Horizon's Gate

Horizon's Gate

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yossarian219 Jun 1, 2020 @ 12:07am
What are your party compositions?
I’ve played about 10 hours this weekend so far and I’ve unlocked most of the classes but I really have no idea what party compositions work well and what individual classes are especially strong.

What are some party compositions or even just single characters you like? What is your end game party comp? How do you transition from early game sailors to early/mid game transitional classes to their final form at end game? What do you like about your party build and how do your characters skills compliment each other? What are some general principles you like to follow in building out your party and what is your strategy in combat?

Answers to any/all of those questions would be appreciated. Thanks!
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Hy5dra Jun 1, 2020 @ 1:59am 
I've said it before and I'll say it again. Berserker makes a great healer. Just get a whip (don't raise your skill with it) and put life triggers inside -- vorskaarn is best. Then frenzy to keep your other party members in the fight...
game-zerox Jun 1, 2020 @ 2:09am 
Party composition usually goes with one or two melee, two or three range attacker and at least a support chatacter. Basically a character can fill more than one of these roles because of the class system.

With some minor details, my engame party consisted of

-berseker/enchanter: he would pretty much enchant his weapon and use frenzy on three targets at once. He would tank pretty effictevely because of the combination of the critical oath and critical healing passives.

-sharpshooter/spell archon: a classic combo that has always been powerful throughout the serie. It can inflict status aliment, deal damage, hit multiple targets or hit something at long range. There's just so many way to use this class, I ended up giving it a volskarn bow with a stun and water trigger.

-shiftcloak/gladiator: the shiftcloak part was mostly to help dodging attack. The real damage came from this hammer thrower. With the heavy bandolier passive, the character had a box full of mithrill or better hammers. Not only that, but the ability to just move stuff around during a fight without any penalty was pretty good too.

-rogue/minstrel: With a spidest fang weapon, the character could dash into the fray, poison and blind foes and just walk away. If he needed to, he could still just run away and cast his war chant to buff/revive the party.

-elementalist/sage: a simple healer, it could cast a few good utility spells to deal some damage and seting up some combo. Gave it a focus stone to get back mp.


The game gives you a lot of freedom and some more when it comes to building characters and balances power pretty well. So the best advice I could give is to pick an ability you like and stick with it while exploring what passives and classes you want. For the majority of the game I used the warrior's bash because I really liked pushing enemies into each other and sometimes off a cliff.

Sometimes it's the gear that tells what kind of character you want. You might get a spidest fang or a water trigger and want to build something around their effect. Then you start to check which abilities/weapons fit best for this playstyle.

Hope this answered a good amount of questions, that sure is a big wall of text.
yossarian219 Jun 1, 2020 @ 7:41am 
Thank you for the great input! That's very helpful.
McFrugal Jun 1, 2020 @ 1:21pm 
Here are some party compositions I've used in HG:
first playthrough:
Zyla(race didn't really matter) Captain as Swashbuckler/Shiftcloak with a blunderbuss. Man o War, shrapnel and iron fist. Used Multishot via extra class slot and punched enemies to reload.
Reeve as Krakenslayer/Warden. Giantkiller, combat ready, counter enchant. Almost entirely krakenslayer skill use, but was responsible for casting Guard or Ward (or both) at the start of combat. Also picked Now! as an extra skill. Used Whirling Scimitar.
Hagger as Spell Archon/Rogue. Counter Push, Medic, Critical Recovery. Debuffed enemies, had First Aid as an extra skill for backup healing. Used Spirithail.
Rasmen hireling 1: Elementalist/Sage. Critical recovery, green touch, element master. Applied Regrowth and healed as needed, hit enemies with spells when optimal, but also had a steam staff which was very effective.
Rasmen hireling 2: Ravager/Breaker. Combat ready, counter, brittle stone. Used quake and disabled enemies. Also cast Brave to buff the party on first turn, and used an Intimidator.
The hirelings were Rasmen just because that's the first ones I could get, and I didn't know about Goss.

