1) / or Fugromm the Dwarf in the same capacity (tank #2)
Dranor: Everything else. Arcane Lore, Thief/Social Skills, Throwing Master, Fencing Melee if needed
So far I've gotten by on the broad strategy of using Rhulana/Dranor/Tank to melee with the mobs while I stand back and deliver crippling shots from my bow. In cases where the battlefield is wide open (as opposed the cramped spaces of dungeons), I'll even have Rhulana join me with the bow duty as we both deliver killer arrow shots while Dranor/The Fighter wade in melee. After the battle, Rhulana treats poisons and wounds. During the battle, potions are used for immediate healing if needed.
Right now, the only weak link is Dranor. He is OK as a fighter/throwing master, but in the tough contests he just doesn't contribute as much as my other 2 members. The plan once I return to Ferdor is to swap him out for yet another tank. Either the Elf fighter I met in Tallon, or the dwarf again. My personal character has enough skill points banked to take over all of Dranor's thief duties and even Arcane lore. The ultimate goal now is 3 big frontline guys to cover my archery escapades.
So, is this plan a folly? Should I use a magic user instead having another fighter?
I've not had a permanent magic user in my party since I got rid of Gladys as soon as Dranor was available again. As I barrel towards the end, are the enemies just unmanageable without a spellcaster to mass damage/mass dehabilitate? As far as buffs are concerned, I've gotten by just fine with potions.
Let me know how to proceed and if so, which magic user to pick. I think I've picked up everyone that is available so far.
Depths of Gurdur
My party for the bulk of the game has been:
Myself (Human): Master Archer/Boyer that dabbles in alchemy
Rhulana (Amazon): Saber Master, Master Archer, & Natural Healer
Tank SLOT: Either The Human Fighter from the Castle (forgot his name) ---> 2 handed swords, blacksmith (tank #1) / or Fugromm the Dwarf in the same capacity (tank #2)
Dranor: Everything else. Arcane Lore, Thief/Social Skills, Throwing Master, Fencing Melee if needed
So far I've gotten by on the broad strategy of using Rhulana/Dranor/Tank to melee with the mobs while I stand back and deliver crippling shots from my bow. In cases where the battlefield is wide open (as opposed the cramped spaces of dungeons), I'll even have Rhulana join me with the bow duty as we both deliver killer arrow shots while Dranor/The Fighter wade in melee. After the battle, Rhulana treats poisons and wounds. During the battle, potions are used for immediate healing if needed.
Right now, the only weak link is Dranor. He is OK as a fighter/throwing master, but in the tough contests he just doesn't contribute as much as my other 2 members. The plan once I return to Ferdor is to swap him out for yet another tank. Either the Elf fighter I met in Tallon, or the dwarf again. My personal character has enough skill points banked to take over all of Dranor's thief duties and even Arcane lore. The ultimate goal now is 3 big frontline guys to cover my archery escapades.
So, is this plan a folly? Should I use a magic user instead having another fighter?
I've not had a permanent magic user in my party since I got rid of Gladys as soon as Dranor was available again. As I barrel towards the end, are the enemies just unmanageable without a spellcaster to mass damage/mass dehabilitate? As far as buffs are concerned, I've gotten by just fine with potions.
Let me know how to proceed and if so, which magic user to pick. I think I've picked up everyone that is available so far.