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A multiplayer created "all the same class" party?

Discussion in 'BG2: Throne of Bhaal (Classic)' started by casey, Feb 6, 2004.

  1. dmc

    dmc Speak softly and carry a big briefcase Staff Member Distinguished Member ★ SPS Account Holder Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Exactly - think about the sequencers, contingencies and triggers. Six sorcerers will wipe out the magic resistance of any being, and protections, virtually on sight (depends on your auto-pause and how you set your contingencies). Robe of vecna is completely unnecessary for this group. In fact, one of the more interesting ways of dealing with this is to have all six cast sunfire at the same time. They must have the same casting speed (so no robe or amulet) and you get off a massive burst of fire where your entire party is protected and, IIRC, it bypasses magic resistance. Fried drow, yum. This, of course, is a strategy when you don't have HLA spells. At that point, no one is stopping you anyway.
     
  2. Faraaz Gems: 26/31
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    Have three of them cast Lower MR, one other cast Greater Malison a second later, and the other two cast Finger of Death another second later...dead Firkraag in one round!
     
  3. omnigodly Gems: 17/31
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    mages win period, unless you're against archers :p Here's how it goes down... Mage gets contingency, Iron skin, Globe of invulnerability(or minor), Mirror Image. Mageis now immune to dispel magic, and the paladin has to hit the mage 5 times before stoneskin is off and has 1/8 chance ofhitting the mage off the bat. Mage casts time stop, and starts blasting the paladin. Likewise, unless the paladin has the uber uber sword, Mage casts Mantle or Improved Mantle, and the paladin is done, or he could cast Absolute Immunity if he needs it, (if you're talking about epic levels and he has the +6, then I'm gonig to say my mage has the staff of magi, robe of vecna and cloak of non-detection). which means my mage goes invisible and can't be detected by true sight, and casts incredibly fast, so I cast lower res and put my staff on again, (and of course because I'm a smart mage, I have a ton of scrolls, not just my prepared spells), and you're resistance goes down to 0 in 4 turns. I then proceed to magic missile you to death :p .


    I would say 6 archers is th ebest party, AI mages suck, 6 archers kills all mages EASY and fast, and Irenicus, MIGHT be able to cast contingency before he gets pulted by 18 arrows in the first turn :p
     
  4. Scythesong Immortal Gems: 19/31
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    I'm not sure... Somehow the mere idea of +120 to THAC0 and Damage, and +150 to MR just doesn't fit. Then again, so does Nine Mages with the Wish Spell, which can potentially cast at infinity. :rolleyes:

    Powergaming at its best can destroy the fun in the game, but I guess that's why mods and horribly impossible fights exist.
     
  5. LKD Gems: 31/31
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    Well, I was trying a party with an Assassin, a Bounty Hunter, a Swashbuckler, a Mage/Thief, a Cleric/Thief and a Fighter/Thief. It was HARD! With only one healer, and a limited one to boot (my thesis was that during the PC's time in Candlekeep he'd attracted all sorts of fellow thieves) I had to spend ungodly amounts of money on healing. I made it through to the Underdakr, although I left several quests I normally do before the underdark to do until afterward (do you know how hard it is to deal with undead with a split level cleric and everyone with a relatively low THAC0?) I know, however, that as soon as I get to higher levels things will become significantly easier with the joy of Spike Traps and UAI, but still, it was a tough one.

    I ran a slightly different kind of run through before this, I had one each of the Paladin kits, a cleric/mage, a monk and an Archer. All of them are religious figures (OK, the Archer is a stretch, but in FR Rangers get their spells from a deity) It was pretty easy, all things considered, although I had to find the traps with my monk and then buff someone up to set the thing off -- that truly sucked. Everyone was Lawful Good, that's why I didn't include a thief of some sort.
     
  6. omnigodly Gems: 17/31
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    Heh, thieves can be lawful Good, (just don't pick pocket or backstab :D ). What you had is a good idea though, not just the same class, but maybe different classes with one central theme, I'm thinking about doing such a thing, but definately with melee first, (Maybe Berserk/Kensai/Barbarian/Swashy/Paladin/Ragner?)
     
  7. Shrikant

    Shrikant Swords! Not words! Veteran

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    3 Fighters and 1 each of the other fighter kits.
    Or if its just the concept then two of the fighters can be replaced with a Barbarian and a Monk.
    Melee all the way ;)
     
  8. Baronius

    Baronius Mental harmony dispels the darkness ★ SPS Account Holder Veteran

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    Six Sorcerers :cool:
     
  9. cadderly Gems: 5/31
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    alright i might just be imagining things but, lets say that you took away the nonsense of max summonings of 6 or wutever, then u just have 6 characters that are all summoners, in my opinion, even if they all had just like monster summoning 3, it would be quite a cool thing to c.
     
  10. Hyperion Gems: 4/31
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    I know this will upset many of you and I am asking you guys to forgive me, but I am tired of reading things like: the thief does this, the mage casts that and all this nonsense. I'm on this forum for some time now and I know that we all are experienced players. But you cannot prevent every movement. The developers did a fine job and gave us one of the finest game ever, with lots of spells, abilities and all that. There is a huge number of combinations to be used and just because we have chosen our game style, it doesn't mean everybody else did it the same way. Maybe I just like to cast Otiluk's Resilient Sphere or something like that (wich maybe for lots of you, including me, sounds stupid) on the party and/or enemies. I know, it sounds ridicoulous, but it's a possibility. You cannot prevent a player's moves. Schyte, if I remember right I had once another argument with you on this subject. This is a RPG, not a one-way-straight-looking-hack&slash game. I hope I made myself quite clear, and hope I am not missunderstood. Apologies, once again.
    Now about the topic... I am not crazy about dual and multi, if you now what I mean, but I think that this would be a good time for this. It's quite hard to make a choice. In my opinion, the pure fighting classes like fighters, paladins and rangers are out of discussion. You need a magic user do cast some offensive spells, dispeling and all that. And, although I almost hate this class (sorry Scythe, nothing against you), bard would be quite a good choice. Kind of jack-of-all-trades. Still, if you think that it's easy to solo a Sorcerer (I've never tried to solo a game, but if I will ever do it, it will be with a Sorcerer), try to imagine how is it to finish the game with six. There is yet something that I didn't take into proper consideration. When you are all alone, it's easy for you to gain levels; but when it's a full party... well, that's something else. So, the bard may not be such a bad idea (from this point of view).
     
  11. spetznaz Gems: 13/31
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    Well, six druids sure would kick some. 3 Shapeshifters, three Avengers.

    If dual-classing's allowed, then Fighters dualed into various classes would be the best I think, though that'd be too (ch)easy.

    Berserker/Cleric
    Kensai/Mage
    Fighter/Theif (possibly Wizard Slayer/Thief, since you get Use any item at some point).
    Fighter/Druid
    pure Kensai
    pure Fighter

    Sounds easy though, I'd go for some fun and play six Bards of various classes:)
     
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