09-29-2003, 06:41 AM
Hullo.
In ideal circumstances, 6 characters able to play together at all critical times, keep up with each other in terms of leveling, and ... max all three resistance auras, etc., is more optimistic than a 5 year old's endeavors to become President of the United States. See what I'm saying? And I'm trying to put this lightly.
Just as a cursory critique, I would suggest you shoot for 3-4 people in this party, just to keep things within the realm of execution.
I think the sorc is superfluous; the paladins will have more than enough damage sources for her to be necessary.
The barb is a useful, potentially devastating companion, but I think he would interfere with what seems to be a paladin fascination on your part.
Think of having each player max 4 skills by the end of their career, and having none of them overlap unless it is an attack skill like vengeance, and even then, that's only if you really need it. This will let you actually achieve your goal without severe inefficiency and probably boredom.
Remember that people don't enter act 3 normal with a holy freeze merc, or a might merc. Think of alternatives for the beginning, and realize that people have to put priority on certain skills. It wouldn't make anyone happy to realize that all your best offensive characters maxed resistance auras, and by act 1 nightmare, you have about as much physical damage boosting-capability of a group of sorceresses.
Instead of thinking of maxing things, have everyone hit level 15 with their skills, and once they do that, let them max skills you have found to be particularly expedient in the group.
Buena Suerte
In ideal circumstances, 6 characters able to play together at all critical times, keep up with each other in terms of leveling, and ... max all three resistance auras, etc., is more optimistic than a 5 year old's endeavors to become President of the United States. See what I'm saying? And I'm trying to put this lightly.
Just as a cursory critique, I would suggest you shoot for 3-4 people in this party, just to keep things within the realm of execution.
I think the sorc is superfluous; the paladins will have more than enough damage sources for her to be necessary.
The barb is a useful, potentially devastating companion, but I think he would interfere with what seems to be a paladin fascination on your part.
Think of having each player max 4 skills by the end of their career, and having none of them overlap unless it is an attack skill like vengeance, and even then, that's only if you really need it. This will let you actually achieve your goal without severe inefficiency and probably boredom.
Remember that people don't enter act 3 normal with a holy freeze merc, or a might merc. Think of alternatives for the beginning, and realize that people have to put priority on certain skills. It wouldn't make anyone happy to realize that all your best offensive characters maxed resistance auras, and by act 1 nightmare, you have about as much physical damage boosting-capability of a group of sorceresses.
Instead of thinking of maxing things, have everyone hit level 15 with their skills, and once they do that, let them max skills you have found to be particularly expedient in the group.
Buena Suerte
In war, intelligence is the single greatest commodity.