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Re: MR: Some general points of technique
Posted By: Joona I Palaste, on host 195.197.251.180
Date: Friday, February 14, 2003, at 07:21:54
In Reply To: Re: MR: Some general points of technique posted by essgee on Friday, February 14, 2003, at 06:40:46:

> > 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.

Someone in this thread mentioned an "ultimate party" to strive for. Wouldn't that be six Assassins, each of whom know all 72 spells? Once Assassins get past level 40 or 50 or so they become amazing killing machines that do far more damage than magic-users could ever hope for. Of course they will gain SP slower than magic-users but this should only be a problem if you need to cast healing spells a lot.

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