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Already I can see the lack of AoE or support abilities, but on the other hand, no worries about resistances and mana, and the hit chance without a heavy armour is very high (the warrior in front can tank a boss, but often misses).
I think I will just restart (happens in many games during first playthrough anyway), specialising the characters more. I think a priest is a good char to take all the tool/lore skills, as he very often just casts heal.
The archery is actualy not that bad at all. I gave my archer the armour you can find somewhere at the begining, which gives +1 action point at the cost of strenght and hit chance. That gives her 9 AP basic, nothing special, as a standard shot costs 9 AP as well. But as I put all points toward sniper, it opens up the quick movement skill as well. Pretty useless, unless that extra AP you get pushes you over 9 AP, so you get a guaranteed extra shot. Combined with sniper, I already attack 2 times per round very often. The quick movement works strange though, sometimes giving me even more AP, as if every skillpoint had a separate chance of 10% to grant 1 AP. Good stuff:)
Also ensure your pure priest is a buff master and the mage haste.
Oh, and go ahead and dual wield. IIRC the penalites are all but eliminated with the relevant feats and it becomes one of the most overpowered things in the game.
^ A healer is not optional. Potions can't heal your entire party all at once, and you have far better things to spend limited money on anyway.
A healer is very much optional. Potions don't take a full turn to use and you can believe it or not make your own. And believe it or not you can carry and use them on more than one party member! Money should not be a problem either. Opinions man opinions. A healer is not optional for YOU but again....dun dada dunnnn...believe it or not people have beaten this game and many others without one.
I guess Normal is forgiving enough that you conceivably could abuse potions if you're that determined to make it work, but there's not really any tactical advantage to it instead of spells and skill training. For as much money and resources as that takes, you can just give someone 8 points of Priest Spells, get an offhealer with reusable Mass Healing, use all the ingredients for energy potions that will be several times more efficient on a long dungeon crawl, and spend the rest of the money buying weapon skills for your mage to give them Adrenaline Rush so they can burn down entire crowds on the first turn.
I mean, yes, keep whatever potions you find on hand. But they're your last resort -- when your healer is indisposed or can't keep up -- not the first line of defense.
If you're playing anything higher than Normal, I maintain that a healer is not optional. There are several encounters where you basically need heavy heals every turn -- sometimes two from different characters staggered down the turn -- while still putting out as much damage as possible in a very short amount of time (i.e., using +AP gear for two attacks a turn and not wasting one on potions) to thin down crowds into something that won't eat you alive between turns. I mean, good freaking luck taking down Grah-Hoth on Torment without a dedicated healer. Hell, even the one Slith lord early on with all those AOE slimes. That's not even getting into how crucial Unshackle Mind is.
Anyways, if your looking to make that party work throw many attribute points into dexterity on that rogue - it will greatly help later on against large groups that won't be able to hit him. You let him go in and get swarmed while the rest of your party smashes them from further back.