Haplo
Prophet
- Joined
- Sep 14, 2016
- Messages
- 6,560
Insect Lords or Queen Bees? So you've made it to the heart of the forest. This is an exception regarding the difficulty, you won't find mobs that difficult elsewhere till almost end game.
Ninjas work both in front row and back row. Of course front row is a bit stronger damage wise. Also I think his auto-hide ability makes him invulnerable to attacks, what can prevent enemies from reaching your back row after destroying the front row.
Level 13 class changing relates to the level when base caster classes (mage, cleric, alchemist) learn spells from all 7 spell circles. After class change they will keep the access to those spell circles, but the number of spell slots from each circle will be limited to 3 (or increased to 3, if they didn't have 3 slots from highest known spell circles before).
But if you don't care about spells known, you can class change anytime your characters meet the attribute requirements of the new class.
Summoner is one such case, he gains new slots much slower then the base casters, so just teach him 3-5 summoning circles and change, if your so inclined. Certainly wouldn't wait for him to know all 7 circles, since base game would be almost over by then. I think I multiclassed mine early, with 3 summoning circles known.
Alchemist->Hunter is unusual, because he will keep all known circles (like all multiclasses), but also all known spell slots on each circle (up to 9 slots per circle). Note he will not increase number of slots, like other multiclasses would (so no 1 circle 7 slot -> 3 circle 7 slots). But still, it's quite a large benefit.
Also note that classes which share the same spellcasting system, do not loose any slots either. So going Cleric->Lord/Valkyrie, Mage->Samurai/Bard (or the other way around), also Mage/Cleric->Bishop, you won't loose any spell slots (but also won't gain new ones until the new class would gain them naturally). I'd say this is particularly useful for Bishop training, as he learns new spells at a glacial pace. I think it takes him 2 times (or was it 4x?) as much xp to learn all spells, as it would take to learn all spells on Mage and Cleric classes combined.
Please realize that trough multiclassing you gain some versatility, but your combat prowess suffers. A "pure" character from higher level will have much better hit chances and a much larger number of attacks. I think also better defenses, because ability/status success is largely level based. Also you miss/delay the High Mastery abilities (level 26 for base classes, 32 for advanced, 34 for expert, or some such), very potent in some cases.
That's why I recommend not to muliclass when not needed and when you really want to, not to delay it much. Mainly muticlass casters/utility characters. Not your heavy-hitters.
I loved my Alchemist->Hunter, but he was constantly significantly worse in attack accuracy then my Samurai, Brawler or Valkyrie.
Ninjas work both in front row and back row. Of course front row is a bit stronger damage wise. Also I think his auto-hide ability makes him invulnerable to attacks, what can prevent enemies from reaching your back row after destroying the front row.
Level 13 class changing relates to the level when base caster classes (mage, cleric, alchemist) learn spells from all 7 spell circles. After class change they will keep the access to those spell circles, but the number of spell slots from each circle will be limited to 3 (or increased to 3, if they didn't have 3 slots from highest known spell circles before).
But if you don't care about spells known, you can class change anytime your characters meet the attribute requirements of the new class.
Summoner is one such case, he gains new slots much slower then the base casters, so just teach him 3-5 summoning circles and change, if your so inclined. Certainly wouldn't wait for him to know all 7 circles, since base game would be almost over by then. I think I multiclassed mine early, with 3 summoning circles known.
Alchemist->Hunter is unusual, because he will keep all known circles (like all multiclasses), but also all known spell slots on each circle (up to 9 slots per circle). Note he will not increase number of slots, like other multiclasses would (so no 1 circle 7 slot -> 3 circle 7 slots). But still, it's quite a large benefit.
Also note that classes which share the same spellcasting system, do not loose any slots either. So going Cleric->Lord/Valkyrie, Mage->Samurai/Bard (or the other way around), also Mage/Cleric->Bishop, you won't loose any spell slots (but also won't gain new ones until the new class would gain them naturally). I'd say this is particularly useful for Bishop training, as he learns new spells at a glacial pace. I think it takes him 2 times (or was it 4x?) as much xp to learn all spells, as it would take to learn all spells on Mage and Cleric classes combined.
Please realize that trough multiclassing you gain some versatility, but your combat prowess suffers. A "pure" character from higher level will have much better hit chances and a much larger number of attacks. I think also better defenses, because ability/status success is largely level based. Also you miss/delay the High Mastery abilities (level 26 for base classes, 32 for advanced, 34 for expert, or some such), very potent in some cases.
That's why I recommend not to muliclass when not needed and when you really want to, not to delay it much. Mainly muticlass casters/utility characters. Not your heavy-hitters.
I loved my Alchemist->Hunter, but he was constantly significantly worse in attack accuracy then my Samurai, Brawler or Valkyrie.