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Despite Fortitude being what it is, wouldn't you have to account for Wounds for frontliners anyway due to how easy it is to accumulate (or am I not understanding Wounds correctly)?
And spells are a bit of a bigger investment I suppose, how many are there and are there any that stand out?
And if so what classes mesh well with focusing on them.
Diplomacy appears to be useful. Even in the prologue, it gets checked a decent number of times. As it is enhanced by Presence, Clerics (Champion, Hierophants, Hospitallers) would naturally gravitate towards this skill.
Sadly, my experience so far with the Battlemagos aligns with your assessment. It feels weak in the early game.
Having played the demo (before it got cut), I had some idea of what to expect in the first Chapter (which covers the same content) and can affirm that this part of the game is not balanced around a squishy spellcaster.
Unless you know where to look, you won't find Roland for a while and will have to fight a bunch of battles with just yourself and Kat, who isn't a tank.
During those encounters, my Battlemagos kept on getting injured, despite my best efforts to keep my distance. The early spells just don't do enough damage and you can't cast them more than 3 or 4 times before running out of Attunement. So I had to resort to melee. And as you've said, the magos is an unimpressive fighter.
Granted, the quick level ups restored him to full health every time he got seriously injured but it didn't feel like a comfortable start.
I fared much better when I played a fighter in the demo. In any case, you will probably find a mage later. It's probably better to include one when you already have solid fighters in your party.
I had considered starting with a Champion, as paladins tend to be my default starting archetype for most RPG's. However, I decided to break the mold this time by trying a spellcaster. I'm sorry to hear that Champions are similarly underwhelming.
Some use can be found with utility spells , invisibility is bonkers when you have a thief with full backstab feats for example, but aside from a few outliers it seems like magic was a very distant afterthought in this game sadly.
What skills do you really want on your main character as opposed to party members? It seems like diplomacy is the obvious one but not sure if there is another one that I may have missed.
Take my points 👑👑👑
Yeah in terms of doing raw damage the mage classes are pretty bad. Seeing numbers like 10-14 damage for fireball and in some areas the tougher bad guys have massive amounts of health like 60-70.
The utility spells are more useful by comparison,
For my hospitaler, I'm wavering between +1 to 2 skills, +1 movement and +1 damage to clubs.
+1 to clubs seems good.
Beyond those it's really just pushing up whatever skill(s) that character is gonna try and be the expert on.