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Recently, I built a lohse battle mage like that - I invested a lot of points into intellegence, wit, some into strength and constitution (to carry weapons and armor), and picked up hothead and savage sort so my spells would crit. The intellegence would help you break magic armor; but if you fancy breaking physical armor more, invest in strength.
Investing into wit as a dwarf seems unoptimal since you aren't going to get that race bonus, and initiative is going to be bad for you if you decide to pick up executioner.
comeback kid doesn't bring you back from death, it just stops you from dying. It doesn't stack well with unstable or morning person. Additionally, I would advise against relying on dying as it becomes quiet expensive when you have to buy a bunch of rez scrolls.
Good luck!
I imagine a paladin being a buff bot and healer and utility so you would rely on all your other characters for damage. Therefore you need mobility. Either get the poly fly book or the Hunstman book that allows you to jump.
Then I would say only a few points into warfare for some stomps and charges, most into hydro for some juicy heals, one or 2 into poly for more buffs, and one or 2 into geo for more buffs, and get a point into necro too! Poly allows you to fly!
Early on during the first levels I recommend having atleast 2 characters with restoration, buy the book ASAP and then use the ring you will get on another character. Spread your heals through a few characters if possible. Then as you level you will rely less and less on them and more ony our pally.
Just pulling this out my ass, hope it helps
Necromancy actually makes for very good tanks. Get some living armor, the talent that lets you cast for less ap (because you'll be standing in blood constantly).
Correct, they scale only with hydromancer.
yes it does. it's just a bit...well alot different than in other crpgs:
a) you can only expect to bind melee-focused enemies (by gettin stench on the other party members)
b) cc and placing the "tank" in the right spots can force the KI to focus him/her
once you get used to it tanking in DOS2 feels alot more engaging than the usual tank'n spank.
overall warfare and hydro (and some geo) make quite a sturdy tank, especialy since you don't need INT for the support spells, but your damage on death setup won't work (comeback kid only prevents dying).
CON isn't as important as strength since you want to have both mag and phys armor mostly up all the time...but some points won't hurt, early game or not.
But if you want to build a realy "op" tank you should go undead (+geo) or necro (leech)...but that's just my opinion.
Knight - weapon 7 : buff and healing 3
Ranger - weapon 6 : magic arrows 3 : healing 1
Enchanger - Hydro Aero 6 : buff 2 : healing 2
Wizard - Pyro Geo 5 : Necro(physical) 3 : healing 1
This was my first party, and 'Healing' includes frost armor, fortify, mending metal, soothing cold etc. You don't need tank cause everyone has skills to fill up armor. Giving shields to mages also helps a lot at early games.
Also everyone had mobility skills. cloak and dagger, tactical retreat, phoenix dive, teleportation, nether swap etc.
Nevermind, was confused, so only putting points into Hydro increases heals, so no need for such high INT