second playthrough, on RUIN:
Aphest Captain as Gladiator/Breaker. Combat ready, vicious, heavy bandolier. A character designed around Hurl Weapon, threw a hammer almost every turn for big damage. Occasionally I would use a breaker skill or Quake via an extra slot, but mostly I just threw hammers.
Goss as Guardian/Krakenslayer. Weapon master, combat ready, giantkiller. Used Rally and then krakenslayer abilities. Used a Crescent to great effect, cast Rally on the first turn.
Hagger as Stormshot/Spell Archon. Imbue momentum, critical recovery, combat ready. Debuffed enemies and dealt decent ranged damage with a Harp Bow and high wind skill. Extra skill slots were gouge and Growth; he cast Growth on the first turn.
Reeve as Unmaker/Scholar. Combat ready, ruin aura, element master. Had Gorgefire and Ward as extra skills. Debuffed enemies and dealt magic damage with spells and steam staff; cast Ward on the first turn.
Scurio recruit as Sorcerer/Sage. Combat ready, element master, critical recovery. Was responsible for healing, mostly, but sometimes cast spells or used his steam staff. Had Warmth as my only MP recovery, and Guard on the other extra slot. Cast Guard on the first turn.

third playthrough, on RUIN, sort of a gimmick party:
Scuiro captain as Shiftcloak/Bat Handler. Swiftness, combat ready, rolling reload. Used two pistols, mainly used whirl because it's just that good, but occasionally backstep shot, summon zoar or just shooting manually. Would also sometimes wind up reloading via shadow snap. Had rally in an extra slot but I don't think I used it often since it only really boosted one character.
Goss as Swashbuckler/Warrior. Swiftness, man o war, combat ready. Wielded a Volskarver and dragon pistol. Had max rank Rally in extra slot and used that for a long duration morale buff on first turn. After that he was just a beatstick, capable at any range.
Hagger as Rogue/Sage. Critical recovery, essence flow, combat ready. Had a slide gun and mirror shield. Debuffed enemies, healed and buffed allies. Guard and Warmth in extra slots, cast Guard on first turn.
Reeve as Stormshot/Spell Archon. Rolling reload, imbue momentum, combat ready. Used a scout rifle for good damage. Had Ward and Gate:Shift as extra skills. Cast ward on first turn, and gate:shift to trigger rolling reload.
Fareem recruit as Scout/Sharpshooter. Heavy Bandolier, shrapnel, first aid. Used heavy bandolier to spam multishot with a bag of blunderbusses. Had Growth and Bide as extra skills, cast Growth on the first turn.

IMO the strongest thing you can do is to use your first turn to buff everyone with Guard, Ward, and Growth. Morale helps a lot so I usually throw Rally in there too, and either put Combat Ready on everyone to allow that cast of Rally to result in a long duration of max morale, or have two characters cast Rally.
Consumable items are also very strong. Have lifeshards on everyone for group healing, or bandages/splints for single target. Minibombs are a good aoe option, and firebombs are good for area denial and damage over time (assuming your skills don't put fire out)
yossarian219 Jun 1, 2020 @ 3:07pm 
Wow, great info. Thanks very much. I feel like there is a mechanic I'm not aware of. I know you can equip passives from other classes, but how do you equip, for example, First Aid skill on a Kraken/Warden or Guard on a Scholar/Sorcerer?
game-zerox Jun 1, 2020 @ 3:13pm 
In the end of many dungeons (as in not groves) you'll often find ability crests. These crests allow you to give the character an ability from a third and fourth class, You can also get them by winning the tourney in the arena.
yossarian219 Jun 1, 2020 @ 5:02pm 
Oh cool, good to know. Thanks
yossarian219 Jun 3, 2020 @ 1:55pm 
Just to give a little update on how this worked out, here's what I'm experimenting with. Seems to be working well, but the characters are not really fully complete just yet.

