
| Original Message: favorite parties |
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I'd still probably take the monk over the paladin. They do a lot more damage, and have about the same ac. Instead of 1/2 damage reduction they get to evade attacks. Towards the end of the game they can evade about 50% of melee attacks. Plus they also have expert cleric magic so they cam heal the cleric if needed. GM regeneration is still the best for traps. Just let it blow up in your face and rest for 5 to 10 minutes and move onto the next chest. The only thing you have to worry about is sometimes the chest can damage your armor so you need to get your repair skill up sooner than later. I've never really bothered with telekinesis. Costs too much spell points and isn't always that effective. I'd normally always give an archer a spear or duel dagger instead of a sword. Without being able to master sword it doesn't seem worth it. The way I normally play the dark side party is I do all main quests to get to the pit asap. The only fighting you have to is on emerald island and the Castle Harmondale. The dwarf quest and elf/human wars you can just grab what you need and run from your enemies. The hardest part is getting the golem parts as those traps have a good chance of killing 1 or more party members. |
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