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Aero level 2 - Uncanny Evasion - Cast on anyone
Should try to get good damage first and end fights fast but once fights are lasting a few rounds you could get these skills to get free recharge/cooldown rounds.
Cloak gives invisibility which is safe from just about everything, last 2 rounds, and you can move if needed. Must avoid aoe and elemental puddles or clouds.
Uncanny Evasion gives 90% dodge and 20% movement speed buff. This has a range cast on anyone so it can save your other heros or just keep your tank full. This doesn't work with aoe magic but does amazing vs arrows and melee.
The jump to location and move people away spells are all awesome and having 2 of them on a character is the best:
Huntsman 2 - Tactical Retreat
Scoundrel 2 - Cloak and Dagger
Warfare 2 - Phoenix Dive
Aero 2 - Teleportation
Aero 2 - Nether Swap
The biggest combo is:
+Attacks till 3 empty AP
Elf Skill - Blood Sacrifice (Mask of many faces can provide this)
Scoundrel 1 - Adrenaline
+Just got 3 extra AP to spend
+Attacks down to 2 AP or more left over to afford next skill and not end turn
Poly 3 - Skin Graft (resets cooldowns)
+then just do it again for 3 more AP
Elf Skill - Blood Sacrifice (Mask of many faces can provide this)
Scoundrel 1 - Adrenaline
+Attacks again
This is an extra 5 ap turn (minus 1 from 6 for use of skin graft)
Works for any class since 3 poly also gives stat points and 2 scoundrel also allows for cloak and dagger jump.
Guerilla tactics, works with every class I guess. Pretty much get the guerilla talent, sneak and basic attack someone for 40% more damage, when it's your last characters turn for that round or you can also delay turn on a character for more combo potential. If the guerilla character has high initiative, at the start of the next round he will go first, so pretty much he will take 2 turns while being safe on the first turn. Combine it with escapist and you have a hit and run character which can serve as an assassin to take out key enemies.
"Guerilla" Fire Battlemage, this guy doesn't actually use the guerilla talent because he will sneak and use supernova, he will get 2 turns and activate elemental affinity thanks to supernova. I always wanted to try this out, no reason for guerilla because he wont start the fight with an auto attack. Combine with Escapist and you pretty much have a mage with no spell cooldowns.
Elf, yeah just being an elf is a tactic on it's own thanks to the brokeness of flesh sacrifice, and all that just because it leaves blood on the floor. Combine it with elemental arrowheads to have an archer that deals really good physical damage. Combine it with global cooling to freeze the blood and you have a necromancer/hydromage that activate elemental affinity for 2 elements with pretty much almost no AP loss. Combine it with Contamination and you have instant elemental affinity for geomancy (or just poison? haven't tried it out) or turn to oil to turn the blood into oil, or use elemental arrowheads for extra poison damage on your archer or oil damage. Flesh Sacrifice works well with necromancy and all spells will cost -1 AP. Pretty sure you can find a way to get elemental affinity with electricity, haven't thought about it since my aeromage is basically a battle mage as Beast. I have a hard time making characters that aren't Elves just because of this, it certainly can make sub optimal things more viable or require less time to set up.
Torturer talent is really good, combine it with worm tremor and you can entangle enemies without having to deplete magic armor, they also take poison damage. Combine it with fire, bleed and other effects and you can single out an enemy and DoT him to death. This talent can make lot's of things work, such as Fire Battlemage using Bull Horns to get close to the enemy while not having to deplete armor to apply the bleed effect thanks to Torturer (works great for the early game). And then apply burn which gives -10% fire resistance with full magic armor (Torturer too good), which essentially you can deal tons of damage. Apply bleed fire when you deplete enemy magic armor and reduce fire resistance by an additional 20%. So pretty much a 30% damage boost for you fire mage. My favorite build, it's pure art next to the support conjurer.
There's plenty more, I can help you out more if you tell me what your characters are and their "class"
- MOST IMPORTANT advise I can give you is to save often. You got multiple quick saves at your disposal and you can even use quick save during conversations or in fights.
- Get haste skillbook / -scrolls asap. They certainly increase the range your characters can move during a fight.
- Save often. Can't tell how important that one is.
- Same goes for teleportation book / scrolls. It's always useful to teleport that anoying foe from his / her high position to a low one, giving you the edge.
- For rogue-ish and ranged chars, get the skillbooks to jump over a geat distance. That action costs only one AP, but is able to cross space worth 4AP. Meaning ou got 3AP left for offensive actions. Also, Rogues / assassins got a backstab skill, which can cross some distance as well. Get it asap. Mind you, for backstap you need to have at least one dagger equipped at all times.
- For a nice pary setup, 1 melee, 1 ranged and 2 mages work well. Having at least one of the mages an aero / hydro build works well for protection / healing, while another mage being geo and pyro build works too. Keep in mind that pyro and hydro are counter spells, so don't attack a foe with ice when he's on fire.