Captain - Krakenslayer/Guardian - Brutal Reach, Gate Leap, Weaponmaster passives - My "geek the mage" fighter. Focusing on his jump strike attack and mobility to reach high priority/mobility enemies and take advantage of the jump strike damage bonuses. With gate leap he can make his move and then jump strike anything within 4 squares in a straight line. Currently saving up the 8 stars to extend his reach one more square. Using a volskarn axe with poison and lightning augments. Also casts rally first turn.

Reeve - Sage/Sorcerer - Counter Mirror, Pure Mind, Element Master - Casts growth first turn, heals, revives, dispels, casts elemental aoe damage as necessary. Originally spec'd as a sword melee fighter so still handy with a volskarn sword with lightning and fire augments when required.

Hagger - Spell Archon/Sharpshooter - Imbue Augments, Imbue Distance, Critical Recovery - Not quite fully realized yet. I had originally planned him to be an Ignis Knight so still light on sharpshooter xp, but he works well as a spell archon even with just a volskarn bow with lightning and wind augments. Going to get him rolling reload to replace critical recovery, and use a crest for gate: shift then transition to a gun as his ranged weapon once reloading isn't an issue.

Scurio Berserker/Warden - Counter Mirror, Critical Recovery, Green Touch - This is mostly based off of Hy5dra's post about a berserker healer. I have only just got him the right skills to fill his intended role, which is to buff/debuff with berseker abilities and to heal with a growth/life augmented volskarn whip. I think I will equip him with a flail in the other hand instead of shield though, so he can be a bit more offensive when needed. Scurio should ensure he usually acts first. Uses guard or ward on the party first turn. May tweak him as I see how he plays now that his build is nearly complete

Crub Berserker/Enchanter - Counter, Critical Recovery, Vicious - Damage dealer with innate damage soak racial ability. Uses frenzy to attack multiple targets, berserker buff/debuff abilities when appropriate, cast enchant on weapon first turn. Using volskarn flail with fire and lightning augments

Thoughts?
game-zerox Jun 3, 2020 @ 9:26pm 
Originally posted by yossarian219:
Thoughts?

Captain seems solid. Weapon master is an interressing choice since it takes a lot of ressources to highly benefit from it. The lack of counter seems risky, but I see you can hit and run so it might not even need it.

Reeve shouldn't need pure mind. Honestly, I don't think I've seen enemies attempt to dispel buffs or attempt to disturb casting. It also doesn't stop disabling status effects. Since she's seems to be a heavy caster, you might want essense flow from enchanter (if you can keep the passive in mind) or she could get critical preserve from balancer to make sure you're not down a healer.

Hagger is solid, but I'm starting to notice you might be spreading your stars across many weapons and elements? I don't mind too much. One thing I'll say is that half of imbue augment is going to be lost when switching to guns. Just keep in mind that it works best on two damaging triggers.

The scurio is a nice choice for manaless healing. I don't know how often your teammates are going to be next to him for green touch to activate, but if you can do it it's fine. From experience, I've had difficulty activating counter mirror when critical recovery activates, so you might want to check if they both activate. An fooensive flail/whip is a good idea since unless augmented shields mostly only gives dodge

Crub is solid, depending on morale, it could do a lot of dps. By the way, enchanting does trigger critical passives. So if poison or burns brings you or an ally in critical condition or get revived with low HP and you/they have critical recovery, you can enchant youself/them to heal yourself/them too. Just be careful with the healing whip if you do.


Overall it's a really nice team, I do see a lot of volskarn weapons though. these weapons do lack a little in damage without imbue augment. They also tend to fall behind compared to more advanced gear. Other than that I feel like smarter enemies will focus their attention on your captain since he jumps into the fray and doesn't have any form of retaliation compared to your other front liner.
yossarian219 Jun 4, 2020 @ 1:03pm 
Cool, thanks for the feedback.

