7th PC or summons? - ID: 1451: Difference between revisions

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FORUM: Gossip - The rusty dagger tavern

This topic was started by astrobryguy on 09/10/2016, 01:15:10

I'm debating whether to go with a seventh character or just use summons. My current party includes a paladin, a warrior, a bard, a rogue, and two spellcasters. My spellcasters have hit their second classes, so I can summon Jack Crow or shadow creature. Any advice?


I tried summons.

Instant Wolf was useless (might have been good if it were lower level, but by the time you get it, the Warg lasted 1-2 rounds of combat at best).

Summon Jack is OK. Jack Crow almost always scores a critical hit on a melee range opponent, so he makes a nice addition to the front line. The problem is survivability. His HP are 33-67% less than my front line and his AC is 10-12 points worse. So, like the Warg, he doesn't last long in melee.

I've got a Sorcerer now, and I tried the Shadow Ogre and Shadow Storm Giant. They are nice, but their illusionary nature means there is always a chance they just get disbelieved and *poof!*. I also haven't found *any* Figurines yet (like in Bard's Tale), nor can I find anyplace that sells them. I'm currently in the Bandit's Cave.

So, at this point, I have yet to find a useful, durable summon that can at least survive a single combat. I've gone with training up a Monk as my 7th PC and extra front-liner (and keeps my Rogue out of the front line when her Hide in Shadows fails).


Hi there,

due to lack of other people's opinions, I throw mine in the ring (although I think the topic is already discussed elsewhere).

1. use 7 characters and head straight for the first wizard level.
2. dump the first char in favour of the Summon Elemental spell.
3. (this probably goes before 2.) as soon as you reach Savage Crossing, try to be joined by a conjurer (if I remember correctly, maybe it's some other NPC caster) - he will heal you for free during combat! For this, you need a free slot of course.
4. go for the demon summoning spells.

as soon as I was able to have teleporters, I went with 7 chars again.
same is for dragoncallers... no npc matches their skill - UNTIL you ultimately get the last summoning spell (dragon), then it's time for some NPC company again ;-)

just my 2 copper - it's probably not the best way to beat the game, but my favourite playstyle
kind regards
Mario


Thanks for the reply.

I changed the 7th PC to a hunter for ranged strikes (Tarasz Igniters kept summoning Elementals to stop the party from advancing...). She's being groomed to eventually be a Dragoncaller (elf for bow bonus now and caster bonus later).

My mages are both on their last class before Archmage, so too late for any rapid class switching.  ;) I'll keep the advice in mind for my next playthrough.

Thanks again for a great game!


I actually like playing with about 14 characters, swapping to the best seven for each scenario.


Truth: 2 loyal Astral Dragons in the front row are devastating anywhere in the game. :twisted:

So - make sure you cast the mark to make sure they never wig out on you and enjoy instant dragon breath over and over as often as you like...

Cast the Heart every once in a while to keep em healthy and see your opponents cower if not melt...


Quote from Author: xylus_sand
make sure you cast the mark to make sure they never wig out on you

This ^^^^

I'm playing with 6 characters right now and enjoying the increased XP per character. However, I will summon something to help out in the right circumstances -- Jack against tough melee characters, a demon against foes requiring some magical help, e.g. They fight well *AND* absorb some hits that might otherwise be directed at a party member.

But I rarely keep them around, because I don't have camaraderie yet and don't want to find myself fighting a demon or whatever I'm not ready to face. Late in the game when you don't really need them, summoned characters are safe. Early in the game when you really need them, they aren't. Unless you are totally confident you can easily kill them, use them and send them on their way before they turn on you.


I tried using summons early on but just didn't find them appealing. The magic points were better used for healing party members or utility spells.

Someone suggested on this forum using 3 magic users and that's what I eventually stuck with. (Along with Paladin, Hunter, Bard and Rogue.) It was a breeze! Kept them loaded with throwable ranged weapons to conserve spell points, they didn't hit hard but would connect more often than you'd think magic mumblers would! I just never bothered with summons again - maybe I denied myself an experience? I'll have to load it back up!


How does summoning affect the XP outcome? Is the full amount split between your active party members or do the summons take their share?


The summoned creatures get a share of the XP, so you will receive fewer XP for the same battle if a summon helped out. All the more reason to use them sparingly.


I guess it's sort of akin to a summoned NPC, but do many people use the dragon from the dragon egg? Any tips there?


The baby dragon was an OK companion, but became angry with some regularity. Also, like summoned creatures, did its own thing -- you can't tell it to attack the demon or breathe fire on a group of orcs. You don't know what it will do, so you can't plan accordingly.


Thanks for that. Sounds like I'll just keep my usual party.


That's what I did. One of these days, I'll give astral dragons a try, though!


Unless I do a dedicated summon run (sounds like a challenge!), I don't bother with them. They cannot be controlled and their AI make them somewhat unreliable. They also hog XP rewards, so you have to grind more to bring all of your roster to the level you want. The big problem: they turn on you. Either you have a minion that sucks at fighting or you have a super powerful creature that kicks your @r$e because it went mad. Although I think it only applies to summoned monsters, and "wandering creatures" don't do that :?: If it's true, then getting an orc shaman in your team should make the initial Orc battle much easier. Strong AOE, high HP, free spells, though I still recommend Gabriel's Cloak to resist opposing Spirit Strikes.

Quote from Author: chrlpolk

I tried using summons early on but just didn't find them appealing. The magic points were better used for healing party members or utility spells.

Someone suggested on this forum using 3 magic users and that's what I eventually stuck with. (Along with Paladin, Hunter, Bard and Rogue.) It was a breeze! Kept them loaded with throwable ranged weapons to conserve spell points, they didn't hit hard but would connect more often than you'd think magic mumblers would! I just never bothered with summons again - maybe I denied myself an experience? I'll have to load it back up!

3 magic users make for a very money intensive training, but do it right and nothing will stop you from slaying thousands of evil forces. I wouldn't use throwing weapons for them, as I tend to max their LK instead of DX. So they have better SV and find better loot.