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Fordítási probléma jelentése
I recommend to just solo the first chapter with a rogue, he gets shadowing beyond with lvl 4 and can just escape any fight. Just do the exact same like wodjee in his ultimate run.
P.S Aloths slicken/chill fog/curse of blackened sight/bewildering spectacle spells are op for act 1
use food buffs
try to use bottle necks when fighting enemies
durances buffs - armor of faith & consecrated ground combo
eders defender to pull more aggro
u should do fine with that unless u do something krazy
And potd is not easy. The people who say it's easy are people who live and breathe video games and have no other life outside of working and what video game they're gonna play when they get home.
They're the type of people to spend 200 hours learning all the game mechanics and how to cheese the game inside and out, and then turn around and say the game is super easy because it wasn't that hard for them to figure it all out, dismissing the 200 hours as nothing.
My brother is one of these people. He plays Conan exiles religiously and when his base gets wiped out he's like "I'll just go mine and make another one" and proceed to play the next 14 hours straight getting everything back. When he raids someone and they quit the game, he thinks "what a ♥♥♥♥♥ for quitting, I can go get back everything in a day" without realizing that regular people can't just spend an entire day grinding just to get their stuff back.
Secondly, many (if not all) socalled "build guides" are highly controversial and whenever "a build" is subject to discussion, it will be picked apart quite easily by some discussion participants.
With that said, I think your party setup is lacking in various ways. Two frontliners with heavy armor and a large shield is very inefficient. Offense is the better defense on PotD mode, or else most solo characters would be unable to survive.
About your problems in Act 1:
Don't try to play the game in a linear way. You don't need to enter Temple of Eothas in Gilded Vale early. You can do it much, much later. Especially since hired adventurers (aka custom companions) are at least one level lower than story companions and therefore typically start weaker. You don't need to defeat every creature in the accessible areas. You can return later.
If playing with adventurers (or solo), mission objective would be to figure out whether and when to do which quests and which dungeons. Eventually you will need to complete Act 1 by defeating Maerwald, and there are roughly enough XP in Act 1 for a full party to reach level 4. With less than six companions you may reach level 5.
About spirits, particularly Shades, Shadows, Phantoms:
Shades that survive for a longer time summon lesser Shadows, so concentrate on eliminating Shades first. Position yourself properly with your backs against a wall. Everyone can wear heavy armor, even spell caster. Withdraw, retreat, if necessary. As a last resort, flee and only fight the fewer foes that follow you. Shades/Shadows and Phantoms are vulnerable to Burn damage. In Act 1, you can find crafting materials to enhance a few weapons with Burn damage. Wizard spells are a good way to fight spirits, of course. Don't let solo playthroughs confuse you. Solo players can sneak past tons of enemies, but with a party investing into Stealth would cripple your skills quite a lot. Your offensive guys should learn Survival skill for the resting bonus options.
On the other hand, some of the story companions in Act 1 are a fine choice - regardless of what some guide/build authors claim. Eder, for example, is the first companion you meet and the second who will join your party. Unless you know what you are doing, prefer him over any custom fighter. You can still replace him later, since there are enough XP in the game to reach the level cap with more than six companions.
To use more than six companions as to choose specialists for different quests can be a very good idea.
That solo characters can complete the entire game on highest difficulty mode does not imply that a party of six can jump into the fray and do the same. Soloing involves different strategies and tactics. You can simulate them with a party, but a single character receives +10% XP per missing companion, which is 1-2 levels, which in turn gives access to higher level abilities earlier - and effectively, it has an impact on which areas/dungeons/quests of the game you can do when.
A full party of custom companions doesn't guarantee an advantage over story companions. The story companions are good enough to complete the game on PotD mode. Min/maxed attributes can be rather bad. Build authors like bragging about what a level 16 character can achieve - and in various cases a priest is used to provide essential support and then is hidden at the screen border during a battle.
Offense can be the better defense. Trying to survive the onslaught in a long "healing vs damage race" is boring, tedious and risky.
Trying to follow dubious guides painstakingly would be a bad idea, if the guide uses classes and abilities you don't like and is not accurate about strategies/tactics. Preferably decide on which four adventurers shall build the essential core of your party. Choose classes and roles you like - have fun with them. You won't like painfully fragile "builds" that require insane amounts of micromanagement in cases where a quick monk can jump into the fray.
I know it's asking a lot but I'm kind of new to the game and apparently there is a lack of good guides out there for what kind of party would be optimal. Most of the advice I see on google is lots of back and forth opinions but very little substance, and there isn't really a go-to explanation of what a highly effective party looks like beyond "i like this kind of group" like there would be for most games.
The only thing I want to do is have a rogue as my PC, other than that I'm just looking for whatever is the most optimal party to carry me through the game.
Why do you insist on starting the game on PotD mode and with the help of a guide/walkthrough?
It would be much more satisfying, rewarding, to start on Normal mode and gain hands on experience with the game. Possibly skipping some battles and learning by trial and error. Then drawing conclusions and choosing team members that fit your personal playstyle.
There are so many choices that just work. Even stomach decisions work very well on the character creation screen. A multitude of party setups works well - and it is not as if the major battles (such as versus dragons) could only be completed with few parties. There are many ways how to do it. Figure out what works for you.
Asking for a full party guide that takes you from level 1 in Act 1 to level 16 in Act 4, covering all the level up choices and the expansion content would result in a guide of the size of a book. A guide that tells which abilities to learn would also need to tell which abilities to use when and in which order. Without guidance on enemies you would not know which attack vectors (four defenses and immunities afterall) to target.
Why a rogue? In PoE, they are ruffian mercenaries, not thieves. Anyone can learn any skills like Mechanics and Stealth. A support priest can be the much better choice for the party mechanic. Why would you want to play a rogue as main player character?
There is no "most optimal party" by definition. Optimal is what works for you, also with regard to conversation, disposition, reputation. You need to figure out what will work for you.
That is highly subjective. Monk and Chanter are very powerful choices.
now you probably want to spice up your frontline with healing and stat buffs. if you have priest let him do acc buffs and pop scroll of defense. later on you will do crowns + sod or moonwell + shields for the faithful, but that's lategame and thats easy. moonwell deserves a special mention though. it gives both sustain and stats buff.
carry revival scrolls too. your melees will die occasionally, and those scrolls will be your insurance policy. just carry them.
don't forget debuffs. as a tanky buffed frontline lineup you don't really need hard cc so just do soft cc. debuff enemy stats.
btw, rogues work well with this strat too. their only problem is that they're just boring. they do damage... and that's it. they're not super squishy or anything. just not immortal like chanters/fighters.
honestly, this game is a lot deeper strategywise compared to poe 2, it's really impressive.
EDIT: one last thing i forgot to mention. shields, on their own, are bad. just bad. they're good as a OH ♥♥♥♥ button, when you suddenly need to increase your deflection levels and switch to a shield, but they cut too hard into your damage output, and it takes special strategy to make shield a primary loadout for your char.