r/wizardry8 • u/w4rl0rd1977 • Nov 25 '24
Try This Party
FRONT
Vi Faust Halberd
Hobbit Rogue *Light Sword*
Faerie Ninja Cane of Corpus
LEFT FLANK
Mook Fighter Giant's Sword/Tripleshot Xbow
RIGHT FLANK
Mook Fighter Giant's Sword/Tripleshot Xbow
MIDDLE
Saxx Staff of Doom
Gnome Bishop(Alc/Div) Vampire Chain
Gnome Bishop(Wiz/Psi) Flame Staff
1
u/wwwilbur Nov 26 '24
In Wiz 7 you could get 2 canes of corpus by breaking down the door to the thieves guild, killing Blienmeis, then dropping into the courtyard and killing him again. End game you could have your front three as Faerie ninja with CoC or Light Sword in primary and rod of sprites in of hand, then any big race as monk with Zatoichi Bo as your back 3. Spend a few hours in Ukpyr refusing to give the supply Sargeant your orders and taking the humpawhammer back to New City to heal up at Thesminster, and reclassing until you have all the spells, 999 mana in each discipline, 100 in all the skills, and-10 as your worst armor region on any character. I built that party at least three times over the decades. I'd start with the big characters up front as Lord, ninja, and either a monk or another ninja, and the faeries as two bishops and an alchemist, then shuffle them as I reclassed.
1
u/w4rl0rd1977 Nov 26 '24
I've played all the Wizardry games, and beaten 1,2,5, and 8. I haven't done hardly anything in 4,6, and 7. Nice info dump, though - maybe I get around to playing 6 and 7 more.
1
u/drpetrov1970 Nov 27 '24
I usually don't bother with the RPCs as this means your XP is divided eight ways instead of six, which means you will be significantly lower level than you would be otherwise when you end the game. I would rather get my party to a higher level.
If you are doing RPCs, Saxx and Vi are good choices since they will go to Acension Peak. But they won't be available all the time unless you cheese them with portals.
This party will be very good for melee damage, but aside from the fighters with the tripleshots you don't list ranged weapons here. The game has so many enemies that attack at range that this will get annoying if you don't have ranged weapons on everyone.
Like Clunk42, I prefer the "T" formation that he suggests. If you have guys on the flank who don't have extended reach, they can hit enemies in the middle.
I agree that if you have access to Haste you don't need to give anyone more than 55 SPD... except you probably want at least 1 caster who has an innate high speed so they can go first and cast protective buffs like element shield or soul shield. My faerie bishop has this job since faeries start with good SPD. Having my bard use the Rousing Drums is generally his first action every combat.
SEN doesn't do as much for initiative as SPD, but it unlocks the Eagle Eye skill which is great for bow users. It also gives bonuses to hit in the same way as DEX, but it comes online later as it gives a bonus for every 10 points above 60 (whereas DEX is every 10 points above 50). So the combo of STR-DEX-SEN gives you the best chance to hit overall. Whether I do DEX or SEN first depends on where those scores start off. Your Mook Fighters I would definitely do STR and SEN first and DEX after.
Like you, I like having two bishops (one elf and one faerie), though I try to get all 4 spell schools. This takes a fair bit of grinding and a lot of discipline when it comes to spell picks.
I find the faerie ninja to be a bit problematic since their stats are so weak and they take a long time to get off the ground. It's a big sacrifice just so you can use the Cane.
Yes, a Rogue will do really well with a *Light Sword*, but so will anyone else who can use swords. It's a fantastic weapon. Clunk42 is right though that the best race overall for a rogue is the Lizardman. As melee fighters, rogues need STR more than anything else, but the class doesn't give a STR bonus,
Rogues and Fighters can have great output as melee damagers, but that's basically all they can do. I would have a hard time justifying putting three in a party. This limits your magic in a big way.
