Legend of Grimrock 2

Legend of Grimrock 2

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Optimal Party Builds
I haven't begun playing LoG2 yet, so I'm looking for input on what people feel is the optimal party build. And by optimal, I mean the most effective at kicking monster ass, even on the hardest difficulty. Anyone care to share some opinions?
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Showing 1-6 of 6 comments
SexyPanther Apr 9, 2015 @ 11:14am 
From what I've read, 3 lizards work well, with perhaps an insectoid mage to round things out. Though I beat the game on Normal with a fire-mage setup, consider focusing on water magic as a start, as the ability to freeze opponents would be a huge time advantage in battle.
Syrris Apr 9, 2015 @ 8:35pm 
There isn't really one true build for this because effectiveness is both situational and dependent on your personal playstyle. Light vs heavy weapons is a good example - light weapons in areas where you can maneuver and control the enemy enough to take full advantage of them can wreck enemies like nothing else, but you can't always pull that off.

Likewise, magic is about utility as much as (or more than) attack power, and just how much you can or do get out of that utility will vary wildly.
iridiumHatAndCoat Apr 10, 2015 @ 7:03am 
Honestly, I'm all about Awesome Wyzzardrie in most games, but if you're talking about what's really most effective in this one, I'd almost always rather have two characters with a couple of points of Concentration for force field than one character with all the elemental skills and flashy attack spells.

There isn't gear to make magic do more damage; the only way to do that is skill points, and weapon users can invest more skill points *and* get better weapons. By the end of the main campaign, my spellcaster had seriously fallen by the wayside in terms of damage, and the only time I really used damage spells was the odd frost bolt, in hopes of freezing an enemy for a bit.
Les White Apr 13, 2015 @ 8:19am 
Honestly, there's enough room in almost all levels to kite effectively. So in that scenario, I really only want a passable frontline (Knight/Battlemage) and most of your damage can come from ranged. Then you can make a Minotaur Rogue for throwing and something for bows/crossbows. So many monsters you can't really "tank" anyway, so just do the majority of your damage via range.
Odeum Apr 14, 2015 @ 7:53am 
Ideally you'll want at least one mage, one alchemist, one rogue, and 2 knights. Uh, wait a minute...
Enoch Dagor Apr 17, 2015 @ 6:21am 
I think it is more of your own style. The first time I played, I had a wizard that was my alchemist, a gun toting throwing rogue, a knight and a berserker. I did ok but I found it hard to fight certain mobs because it was not very streamlined.

Now, I tend to run two knights, an alchemist and a battle mage. One knight is heavy weapon with shield. The other knight is dual wielding light. The alchemist is also a dual wielding light with accuracy 2... though he uses throwing until he gets his points up. He gets the knight's hand-me-downs. The battle mage is... well... a battle mage. Duh. And I find this group does a LOT of dps compared to my first party. With the knights up front with the armor bonuses, I can toe to toe most mobs you'd expect to be able to toe to toe.
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Date Posted: Apr 8, 2015 @ 6:38pm
Posts: 6