Re: MR: Some general points of technique
commie_bat, on host 24.203.70.47
Friday, February 14, 2003, at 22:33:25
Re: MR: Some general points of technique posted by 10Kan on Friday, February 14, 2003, at 07:49:15:
> > Rogues are fighters, and therefore useless in the back row. You may as well have two Knights/Assassins and a Rogue, and retrain the Rogue as an Assassin or a caster as soon as your spells make him obsolete. You'll have more SP that way. > > > > 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. > > > > ^v^:)^v^ > > FB > > I always have a rogue in my party. They tend to hit nearly as hard as the knights (when properly equipped) and usually are faster thanks to the level advantage they get from disarming traps. This also gives them adequate HP if you put empathis on their constitution. Sure, they'll never be as good as an assassin, but I hate to see all that lovely experience go to waste by using the DISARM spell. > > 10"Oh wonderful, joyous experience!"Kan
I don't bother with Rogues once I learn DISARM. Granted, the experience is nice, but ultimately it doesn't do a Rogue much good. Knights and Assassins get more HP per level, and Assassins gain WC and AC with levels. Base speed maxes out at 10, so it comes back to Rogues being good characters to start the game with and then abandon in some town along the way.
Also, even my most experienced Rogue has found himself paralyzed, teleported or even killed by a chest on more than one occasion. I hate to see cash go to waste, and that goes double for keys that can be invoked in battle.
^v^:)^v^ FB
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