Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Beat the game on Tac, then consider honour.
:)
All physical is going to likely look like a rogue, a ranger, a knight, and a necro/healer/summoner mashup thing that will have it's role change up as you level and get access to more skills. Your main crowd control is going to be the knight and rogue using battering ram and battle stomp (yes, rogues with daggers can use battlestomp/battering ram effectively) and the ranger using knockdown arrows. The mage here can summon an incarnate on blood for more physical damage and an extra battering ram, as well as spamming blood totems/bouncing shield. Late game the mage will drop summoning and go full blood mage for bloodstorm polymorph shenanigans.
An all magic party can go a lot of different ways, but is most effective when all characters work well off of each other. I would suggest 2 aero/hydro mages, with each getting 2-3 points in one skill, then maxing the other. A battlemage with a staff, focusing on aero and maybe pyro, mostly for sparking swings. Then a summoner so you can get those water/electric totems helping your cc, and have it grab rain to set up early elemental affinity for the other two enchanters. Everyone here should get 1 point in scoundrel for adrenaline and chloroform. Essentially, everything is going to be permanently frozen or stunned, and eventually, a cursed electric infused incarnate will be a fun addition to your aoe lockdown. Be aware that loremaster is NEEDED here, as not knowing enemy resistances can be a killer. Don't wanna expect a dazing bolt to stun a group only to realize they have 40% resistance and their armor didn't drop like you planned.
The split team should have 2 mages that work together, either the geo/pyro combo or the aero/hydro combo. Similarly to what I said above, get 2-3 points in one of those schools, then max the other. A rogue and archer are good here for physical damage, as rogues have chloroform and gag order for good magic cc and unresistable damage, and rangers are good because they have elemental arrows to help cc with the mages. If you go strength instead, sparking swings/spark master will help here, even with low intelligence and pyro. The mages can throw a point into warfare for bouncing shield for low physical armored enemies, or 1-2 points in necro since int is still their primary stat. Just making sure everyone can do a little of their opposite armor damage type is useful, especially on bigger enemies that work as solo encounters (slane, abomination, mord akaim, etc.) and super resistant enemies. If you go geo/pyro on the mages, grab a point or two in each on your archer for throw dust and explosive trap, as well as their source variants. Same strategy as you used already, hit low magic armor targets with magic attacks and vice versa.
If you're going honor mode, Definitely keep Fane, not wiping on death fog is nice, and his time warp is OP. Any character can use any build, the only race/class synergy that actually makes a big difference is elf and necro, but elves are stronger than other races in most builds already anyway. Avoid glass cannon on honor if you haven't done it before, and always have an escape plan.
That said, unless Ironman mode is your preference, go tactician. You’ll want experience with how the fights differ in Tactician. There are things not present in classic that will prove troublesome unless you have strong knowledge of the game mechanics.
As for team builds, it really depends. I can list off 40 different 4 man team combinations that’ll range from challenging struggle to godlike roflstomp to memes and gimmicks just for fun, all of which can be pulled off on tactician.
So instead of listing these out, I have two responses. Either offer me some idea of what kind of builds you want to try out and a basic rough draft of what at least one or two builds you want to use will be and I’ll help fill in the details, or I can link you to the build my recent game is using, as well as (to some degree) half the recent build related threads on the forums are likely using since I’ve plastered this build all over the forum recently. It’s a good one, and fun to play while also being versatile and adaptable to your preferred team.
If the second option is your preference, I’ll find a link to it later. If you want it sooner, search “Venom Coating” on the forum here and look for my posts. Chances are you’ll find information on the build or the link to the thread that contains it. I’d do it now, but my break at work is short and I’d have to do a little searching.
For the split team, can I replace the rouge with a knight or Inquistor? I never really like rouges in any fantasy RPG game...
Also, I can't bring myself to replace my companions with Sebille or Red Prince, I have grown way too attached to them and I don't think they deserve to die.
As mentioned above, archer is great for mixed damage parties as you can swap to any damage type you need for any given situation. And, even if you go geo/pyro on your mages, 2 electric arrows can still stun a target with no aero mage on the team. Or if they aren't on fire, an electric steam cloud arrow and water arrow will get a group.
And don't feel like you have to take a rogue, but definitely stick with that single scoundrel point. Adrenaline is great, and chloroform is a great use of 1AP.