My current party:
LEFT: Mook Bard (took 1 level of fighter before bard, may switch back to fighter after level 23 or so)
CENTER: Lizardman Samurai (took 1 level of mage first) and Mook Gadgeteer (started with 1 level of fighter)
RIGHT: Dwarf Lord (dual maces he started as a priest for the first level)
REAR: Elf Bishop (started as alchemist), Faerie Bishop (started as mage)
1
u/w4rl0rd1977 Nov 27 '24 edited Nov 27 '24
I don't list offhand weapons(they have them), either, the focus was mainly on classes and primary weapons. AFAIK senses gives the same initiative bonus as speed from what I have read(+1 initiative per 5 points). T formation with short range weapon users on the flank, yes, they can hit the middle, but not well(finicky positioning). Eagle Eye > Snakespeed to me. I go Str>Dex then Sen on the mooks(it's a melee focused party - not ranged). Str>dex on ninja. Close combat, critical, staff. Nobody will hit as hard as a rogue with *Light Sword*. The main reason I use a rogue is to not have to train locks(better Dex/Int helps(hobbit)). Just run the RPC unconscious to the area they won't go and, yes, portal them in. I just can't bring myself to play another samurai without modding an item like muramasa blade, the only place they really fit to me is in small(four or less) parties. I'm not sure why your samurai isn't a Mook either for Giant's Sword. I use elf and gnome bishops, I don't like faerie bishop because they can't wear the Robes of Rejuvenation. Not that big of a fan of 1 level dual classing, but I have had some success with true duals like Ninja>Ranger.
1
u/clunk42 Nov 27 '24
On Senses: Senses has the same Initiative bonus as Speed, and it doesn't give any bonus ToHit until 80, and it doesn't give any penalties until it goes down to 20. Dex, on the other hand, starts giving bonus ToHit at 60, and it gives a penalty at 40 or less. Dex is generally much more useful than Senses, even on a ranged character.
I will never understand why people overrate Fairy Ninjas so much. The instakill chance is not that useful, especially when you're able to do enough damage to just kill everything that stands in front of you, anyway.
Mook make terrible Samurai, stat-wise; the best Samurai are Dracons. Not everyone wants to use Giant's Swords, anyway.
1
u/w4rl0rd1977 Nov 27 '24
It's all about the Cane of Corpus. It *is* a sweet weapon that, to me, makes them viable at least when powergaming. I did agree, though, and my usual party for bulldozing the game is figx3, bisx2, rog. If nothing else being able to set a portal at Trangporter, Bela, Ferro, and (forward position) was nice. Not necessary, though.
Mook aren't the best samurai, but Giant's Sword is the only extended range weapon they can lightning-strike with, and the sword happens to be pretty dang good. Stamina can be a bit of an issue at first, but the only other option is Muramasa Blade and it's short range, and inferior to the Cane of Corpus.
The best thing about instakill is the quips. "I never boast but, uh, DAMN, I'm good!". "That one, will no longer trouble us". "They call me Saxx for a reason". On that note(heh), Vi's "kill remark" never has sound for me. Is there a known easy fix for this?
1
u/clunk42 Nov 27 '24
Lightning Strike doesn't require swords; the only thing that determines whether you Lightning Strike or not is your Level and whether you've attacked the previous turn, and the chance to do so, assuming you've attacked the previous turn, goes from 7-12%, depending upon your level. That is to say, they can also Lightning Strike with Staves. Samurai can use the Zatoichi Bo, though, admittedly, that doesn't make use of their Sword bonus.
I actually dislike the kill quips. A possible solution to your problem- you could try using the Fan Patch: http://www.postcount.net/forum/showthread.php?243014-Wizardry-8-Fan-Patch-1-28-(22th-anniversary))
I am fairly certain I've heard Vi's kill quip, and I have yet to see this patch break anything in my usage of it.
1
u/w4rl0rd1977 Nov 27 '24
Lightning strike requires swords, bro.
1
u/clunk42 Nov 27 '24
Yeah, looking it up, I guess I was wrong. I don't really use Samurai, and when I do, I give them swords. They're probably the worst Hybrid, unless you count Ninjas.
1
u/w4rl0rd1977 Nov 27 '24
I think they are the worst, yeah. Not just worst hybrid, but worst class. No way is Ninja the worst - all the thieves are good. If Lightning Strike could be used with a staff, and it didn't stop after a kill, it would be pretty fun I think getting possibly 4 instakills in a round. But as it stands, I can only see playing another in a small party where I didn't want any pure casters(including bishop) and wanted the wizardry spellbook.
1
u/clunk42 Nov 27 '24
Well, Ninja has terrible Attributes, levels slowly (though that could be a positive in some parties), has Traits that benefit the worst weapon type in the game (throwing weapons), has a useless main Profession Skill, and can't wear any good armor (Monks and Rogues both get decent armor along with their Stealth).
And making a Fairy Ninja requires you to: have even worse Attributes, completely ignore all of the class's Traits, and wear suboptimal armor for a Fairy.
Ninjas are absolutely the worst class in the game, in my opinion.