Yeah, my builds were a bit directionless at first, which is why I made this post initially, so they ended up with a lot of stars spread across weapons. That said, it's only about 12 stars beyond a primary weapon to get a +2 from weaponmaster, some of which comes from stray stars from classes I branched into to quickly grab a passive or something like that. At some point that becomes a good deal when further upgrading your primary weapon skill costs 8 stars. I think +2 is probably the limit of my investment, but that's still significant. Likewise for element skills, I tended to get most elements a character might use in his build to +2 and then focus on a primary element.

I switched to a gun (intimidator) on Hagger and found that it had a range of 1 lol. So currently using a volskarn crossbow now that I can use gate: shift to reload with rolling reload.

The healing berserker did not work out with an offhand flail, at least an augmented one. Using frenzy to heal with the main healing whip still appears to deal at least augment damage from the other weapon. I'll have to see if an unaugmented offhand weapon is more useful. For now, I took the offensive weapon away. For now, I gave him scholar as a third class and maxed out prayer skill so when he is not healing, he can be restoring mana. This seems to give him something valuable to do most turns now. I may switch him to something more traditional, either for buff/debuff utility or more damage output.

The captain usually has worked out pretty well. He's a joy in time-limited ship boarding actions where he can leap across the deck to eliminate a grapeshot-depleted enemy on turn one and usually reach a second one on turn two. But you are right, he can end up on an island by himself, so I have to be careful to not let him get too isolated.

Crub berserker has been really good. Interesting trick about the enchant triggering critical passive. I'll keep that in mind.

Good point about pure mind. I don't think I've seen it have any use. Will think about something else for Reeve to use.

Also good point about volskarn weapons. I tend to think two augments makes volskarn better than mithril, but I've accumulated all the dojo rewards, and special weapons, shock parts, laser chunks etc from dungeon and grove loot, so I should probably experiment with some of them. Do you have any favorites you like?

The Flaff Jun 4, 2020 @ 3:54pm 
Well, I'm experimenting at the moment. Still haven't found a team that's properly working yet. I maybe wrong, it's just feel like something is missing. I did manage to go and do most of the quest so far.Not sure if end game ready yet. The only dojo I haven't done so far is the Sword Dojo. Any advice on it? I know what I'm facing. Not sure I can outdamage/heal them at all. Any advice would be welcome. I haven't maxed them yet, since I don't have enough ability Seal on hand at the moment.

Here's my team so far:

Captain Roy Wilderli Ravager/Berseker Extra skill revenge, rally.
Passive Revel, britel, stunning blow. When I saw the Backblaster, I knew I had to work around with it and exploit it. Why not use it with Ruinshock and Revenge combine with his race? I just make sure he can survive long enough for him to get his target. Usually apply Rally on first turn. Use Berseker's ability to lower moral while approaching or soften a group with quake. Points spent on shield, hp, hammer mastery and ruin. A little here and there in MP.

Reeve Krakenslayer/Enchanter No Extra skill: Suggestion? Passive Counter Enchant (feels like I could replace it with Augment Charger), Giant Killer, Brutal Reach. I gave her the Voltskarver. Seems to work fine so far. Usually enchant the captain or herself and proceed to jump on foes. Points spent on Sword, Shield, Hp, Mp and mostly in Lightning. Feels like she would be more effective if she had an spear.

Lezz Scurio Swashbuckler and Shiftcloak.
Extra skill Gauge, missing one. I usually have an idea on how I build my Scurio but so far, I haven't manage to full utilise him like all of you guys builds. Passive: Man of War, Backstab and melee momentum.

Use a firetrigger Fang Dagger to apply poison and blind on one hand and a dragon pistol with a water trigger on the other to apply damage and wet. Proceed to shiftstab people in between fireshot. Pincer Attack if able. Point spent mostly on dagger, crossbow, hp and sp. Here and there in elements. Use to be a defiler with Rogue.

I also level him as an mechanic so I may turn him back into it and to try and use tool talent with heavy bandolier.