- Use your quick save option as much as possible. It gives you the option to redo conversations, fights or parts of those.
- An old trick from the first Divinity games I played is getting Summoner on all chars, so you're able to get yourself a "toy". Some aspects offer that already and one quest gives you a free pet if you manage to complete it. So for a 4 char party, having 3 summons + quest reward helps.
- Take your time exploring everything. If you encounter something you can't handle now, go back to another quest, finish that one and after getting better equipment or leveling up, finish what you started.
There's one particular strong boss at the starting island you certainly don't want to fight unprepared.
- In case I forgot to mention it, save often. It can save you from a lot of frustration if you're able to get back to a previous save and use another converstion option.
- Make sure you're gear is close to your level. It's nice to use that 3-5 base dmg dagger you got at lvl 3 because it gives you +1 to scoundrel, but while doing so, you ignored the 10-12 base dmg dagger at lvl 8 which also gives you a 20% chance to blind and which is at your current level.
- And last but not least, quick save is your friend. But I think I mentioned that somewhere before, haven't I?
Thorin :)
Get you ranger, ranged casters up high to get the bonus damage. I like the polymorph 2 spell that gives wings as it allows you to move around for a few turns and also protects against surfaces.
Concentrate on removing armour and then using crowd control to hinder rather than finishing off each and every foe.
Characters with high initiative get the job of removing armour, characters lower down the list get the Executioner talent and finish off one foe a turn.
Some really simple stuff:
-Unchain your party before you start combat (drag their pictures away from the main line). This lets you move them independently of the group. Then SPREAD OUT. It's basically never a good idea to keep your team bunched up since the enemy will punish you with AoE attacks. Put your characters in advantageous positions if you can (high ground), but just having them a couple steps apart where you can't get 3-4 people hit with fireball or ricochet will make battles easier.
-Aim to fight enemies at your level. Enemies above your level can be beaten, but they'll require more advanced tactics. If an enemy is too strong, just go somewhere else and come back later.
-Keep your gear up to date. Level 3 gear is suitable for a level 3 character, not a level 5 one. Shopkeepers will refresh their wares when you level up, so check back for new stuff at the level of your party. Crafted items, though few and far between, are respectable at low levels and are much cheaper than buying stuff.
-Focus on armor rather than healing. Characters with armor will be resistant to the game's many, many status effects; without armor, they will be constantly crippled, knocked down, stunned, etc. so it's best to try to focus on keeping your armor up, and only use healing as a stopgap in emergencies. On the other side, focus down your enemies' armor to use those status effects against them.
-Don't use a tank. There is basically no way to hold aggro in this game, so building a character with huge armor and a shield isn't going to do much because the enemies will just ignore them. Focus on damage and crowd control instead. Always use two-handed weapons on melee characters rather than sword + shield (mages can use wand + shield).
-Focus your attributes. If a character is a melee fighter, they should have most of their points invested in strength (unless they use spears or daggers, then use Dex). If they're a magic user, focus on Int. Don't invest needlessly into Con, Wits, or Memory.... Con is pretty much only needed for characters to use shield of the appropriate level, actually.
Wow, all this is really helpful, thank you so much
If you're playing a magic damage character, get chloroform, its a staple CC for Magic builds like how Battlestomp is for Physical builds.
ON that note, get battlestomp on your physical damage dealers.
If you need help with character loadouts, the community does have a guides section and I encourage you to check it out.
Also play through the battle to learn how your enemies fight. Maybe you can position your characters differently next time. Examine them to learn their weaknesses and who to target. They might have lots of magic armor but very little regular armor, use that to your advantage and dont spend action points using skills that wont work on that character.
Other than that, have at least two with a healing skill. Bring resurection scrolls and potions. Have a look at all your characters armor, maybe you can buy (or find) better armor, even the smallests things make a big difference in battle (like switching out low level gloves).
Other than that, try out your characters skills to see what best fits your playstyle and you can change until you get it right.
Ill give you my setup.
Fane: Air and hydropolist - Good against fire enemies, can stun, freeze and heal and have attacks that deal a lot of damage.
Sebille - necromancer and summoning (scoundrel) - can summon totems, incarnates for enemies to focus on instead of you, can heal, dominate mind, and lots of other things to bring chaos to the battlefield.
Beast - Warfare and Polymorph - I use beast for close range battles with heavy axe attacks and being able to fly away if things get to hairy. Oh and polymorph has terrain transfusion which you defintatly will need later in game!
Red prince - Warfare and Pyrokinetic - Deals alot of fire damage and is strong up close too.
Something that I never used on my first run was "pickpocket". Have one character good at pickpocket and persuation - Youll be able to steal a lot of good stuff instead of buying it.