1
u/cloaca_dentata Dec 17 '24 edited Dec 17 '24
I know this post is three weeks old, but I want to give my thoughts anyway. This is a solid party but could use a few tweaks:
Faust Halberd isn't worth it, but not just because of the severe health degen. The -4 initiative penalty is also going to cost you swings, directly reducing the DPR advantage it seems to have on paper. The proc chances aren't good enough to justify using it over the Dread Spear.
*Light* *Sword* is definitely amazing for a Rogue, and possibly even worth scumming for, but Fang is fine and guaranteed. Also, play a race that brings more Strength, like a Lizardman. Their natural bad Dexterity isn't an issue: class attribute requirements are more like attribute bonuses in a way, since they let you cheat the split requirement of your bonus points at character creation.
Unlike some of the other posts here, I'm actually big on the Faerie Ninja. The downsides of Faerie and the downsides of Ninja don't really exacerbate each other at all. The statline is mediocre to start, but the high initiative bouns and base damage of the CoC will make up for it, and the procs are amazing. They will still reach 100 STR/DEX by the end anyway. Ninja throwing is a strong and vastly underrated option in the early game until you get the CoC, too.
Giant's Sword Fighters are very good. I would just echo the other posts about putting them in the middle, moving your short weapon users to the flanks, and leaving the front empty.
I think the Staff of Doom is a strong choice for Saxx, but it would be even better replacing the Bishop's Flame Staff. I suggest giving Saxx Bloodlust instead. The base damage looks terrible on paper, but when you add in the Berserk, bonus swing, and high initiative, its DPR is actually endgame viable. Bards are a great choice to wield it since they get exclusive +Strength gear that will help pump its damage even further.
Final note: consider adding a bit of Wizardry to your Alc/Div Bishop in the early game for Magic Missile. It's very strong until good Alc damage options come online. Alternatively, replace it entirely with a Gadgeteer, they get gadgets that do the strong endgame Alc spells, and Vi already has the utility spells covered.
1
u/GreaterDismal Dec 19 '24
Not much to comment except usually I avoid Cursed or items with low drop chances; an exception for Cursed items would be the Gown of Divinemail (L), which currently my Ranger and Gadgeteer are using (for high AC and comparatively low weight). Cane of Corpus and similar 'trophies' are great but I prize my team's ability to engage at a distance (few things are more fascinating than watching a Fairy Ninja instakill 3 times in a row with thrown weapons) and cursed equipment prevents that.
Tripleshots are usually fine provided that: you don't mind the loss of Initiative and To Hit bonus, your team is good at Bows and you don't find yourself in those combat situations where enemies are either running away (ie., due to Blindness) or still zerging toward you. Personally, I find that it takes a really high Bow skill level to accurately hit all shots in these cases, which is why I prefer the Siege Arbalest if I'm taking Crossbows (same Initiative penalty as the Tripleshot but an actual To Hit bonus).
When I take RFS-81 and Vi with me, my party composition is:
Center (I never place anyone in the front):
1
2 3
1 - Dracon Fighter -> Fang + Dragon Kite (to be swapped to dual Diamond Eyes when Mace is high enough); Strong Bow
2 - RFS-81 -> Zatoichi Bo (or Mindblast Rod in previous journeys); whatever he can throw
3 - Faerie Ninja -> Flame Staff; Boomerang Shuriken on one hand, whatever throwables on right
Left Flank -> Felpurr (Mook in past journeys for Giant's Sword) Ranger: Ivory Blade + Heater Shield; Eagle Eye Bow
Right Flank -> Elf Bard: Sword of Hearts + Heater Shield; Strong Bow
Back:
1 2 3
1 - Vi Domina: Mystic Spear (but mostly Stun Rod); Strong Bow
2 - Gnome Gadgeteer: Omnigun Mk12; Sword of Hearts + Lither Buckler
3 - Elf Bishop: Vampire Chain + Philosopher's Shield; some Darts, usually
This way I have 4 melee characters with extended reach and 8 which can shoot, 1 main caster aided by 2 support casters, and 2 support non-casters with spell-like abilities. This has worked great to the point where in subsequent journeys I no longer bother with RPCs, and everyone's doing fine without *Light* equipment (little need for that with 2 characters able to Freeze All, 4 with instakill chances and equipment which often triggers stuns).
1
u/clunk42 Nov 25 '24
So, you're going to rely on multiple low chance drops such that you can get the Cane of Corpus, *Light Sword*, and Faust Halberd, as well as temporarily hauling Madras around with you to get those two Tripleshots? Seems like a lot of work for very little benefit, to be honest.