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Light Path is APCS. Light magic is primarily defensive, so I've got two half-way decent fighters in the archer and the paladin. The cleric is there for healing and the GM Protection from Magic spell, and the sorcerer mainly for the two big travel spells, Fly, and Meteor Shower & Starburst. Additionally, a fully promoted archer has adequate disarming trap abilities, although he might still need a booster item. People talk about using Telekinesis to spring traps, but that requires line of sight to the chest, and when indoors, most of the time you can't get far enough away from a chest and keep sight of it to avoid damage. Above all, all the party members have access to that invaluable Light Path spell Paralyze. You don't need to do massive melée damage if your opponent can't reply to your attacks! My favourite party for Dark Path is ACSS. As with the Light party, the archer is your disarmer, and gives a little bit of protection in melée situations early on when the magic-users are weak, and the cleric is also there for the same reasons as before. But now 3 of your party have access to the massive damage spells of Dark Magic, and two to the high-level elemental spells. Shrapmetal and Souldrinker definitely rule later on.
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