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Lords and Sams
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RPGDot Forums > Wizardry 8

Author Thread
Shrapnel
Rocket Scientist
Rocket Scientist




Joined: 03 Jan 2002
Posts: 1325
Location: Newark, NJ
Lords and Sams
   

Some help me out here, I must be missing something
Why choose one of these types over a fighter who can use a shield, gets well over 200hps in his 20s, hits like a beast and tanks like a sherman?:
Cant be cause the of duel wield ability, cause the 2nd hand sucks (at least up to 16 it still does) my duel macing lord can hit for over 15 on any one shot, I wont even mention the left arm
My Sam went lightning like 3 times in 16 levels, left arm might as well have an over-ripe banana for the dmg it does and because they both duel wield, their ac is crap and they get ripped in the front lines.
So what am I missing here, do they need more time?
Cause Im about to enter the rift and Rapax dont have love for warriors who havent mastered their craft yet...

Im gonna save the last game-save and make a new party while someone can tell me whats up. I really wanted these two to shine, but it seems like the 3 main killers in my party are the 3 that were supposed to be protected by these 2 mighty warriors (talking about my magic casters).


On a side note, the thief is totally useless, as I found out, mages can use KK not only to pick locks but to also disarm traps. Who needs a thief again?
Post Fri Jun 06, 2003 9:59 pm
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Bilbo
High Emperor
High Emperor




Joined: 12 Mar 2002
Posts: 1620
Location: New York
   

Comes down to what you want out of them. I didn't run the lord and sam together, and I didn't run a pure fighter with either of them. What I did was:
Lord fought with bloodlust most of the game. His offense for distance therefore had to be spellcasting. He was a good caster and swordsman that way. Also backed up my priest on soul shield. Between him, a ranger, and a monk, the lord was the #1 killer of my melee types.

My samurai was one of 5 meleers. He didn't need to do it all on his own. Double wielded swords, and that got him good in cc, sword & dual up fast. He backed up a bishop on element shield, but his casting didn't start taking off until about level 14.

My pure fighter is in a weak party. He must slug everything in sight, as my only other fighter type is a so far puny fairy ninja. But I don't find him to be a savior compared to a lord or sam. So far only a little better fighting ability.
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Post Sat Jun 07, 2003 2:39 am
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otter
One of Us




Joined: 28 Jun 2002
Posts: 1337
Location: Portland, OR
   

Strength, Dex, Speed. That's all you need for a Lord. The Strength will make you KO more and give you more damage. Dex helps your attack rating and Speed gets you more swings. Gotta get Diamond Eyes! I'm surprised you want to go to the Rift already without it. (just kill the Shaman, his "guards" will even help you...) At L16, i usually have already got both DE's, and been to Ferro to get Maulers as well. If you have a Designated Haster, you only need about 65 Speed of your own to max with the spell, so save it for last.
Sam: same thing; Str and Dex. Make sure your load number is always white--if you're burdened, you won't get many Lightning Strikes. Enchanted Wakizashi is good. Bushido, Fang, even that demon-killer i never keep for very long are good until you get to Muramasa, esp if you like to shoot a bow once in a while...(Hate Bloodlust!).
Mostly, i don't mess with Pie or Int, because all they do is help you learn faster, and i train enough that it doesn't matter. Unless you're going for Powercast with the Sam, Pie and Int won't help your casting. Spellpoints will be no issue if you use Mana Stones and get them recharged, and once you visit Ferro and get Infinity Helms, you won't even need the stones any more.
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Post Sun Jun 08, 2003 5:13 pm
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