You already seem to have your own ideas.
The sorcerer is useful if you want to heal.
The necromancer's spells are better than the wizard's until you get to 4th spell level.
The thief is useful if you want to open chests without taking so much damage. And he is essential in generating cash (Alchemy and Materialize). The thief with a max of at least 40 SP can instantly turn a sunfruit into 240 gold. And you can buy one sunfruit a week at the fair for 100. Most people have trouble maintaining enough cash in DBII, especially without a thief.
The dwarf makes it easier to navigate and gets some nice damage with the stronger weapons.
The trog has his own light source (a negative in one place) and is a good "backup" fighter/archer.
The archer is the only character that can use the strong bows at max efficiency.
The fighter is the only character that can use the strong melee weapons and the Dragon Bane at full efficiency. There is a second fighter available not too far into the game.
If I were going for a full party, I'd start with Fighter, Trog, Thief, Sorcerer, Necromancer. Many would probably choose the Archer over the Trog. And you seem to like the Wizard better than the Necromancer. There are enough good weapons that even Fighter, Fighter, Thief, Sorcerer, Necro/Wizard/Archer makes a good party.
If you want to play around a bit, I suggest you have the Necromancer cast Summon Grizzly. Then play parties of two or three while exploring the wilderness. When the Grizzly dies, go back to town and get another. And if you're running low on hit points, but the Sorcerer is back in town, go back and heal up. Once the characters reach 5th level, go swap them for others. (By trading off in small parties, the characters gain experience quickly and you don't need lots of armor or weapons at the start.) Then go out again. It won't take you long to get everyone up to 5th level (2nd spell level) and by then you'll know which ones you want in your party for the campaign.
It turns out that you can get a replacement 4th spell level version of each character once you get past the tower. (Your party will probably be somewhere between 10th and 15th level when you get out of the tower.) So if you don't like your current party, you can reconfigure there pretty painlessly. Or if you want to substitute a full-power wizard for the necromancer you've been using, that is a good time to do it.
Craig
Kong Xian Mu <mean_liar@...> wrote:
In DB2, I as curious about what constitutes the 'best' party.
From examining the Spell lists, it appears that although the
Necromancer is cool, it seems more like an interesting class but not
really wroth taking.
The Sorceror and Wizard seem indispensible.
In DB1, there was a dearth of powerful melee weapons: at any moment,
there were plenty of powerful bows but only 1-2 powerful melee
weapons available. Does this hold true in DB2? If so, then
Knight/Trog/Archer seems best; if not, then Knight/Dwarf/Archer.
And what of the Thief? Is he indispensible or only 'nice to have'?
It would be a shame to fill up a melee slot with a mediocre combat
class.
Any ideas?
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