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I like the idea of casting and ranging for this game. Im liking the witch and conjur skills so far. But decisions. lol
Okay. Just that the Turtorial is long. Haha. I will try that. thanks.
Don't worry about your starting class too much. The only thing that really affects is your starting weapon.
On the subject of summoning, Pyro, Geo, Necro, and Summoning all have at least one summon, but from my experience Necro (Bone Widow) and Summoning (Incarnate/Champion Incarnate) are the only ones worth a damn. If you do take the Summoning school, plan on putting at least 10 skill points (Max amount you can naturally put in a combat skill) into it, otherwise your incarnate will be very underpowered.
For healing your options are hydro (Strong healing and AOE healing), marksman (Decent single target healing), and necro (Single healing only for caster.) Keep in mind that each level of necro causes the character to regain some health each time they do vitality damage to an enemy. On a side note, undead are hurt by hydro healing and are healed by poison, so Geo is their healing class.
Also unless they've patched it, magic damage doesn't scale nearly as well as physical so you're mage may want to keep a bow/crossbow on them and focus on using magic to either produce physical damage or support you allies.
As for armor, the three stats that determine you armor are strength, finesse, and intelligence.
Strength=Heavy armor, Finesse=Light Armor, Intelligence=Robes. Heavy/Light armor give you mostly physical armor, Robes give you magic armor.
You should have about 30 skill points (not sure of exact number) if you reach max level so I'd say choose at most three skill trees to invest in for each character. I find that 1 physical skill + 2 magic schools makes a pretty well rounded character and should cover all your bases in regards to magic schools.
Last but not least, you get access to free, infinite respecs for you and your party members once you beat Act 1 so you can experiment around once you get to that point.
God, that was a ramble. Hope you found some useful info in there.
One last little fun tip, Undead can use their fingers as free lockpicks so if you play an undead or recruit Fane, put some points into Thieving.
Oh man thats a lot to take in. Any recomendations for a new person like me then? Something i will have fun with?
For attributes, ignore strength. Increase finesse for the bow/crossbow and light armor, intelligence to strengthen spells and wear robes (Or use wands/staffs if you want to, I haven't experimented much with them), constitution for health, Wits for your initiative and Memory for if you want access to multiple spells at a time (Each point after 10 gives you a memory slot for your skills).
Honestly you should experiment around and see what works for you. It took me a few restarts to find the build and party comp that I like. This is one of those games that pretty much requires multiple playthroughs to see everything.
I suggest skimming through this site when you get the chance. It has some pretty good information: http://divinityoriginalsin2.wiki.fextralife.com/Divinity+Original+Sin+2+Wiki
A summoner is very powerful in the early game and that character needs to up and buff summoning until they hit max.