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Got bored with this group at level 14 and stopped playing it on Tactician.
2) Group of 2 Lone Wolf. Both only have points in Scoundrel. No magic of any kind. Only food for healing. On Honor Mode. Every fight is epic and very challenging. Not using stealth. Still early as I want to keep another playthrough ahead in the story to see the changes from vanilla. Level 5.
3) Group of 2 Lone Wolf. 2-handed Man-at-arms + Mage. Using only food for healing. On Honor Mode. Level 7. So far no big problems. Sparkmaster, Sunbather, Murderer in the lair were all done without any deaths.
Knight--Man at Arms - Witchcraft (was 2hander until jahan crafted the "Sword of the Planets" 1hander that does more dmg than the 2h !!! Screenie of it follows
http://images.akamai.steamusercontent.com/ugc/388794745854415649/FECB8A704EB908F27910941EC39A617662E791A0/
Mercs: Mage-- Aero - Earth (Jahan)
Ranger-- Marksman...charm arrow is the bomb for CC
>Tanking (Scoundrel and fighter skills, witch invulnerability, aero mobility, decapitator), a good pool of debuffs, and rapture. The main stats are int and speed, str and agi are acquired through gear. Leech. elemental tortoise always up.
Wolf-Pyro 5, geo 5, witch 2, 3 in DW, 3 in wands, telekinesis. Demon with 130+ fire resist, heals in lava, leadership.
>fire aoe's, decapitator, elemental and slug, earthquake. basic buffs and debuffs, rapture.
Jacket-Jahan : aero 5, hydro 5, witch 2, crafter. Water skills focused towards heals and support (except the master ones). An air wand to stun everyone, including his team. Switched him with Madora a few times.
Ilja-Bairdottr : Marksman 5, scoundrel 2, witchcraft 1 (for oath of desecration), 15+ perception. The one companion I can't do without, she becomes insanely good later on, when mobs have 100+ resistance to one element and the three other nabs argue over which wand to use.
I didn't invest any points in tenebrium. The casters have points in wands, Bairdottr 5+1 in bows. I think the hardest fight was Pontius Pirate.
- A typical two handed warrior with the zombie perk and a few points into blacksmithing.
- A witch with a focus on witchcraft, geomancer, and leadership. I also have a one point dump into pyro.
- Jahan with his usual aero/hydro specialization, crafting, two points into pyro, and one point into man-at-arms.
- Bairdotr with marksman, loremaster, two points into scoundrel, and one point into geomancer.
The idea behind it mostly boils down to making the Zombie two hander an unstoppable engine of destruction along with all the great crowd control options and good summons.Mains- 1 Cleric Sword & Board tank - Man At Arms(Offense &Defense),Hydro (Self heal & group heal), Aero (teleport & thunderjump) , Crafter/Blacksmith
- 1 Witch - Fire (Buff,attack,Summon,Master) , Witch (buff,debuff,Master) , Earth (Summon,Crowd Control) , Barterer/Lockpicker
- Madora: 2h DD Man at Arms (pure offense master) , Aero (Teleport,Avatar , & thunderjump)
- Bald : Ranger (buffer/debuffer),Hydro (healer/buffer/debuffer/Crowd Control,Summoner), Aero (Crowd control) ,Loremaster thinking giving 1pt for Scoundrel
Companions
After beating 1st time playing game on classic will role Tactican difficulty with 1 tank, 2 mages, 1 ranger. Then a 3rd time with 2 lone wolves 1 Tank 1 Mage.
Madora and the ranged Hunter are responsible for the vast majority of skills.
Body Building + Willpower 4
1 Point in Airomancer + Scoundrel for additional mobility (+4 DEX from the two Tormented Soul Enchantments)
Dual Wielding Wands
2 points in the all magic skills (and a bunch of unspent skillpoints)
Loremaster, Pickpocket and Lockpicking at 5 through gear if necessary
1 Point in Airomancer + Scoundrel for additional mobility
5 Air, 5 Fire, 2 in the other 3 magic skills
Man at Arms 1 for Melee Power Stance
Crafting + Blacksmithing 5 through gear if necessary