Zavell Fareem Spell Arcon and Stormshot. Use Wind imbued Spiritail.
All in Spell Archon for passive.

Good crowd control and single target status enabler and damage. Stay away from the fight and supply my guy with mp by magic residue. Extra skill: Medic. Missing one.Not well optimise in term of passives I think. Point spent on bow mastery, hp, sp , elements.

Hagger Elementalist/Defiler.
Mr Status and elemental damage dealer. Extra skill: Prayer, Warm. Passive: Battle Caster , Counter Mirroir and Soulpierce. Mp battery with maxed out Prayer.

Got a lot of lifeshard for emergency healing. Mostly use him for debuff. Skill spent on whips, all elements, ruins and life. A little on shield. Use a lightning imbued Undead whip to hit people who get to close. Passive: Battle Caster , Counter Mirroir and Soulpierce. Life imbued shieldshot for quick healing.

Still haven't join a side yet. I'm not confident with ship battle so far, kind of hilarious since my team is armed to the tooth. Any suggestion on which side I should join? I'm using two Xebec at the moment.

And now, for something completly unrelated:

I do hope RadeCodex will give us more lore about the Aspect in futur games. OR should it remain an Eldritch abomination? I suspect it's an old creation of the 3 nations! I mean, look at those elite guards? All black? Aspect creation? What about Vyse? A sentient creation of the Aspect? Just kidding. Anyone got an interesting theory?

What about King Ketel...the giant firebug? is he responsible for kicking out the Order of the Ignis Knight? Feels like that certain dungeon was screaming this is the Ignis Knight Headquarter!!!

Also, where do you recruit Goss?







Last edited by The Flaff; Jun 4, 2020 @ 3:58pm
game-zerox Jun 5, 2020 @ 12:39am 
Originally posted by yossarian219:
Also good point about volskarn weapons. I tend to think two augments makes volskarn better than mithril, but I've accumulated all the dojo rewards, and special weapons, shock parts, laser chunks etc from dungeon and grove loot, so I should probably experiment with some of them. Do you have any favorites you like?

Some of the dojo rewards are good forged gear, you should melt them and use them as you see fit.

In term of sheer power, ironice is strongest, followed by laser then shock parts and then whistle stones, however since these are elemental weapons, they get better if one is trained in their elements. So a laser sword should work better on an ignis knight instead of an ironice one.

Armors works differently, each elements has it's own armor gimmick: ironice has the best defense, laser the most magic defense, shock armor empowers the lightning element and whistlestone ups evasion.

-That said, I do like putting a shock weapon and armor and putting lightning triggers in them. It's a good +3 in the element and will benefit both the weapon and the trigger in it.
-Since Reeve specialised in swords and has a good balance of elements she might like the omnipode, but she could also stick to use a focus stone or what you're already using.
-Fit Hagger with a good armor and I think he's good.
-I like spiest fangs, I tend to craft them as a weapon that'll hit many foes and augment it with either another fang, another debuff or a personal favorite augment (mine would be a push trigger) One of these could be useful for either of your berseker.

Fun fact, the intimidator is ha hammer since it's a replica. You pretty much bashing people's head with the gun.




Originally posted by The Flaff:
Well, I'm experimenting at the moment. Still haven't found a team that's properly working yet. I maybe wrong, it's just feel like something is missing. I did manage to go and do most of the quest so far.Not sure if end game ready yet. The only dojo I haven't done so far is the Sword Dojo. Any advice on it? I know what I'm facing. Not sure I can outdamage/heal them at all. Any advice would be welcome. I haven't maxed them yet, since I don't have enough ability Seal on hand at the moment.

Here's my team so far:

...

Still haven't join a side yet. I'm not confident with ship battle so far, kind of hilarious since my team is armed to the tooth. Any suggestion on which side I should join? I'm using two Xebec at the moment.

...

Also, where do you recruit Goss?

