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Don't forget to equip armors on every character (it might be easy to miss at first), every piece reduces some of damage, and cloaks add a lot of dodge (I think you can stack cloaks like 3 times, not sure if it's intended:P).
Get tons of bandages, on each character. I believe I get like 3 shot on my characters by spiders, but if you make a wall, they can only attack you 1-2 times, then you heal and counter:) Consider taking warrior's counterattack passive, it helps a ton in long fights.
Gl!:)
First and most simple, how does your first round look? Did you start the fight with a strike from afar? Is your party going for buffs from a safe distance or do you go for an early kill? The main key here should be to avoid getting attacked when the enemy team has their first turn and start an engagement on your own terms.
A good second tip I got is how much damage and sustain is your group doing? This one is more asking about how easy/hard it is to take down a weak/strong foe because, as you've experienced, your characters usually can't take that many hits themselves. In short, take a look at the turn order and check if you can take down someone or if retreating to heal is a better choice.
Okay, I've talked a lot about planning and maybe not much about doing, so I'll just add a bit more. Remember your action economy as to waste your enemies turn while fully using yours. Immobilizing or silencing can take out an entire class line when used on the right one. Blind, poison and burn will dominate a fight and an early regen will save you if you choose to. Finally, use corpses as your extra walls.
That Sailor Steady skill that applies Guard is so good that keeping it up at all times on Ruin difficulty is the main thing that reliably keeps me alive in the early game and whenever I run into something that outclasses me, I fall back on making sure 2 of my party can cast this on everyone. That and Swagger are never bad uses of a turn that a character can't hit someone right at the start of the game. Swagger even helps with positioning someone out of harm or into a favorable position for next turn.
High Morale and Guard makes your party have so much more survivability that there's a lot more time to get your kills and healing where it needs to be.
Your party's formation should really be built around what kind of support abilities and weapons you're carrying.
If you're using a greatsword, your front line should form a wall for melee enemies to line up for big swings whenever it's safe to do so and you're not dealing with big enemy AoEs.
If not, a lot of early heals and buffs affect a cross formation that I like to keep the healer in the center of. A single healer w/ regen and heals every turn can deal with a lot of incoming damage. Doubly so if the party has Guard or high morale.
If I've got a ranged heavy comp, my spellcasters tend to invest in the starting caster's wind skill to make kiting easier.
The basic Warrior's shove can also be great for setting up enemies into AoE range, shove them away from anyone you need to protect, or, into other enemies for bonus damage to both of them. (I tend to keep someone as a basic Warrior for a looooong time because Bash is one of my favorite skills and Battlecry to reduce some, but not all, enemy types' morale can also up your survivability and ensure enemies are dying quicker from lowered defense.)
An early priority for me is to give most if not all members of the party a buff/support ability, as spending that first time buffing our stats and what we're capable of is really what lets me punch above our weight class.
Like for my tank, the Defender class is something I like to speed into unlocking, as its rally skill can raise a cross of unit's morale at once. But if one of my other melee classes (you have an off-tank) doesn't have anything they can do w/ their choice of buff or subclass, I would also have them consider some time in the Defender class to get two casts of Rally on the party to max out our Morale right at the start of the fight. That's +2 to your defense and +4 to your offense stats no matter your party composition.
Don't be afraid to keep characters in classes until they hit those 250 exp thresholds for extra stat stars. It doesn't take long to make a character fairly competent, often only a few good skill options. Getting a lot of hp/mp or heavy into weapon/elemental skills is more of a long term thing.
Just about all the starting classes can be workhorse subclasses until you unlock and settle into a primary class you're happy with.
Human-like monsters with classes are just as deadly as yours, with the same skills.
(Caveat: Their gear sucks. They use low Iron, no enchantments. And it beats you.)
You can consistently beat them, outlast them, yoink them, and outplan them.
Your tools suffice. "Just" play full game, see every advantage, go go go and get them,
and weave everything into your big-brain plan.
Then increase difficulty to Intense to give all AIs +60% stats, and beat them anyways.
They don't get +60% to their AI brains
I weave a bit of everything. Briefly, record everything, cherry-pick, and go get it.
- You're right, Armor is a drop in the bucket.
- Don't (All) Get Hit. Position, position, position.
- Absorb chunk damage.
- Heal damage.
- Hit them harder.
- Cheese game rules in your favor.
- In certain fights (esp. boardings), +mobility is precious.
- Yes, do buy up each hero's first +3 HP, costing 1* each.
Ultimately, it's like any other tactical party-vs-party game, c.f. Fell Seal.Mithral armor absorbs 2 Physical damage. Only 2. They hit you for 20 - 2.
Never let them swarm you. Don't dumbly All Rush Forward.
Count tiles, stay out of range, run backward, run around rocks, chokepoint them.
Sailor Steady for Guard buff is good all game long. You never outgrow it.
High Morale is another +2 damage absorption, plus it buffs your damage.
Tactical healing is OP in your favor in every game that has it.
You can take infinity damage and heal it all, they can't.
At least 1 guy always has Scout First Aid + Medic, and does nothing else.
(OK, maybe he's a Stormshot and gets 1 alpha-shot.)
Enchant all your weapons. Enchanting is crazy free.
All it costs you is time, in any port with a Smithy.
Rotate all of your spare Focus items onto weapon (and armor) slots.
Your landing party of 5 should all have Mithral/Volskarn, with all slots full.
You can change your mind at any time, for free, and pull items out of slots.
Unconscious bodies (yours and theirs) block 1 space each.
They get in your way. They get in their way.
Push guys into water, or into Spikes, or into each other.
Tile a floor with Wood Debris and ignite it. It booms powder kegs.
Sailor Swagger is a free +2 tiles of movement, plus its buffs.
That means you can regular move + free 1/2 move. It's a tool.
Similarly, Charge, Hurricane Kick, Sidestep fill this role.
They'll never be cheaper, and having only 20 HP sucks.
The best way to not get two-shotted is to never take 2 full shots on any 1 guy.
You can prep, take 2 half-shots
It helps to recognize every class and active skill from their icons alone.
(But you can hover over enemy character sheets and read at leisure. There Is No Clock.)
I actually just won a fight because I was able to use the dying actions of two characters to left click and drag corpses in such a way that my 2 healers were completely inaccessible from the enemy party's melee units.
I'd never really considered it until now that a healer walking towards the enemy, positioned in the middle of a bunch of corpses can't be hit unless they have a 2+ tile range.