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But keep in mind that it's a crpg, you have to manage 6 characters, so it's gonna be 6 classes you gonna need to balance.
into INT, RES and PER.
Despite the advice to max CON, you can leave it as it is. The same goes for STR.
Athletics and lore will be your skills to max. Lore is needed for scrolls and for some conversations, while athletics is always good to have high.
Note, that this is my opinion. There are plenty of different build suggestions, so pick yours.
In other games a rogue/thief class could be a good starting thing too, but in here they are sort of the mandatory glass cannon class, with highest single-target dps, but low defences compared to a fighter dressed from head to toes in metal.
Before the White March DLC I would say being a rogue is best. Mainly because the best class is the cipher and you get one of those, and you probably do not need two. In the White March DLC you get a rogue as well.
So let's talk about the rogue. They get sneak attacks that do massive damge if the target is hobbled, blinded, flanked, paralyzed, petrified, stuck, stunned or weakened. As well as within the first two seconds of combat.
And let's say that fighters can knock a target down easy enough and Durance, the priest, has some spells that will help, so it is not too hard to meet that long list of conditions.
Fit an elven rogue with an arquebus and you can cause a lot of pain. The elf gives a bonus to ranged accuracy and the arquebus is the most powerful gun in the game (although the blunderbuss is good too). The problem is that the arquebus is a very slow weapon, so you have to put a lot into dexterity to offset that, as well as might for obvious reasons. You get an arqebus when you recruit Kana Rua outside of Cain Nua.
Next we have the cypher. The cypher does not do much damage but has a wonderful set of spells. They have a spell called Ectopsychic Echo where you tagret an ally and the spell rips apart any enemies caught between you. Very effective if you position the cipher correctly and it does massive damage to anyone with no or little armor.
The main reason the cipher is so good is that all of their spells are encounter only, so you do not need to rest to get them back. However, they need focus to cast them and they gain that thorugh their basic attacks.
As a result a weapon with a high rate of fire like a hunting bow, or can hit multiple targets like the blunderbuss is best. Again I would suggest an elf for the accuracy bonus at a distance. For this one you want high intelligence for the spells and high dexterity for a better rate of fire (to build up fouc)s. Might is not as important.
Most other stats, like constitution or resolve are not as important for these classes. That said I would not gimp them too much, maybe take off a point or two but do not minimize them.
The cipher is the best DPS in the game, bar none. You will want one in your party, the only reason you might not want to be one is that Grieving Mother is one, and you might not need two.
Although I never tried it, one of the best tanks is the Paladin. They have powerful auras that buff your party, which is why you want to put some points in intelligence because it will increase the area of the buff so it will cover the whole party. Being a tank, constituion and resolve are more important here. I would not go for an elf because they are melee characters. I have not really tried one much, so I cannot giv eyou any more specific advice.
Another possibility is the druid, they have decent spells and can shapeshift once or twice per battle. This makes them decent close up fighters in their shapeshift form, and good ranged characters with their spells in normal form. This makes them a good well rounded character. Unlike ciphers their spells are rest only not per encounter, so you have to rest to get them back.
As other said, the most important thing is to have a balanced party. Always recruit everyone you can, and keep the ones not travelling with you in the stronghold.
The ones taht I take are:
Eder and Pallegina do a good job at being tanks, so I always take those two.
Grieving Mother, being a cipher is a powerful dps.
Kana Rua is not very powerful, but as chanter he has good buffs and debuffs as well as some summoning spells.
And as always you should have a healer, Durance.
This is my party that I usually use. I also STRONGLY suggest you get a second fighter or paladin at an inn when you pick up Aloth at the beginning. This way you have a second tank until you pick up Pallegina.
Thenext best one is Hiravious. He is a druid and they have some good spells. I don't take him because he's a dirty pervert, but he could replace Grieving Mother or Kana Rua if you want to take him along. If you are a tank, then you would replace Eder or Pallegina giving you a free spot, and he is better than Sagani or Aloth.
As for Sagani, she is a ranger, although they are a decent ranged class, I think a rogue is better. So if you want a powerful ranged DPS that does not use spells, be a rogue yourself or get the DLC which gives youa rogue called The Devil of Caroc (catchy name huh).
Finally we have Aloth. Let's just say he is a wizard. All of the wizard's spells are per rest, same with the druid. However he is next to useless unless he uses the spells. So in the odd fight he is powerful because those spells are pretty good. The problem is that they are not powerful enough to offset the fact that you have to rest to get the spells back. This combined with the fact that the wizard's main weapon (the implement) is next to useless in a fight makes the wizard an underpowerd class.
I would dump him as soon you get Grieving Mother and not look back (other than his personal quest). Although her spells are less powerful, you can spam them which more than makes up for it.
I also would not suggest being a wizard for the same reason.
I cannot comment on The Devil Of Caroc or Zahua because the Whtie March DLC is downloading as I am writing this.
Hereis an excellent source of data for everything you want to know about the game .
pillarsofeternity.gamepedia.com
Good Luck!
The other point is that if playing a cipher attracts you, you get the story cipher, Grieving Mother, pretty late game so playiung one yourself might be a good idea.
Other than that every class has it's place in a team. I can definitely recommend rogues as being a lot of fun and dealing massive damage to boot. There is a new story one in TWM but I don't know how long it takes to find the. I played first time with a rogue who used pistols and dual flails. She was viciously effective 1-on-1 in melee where she could savage anything in the game but if she got caught and surrounded she was toast - which made it exiting. But really you can play any class well and any class badly, and every class has it's place in some teams but not all teams
I am no min maxer and I am having a lot of fun with the class. Mine is a bit of glass cannon, tho' and so made her ranged.
The game does kind of follow the damage dealer, tank, healer model to some extent so it is really deciding on which of those roles you feel like playing. Wanna be all in their face or stand at the back and be a clinical killer.
FWIW, I started on Normal, but once I got the hang of it, I was finding it way too easy. Hard feels good - just wish I could have an extra camping supply - sigh.
Hire some additional party members from the tavern early on, and maybe choose classes that you might not normally choose, and just learn them as you go.
Cipher is fine. If you make him ranged then stick a blunderbuss on him for the 1st slot and your main weapon for the 2nd. Blunderbuss is golden for a cipher because it shoots 6x pellets and each is counted towards your focus gain (got some nerfs in 2.0 but its still good) but it is not the best for longer fights because it has a really long reload time and slow attacks unless you spec heavily on it. So what u do in fights is that u open with a shot from the BB then instantly switch to your main wpn.
Other than that, ciphers have the most accurate spells in the game (meaning, easiest to land). Ciphers have a naturally high accuracy and their spells get the usual +10 bonus so they will have better accuracy than wizards spells.
Yeah, I am thinking of dropping the difficulty for a certain early fight ;)
I am good with the mechanics of these kind of games. I go way back...was playing tabletop wargames when I was kid and was even fortunate enough to get to play some Chainmail before it became D&D basic. Yes, I'm old and wizened :(
I did fancy a gun for my cipher. It seems to fit. I am currently using a bow, which does have its advantages. I have also got her dressed in normal clothes, so that there is no recovery penalty. She is also my scout, so quite a challenge keeping her out of the the thick of it.
When she is protected and free to do her stuff. She is awesome :)
FWIW, I am finding this one of the best RPGs I have played.