CLASS CHANGE
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Tennessee Ernie Ford Some people seem to be asking about this. Feel free to disagree, as they are only my opinions. If you just like the idea of a mage turned ninja, make it so (but be forewarned that the ninja won't be particularly effective). Opinions: * about half the board veterans seem to avoid multiple classes for their characters * those that use multi usually only transfer once * my own party has two multis (see below for details) Priest->Bishop->Alchemist and Bard->Rogue General Principles: * specialize and practice--this applies throughout the game, even (and perhaps especially) if you change classes * plan changes--you don't lose much by switching for one level and switching back, but you don't gain much either * it's a long time between levels after you leave the monastery, so it helps to have a plan and jot it down Recommendations: * switch to enhance a skillset (e.g. Mage -> Samurai continues Wiz spells and adds fighting abilities, Mage -> Fighter stops Wiz spell progression) * do not switch to replace a skillset (don't Samurai -> Valkyrie b/c you aren't happy w/Samurai skills; too few skills overlap) * don't switch to a hybrid/elite class after about L12--the XP requirements will hobble level ups * switching from hybrid/elite to a specialist class late in the game has distinct advantages: you retain skills in important areas, but you reduce your XP costs (and you can switch back again) * don't switch to classes that need high levels after the monastery, e.g. gadgeteer, ranger aren't very effective at low levels * esp. for magic users, don't make every spell choice (buy or steal books often) to save them for advanced levels Specific Suggestions: * Bard -> Rogue at L18 -- L20. Retains music, thieving ability and can start to be very effective close-up dagger fighter. * Specialist spellcaster to Hybrid class at L2 (e.g. Mage->Samurai, Psionic->Monk). Gives you two spells that you can practice from the beginning at little cost (you miss out on equipment, one easy level of fighting ability). Do this only if you want true hybrid (as opposed to, say, a fighting machine monk). * Priest -> Bishop at L8-12 Gives you solid foundation of Priest spells, but you can begin adding offense (which is weak for a priest until late game). The sooner you switch, the more chance for offense you have sooner; the later, the more effective you priestly abilities. * Priest -> Bishop (L8-10) -> Alchemist (L17-19). Gives you the same Priestly foundation, allows you to continue building Divinity while at the same time establishing a foundation for Alchemy. Once you have enough Wiz/Psionics (and L6 or L7 priest spells), you can specialize in Alchemy. This gets you the Alchemy class bonus and reduces drastically your XP point requirements. (The trade off is you won't get high Level Wiz/Psionics) * Valkyrie -> Fighter (L10) or Priest -> Fighter (L6) either gives you some decent heal abilities, but giving you the all powerful Berserk ability DETAILED INFO Game Rules: Skills * only the current class's special skills (e.g. Dispel Undead, Berserk) apply * all ordinary skills are still useful * some skills are 'closed' (if they aren't used by current class)--these do not grow w/practice and might not be as effective Game Rules: Abilities & Skills * some skills lose the bonus from the previous class (mage-> Bishop loses Wiz bonus) * some skills lose effectiveness (a pure L6 Fighter really is a better fighter than a pure L6 rogue) * some skills lose effectiveness (part 2: although your L5 mage becomes a fighter at L6, they are an L5 mage and an L1 fighter; they will fight about as well as a newly created L1 fighter with the same stats) Game Rules: XP and Level Ups This seems to confuse people the most. * You only have one character level. That continues to grow every level up. * You can have as many class levels as there are classes in the game. * You start at L1 when you join the class (either at creation or switch). New levels as you remain in (or switch back to) that class. * The XP required for you next level up is determined by two factors: your current *character* level (not class level) and the current class. (e.g. an L6 pure fighter needs an extra 16 kXP to reach L7. An L5 Bishop becomes a fighter at L6. They also need 16 kXP to level up. Their overall total XP will be different based on their past, but not the difference they need to go up. -----signature----- Tennessee Ernie Ford is the nom de web of the author of RPG websites, such as... http://members.aol.com/tenernie ____________________________________ No relation to the fantabulous gospel singer is implied or claimed. wolpak I was wondering your take on the best dual-class combos. I get bored stickin to one class...so I like to mix it up. Here are a few I think are good from playing around or finding them in various spots on this board. Ranger --> Gadeteer Monk --> Valkyrie Cleric --> Lord (Mage --> Samurai, Psionisit --> Monk, Alchemist
-->Ranger) Psi/Mage/Cleric/Alch --> Bishop Are there any other good combos out there. These are justa few I have seen/come up with. I'd like to see a good one for a bard, especially when he hits level 18 or one for a fighter or rouge. knightmayor I actually found dualing an elf mage to bishop on the first level up to be very strong. Doing this gave me a quicker 1st level, higher Int and Pie to start with (most important stats IMHO), gave extra skill points, and a nice boost in mage skills (my favorite spell class) than if I had started as a bishop. The only drawbacks seem to be 1-2 hp from the first level and a lower starting artifact skill (but who cares since this stat seems to go through the roof by itself). |
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