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So I went and took a male fighter (changed out his power attack for healing spell thing) and Ranger Female with First Aid. Probably should have made her a rogue. or something not sure it matters.
Did it because its what was on the cover of the game.
I doubt that's very helpful... If Baxter was the kind of person who this would spoil the fun of it for them, they probably wouldn't be asking.
In any case, you're probably going to go with one of the companions early on, which will give you either a ranger, warrior, or mage (you can pick two of the three). So maybe choose something that would work well with those.
Source Hunter 2= Select "cleric" build, go dual wielding with magic, put +2 into Str and Int with +1 Spd, keep the same ratios, pick up "slingshot" and "pinpoint" talents (will require 1 point in scoundrel and man-at-arms)
Madora= Unique follower, keep her spec'd in the same ratios she comes with (+2 Con/Str +1 Spd) with her focus on Man-at-arms/Two-handed/Leadership
Jahan= Unique follower, put the rest of his stat points (most anyway) into Dex and give him talent "backstab" (will require at least a single point in scoundrel) and focus him as a dual daggers backstab mage (pick up spells such as invisible/thunderjump/etc)
You will have the most "rounded" party possible I believe: One crossbow (ranger), one dual (dual wizard), one two-handed (knight), and one dual dagger backstab (shadowblade) and enough magic to get your feet wet...
Thank you very much. With regards to putting skill points into magic for my two starting characters, should I focus on specific schools or split the points so that they both cover as many schools as possible?
Starting game hydro and geo are great to put 1 point in each to pick up summon spider (super useful early game) and heal spells. Putting a point into scoundrel and man-at-arms on the one source hunter will allow you to pick up "walk in shadows" as your third ability, which is priceless for stealing and making sure the early-mid game you have tons of money as well as allowing you to pick up slingshot/pinpoint as your starting talents.
Other useful skills are: restoration (for healing), teleport (which surprisingly is an offensive spell) to force enemies to run around a lot.
Having oil creating magic on both chars is really helpful and if you dont start with it is one of the first things to give to your magic users.
It is so useful because you can extend a burning surface casting oil so that it connects to it recapturing enemies in the inferno.
http://steamcommunity.com/sharedfiles/filedetails/?id=569800431