The best advice I could give for that dojo would be to have a good first turn Where your team is still alive after the onslaught. Best case scenario I got was when the warpblade wanted to cast gate cross my swiftness scurio stunned him. My battle plan was to start to focus on the left side taking out the shiftcloak and the ignis knight while the right side still has to arrive.

Some tips:
-A barrier or a wall could help delay the enemy arrival.
-The blade loses a lot of battle value if you break his sword.
-The balancer will cast wet, while it will help the krakenslayer it is not that much of a damaging move. Prioritise the krakenslayer rather than him
-Blind and disable could save you on the fight if you're feeling lucky


If you don't know what ability to get with your ability crests, get the rogue dash. It's free mobility and is useful even at level 1.


Each sides are pretty similar. You can go with the one with the unique ship you prefer. You can then ask for an escort and let them do the heavy lifting in naval battle. Alternatively you could stay neutral and build up your own navy.


Goss is in Bette Sands.
mammodragon1 Jun 6, 2020 @ 7:08pm 
Here is my advice.
Main character anything but Human, your main character will get plenty of experience as they will be on every away mission.

Pickup plenty of crew members, get a variety of races.

I gave all my crew job roles/ classes as last names so you keep them on track.

Get a mix of classes, early characters should get the most complex classes first.

Boarding ships are a great way to get experience and money.

Try different combinations of crew to see what works best, a fast beat down of ships can save yours.

Use firebombs, darts and splints. They are cheap advantages early game. I went through my first game not knowing how to make them or even get them.

Use your Booms when ever you Favor gets maxed, and you can refill easily.Get a ship, then money.

Attack the pirates at Storm Cove by yourself, escorts may sink the Stormcutters.

Leave three spaces in your fleet to capture ships, its well worth the gold.

Squirrely Jun 6, 2020 @ 9:06pm 
My go-to for every crew is fairly basic and there is some really powerful skills in the early game classes that can make for low EXP cost for great overall strength and sustained fighting ability.

First Aid + Medic is a must on all my characters early on and is rarely switch out.

brawler makes a low equipment cost high dmg character taking advantage of its two passives Thousand fists and Iron hands, and can even be supplemented by Warpblade if you want extra mobility and damage output later on. (those passives can also be used with greatswords or other melee weapons if one is so inclined)

I always have a caster type wind based using Gust with Stone savant passive wind adept and counter mirror. Gust can out out moderate damage over a huge range and is very helpful is boarding missions and early arena clears.

For late game i'm fond of greatswords with blade and ravager, and I made my own custom class called Tempest Knight that is rather overpowered but I love it.
Superfly Johnson Jun 16, 2020 @ 9:13am 
My wilderi captain spent most of the game as the primary mage, but ended up a Krakenslayer/Defiler with a greatsword. Crests were used for Condensate and Lightning Enchant.

Reeve was a Warrior/Guardian almost exclusively for most of the game, but ended as a Blade/Guardian. Was mostly sword and shield, but swapped out the shield for a dagger once she got the Blade passive. Crest was used for... Battlecry I think

Hagger was a Spell Archon/Sharpshooter, because of course he was. Used a bow. Actually was a Stormshot for a long time because I kept putting off unlocking Archon. Crest was used for Blast Shot (is that the right name? the Stormshot AOE)

Rasmen hireling was a Breaker for a long time, but ended up a Warden/Sage. I had him use the Daggerhand hammer once I got it, so his Breaker skills would only work with his tower shield. Ergo, I just ditched them and made him my main support character. Crest was used for Charge, because he seemed to always have trouble getting to enemies.

Scurio hireling was really aimless, spending lots of time as a Swashbuckler, a Minstrel, a Shiftcloak, a Bat Handler. I never ditched the Minstrel skillset as his secondary once I had it. I think Shiftcloak was the class I finally settled on for the last dungeon. Used a crossbow and a spear. Crests were used for Tailwind and Bolt Balestra.
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Date Posted: Jun 1, 2020 @ 12:07am
Posts: 15