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Re: MR: Some general points of technique
Posted By: essgee, on host 195.92.67.69
Date: Friday, February 14, 2003, at 06:40:46
In Reply To: Re: MR: Some general points of technique posted by commie_bat on Thursday, February 13, 2003, at 21:35:26:

> If you simply must have a fighter in the back row, at least put him fourth, in case somebody gets paralyzed. Then again, with experienced casters and plenty of SP, paralysis should be a very rare problem indeed.
>
> For the ultimate party, you'll want to shoot for Assassin-Assassin-Assassin-caster-caster-caster, where all six members preferably know all spells. I like to use the SP from my front three for healing between battles and DISARMing.

When I chose my second party, I went for Wizard-Wizard-Wizard-Sorcerer-Sorcerer-Sorcerer thinking that the lack of combat ability would make keeping the characters alive difficult, and, therefore, the game more interesting. In fact the game was incredibly easy, the spell-power being much more important than fighting ability.

I'd suggest that the best starting party might be Knight-Knight (or Rogue, for chest-opening)-Wizard-Wizard-Sorcerer-Sorcerer. Retrain the wizards as sorcerers, and vice-versa, then front three to assassins.

Steven

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