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You also have to consider your damage output in terms of physical and magical damage. Your example party there is the dreaded 3/1 split just about any veteran of the game would advise against as your wizard will find themselves struggling to either break magic armor or capitalize on it with CC since they’re the only one doing magic damage. Dipping the archer into some Geo and Scoundrel to craft Venom Coating and combining that with a magic element with Elemental Arrowheads as well as other magic damage buffs, can offer your party additional magic damage to support the wizard.
Also, Warfare is king for physical damage. This should be your primary stat for all physical damage builds, regardless of the “spells” they use for attacking. It scales damage more than any other point investment.
My endgame battlemage usually have at least 3 skills from each magic schools which I can replace depends on the battle I'm about to have (indoor/outdoor situations).
But the most important thing is your approach own battle. Me? I like to Decay my enemies, disabled them from their weapon or cripple/stunned them, denying them of actions. So for me these skills are essentials: Decaying Touch, Restoration, First Aid, Tentacle Lash, Pinned Down, Hail Strike, or even Cryogenic Stasis (effective against undead). Both my party member specialize in either Physical or Magic but also have one or two attacks opposite of their specialization (i.e. my huntsman can conjure Hail strike, my mage can throw shield and do infect (Necro's physical damaged, based of magical/intelligence based skill)).
I don't CC as much, since I either took down enemy(ies) as quickly as possible or retreat to vantage point and strike (with additional High ground damage) -- which means both my party member have Adrenaline, to even boost their AP further.
Also must have: Chameleon Cloak, when stuck with 1 AP left and I've done all I could, doing a chameleon cloak is fantastic way to reposition your party to more advantageous place.
Also also must have: Skin Graft, it refreshes all cool downs, so my endgame party member can do all their skills all over again, combined with sebille/elf that have adrenaline/flesh sacrifice, you practically automatically have 1 extra turns immediately in one turn.
There are many details I need to read about. I barely craft anything (not a crafting kind of person as it distracts me from the quests. I start running around looking for mushrooms and twigs instead of finishing anything).
@Rach So you're a ranged kind of fighter? I do the same. I'm thinking of changing it up to use my rogue more in direct rather than ranged combat. She has rogue skills I hardly use b/c they require being next to enemies. Thx for the advice.
Dagger builds are the better melee usually though. Their Backlash ability is a great initiator and with hit and "disappear" tactics using invisibility or dodge effects, they can sponge or avoid attacks better than most. Melee make the best support builds too as they can buff and whatnot on their first turns while you wait for enemies to come to you .
e.g.:
A knight can pick 1-2 levels scoundrel to increase movement speed per AP spent.
You can also get pyro 1 for haste (to increase AP per turn and movement speed).
He can also add a point into Hydro for Armor of Frost (give target magic armor for 1AP) or Vampiric Hunger (Auto attacks heal for 50% of the damage dealt) combined with Living Armour Talent (healing restores magic armor) and Restoration.
There's also Polymorph, which scales with Strength. Tentacle Slash gives you a strong ranged attack and Medusa Head gives access to strength scaling magic damage.
A fire Mage might want to get warfare 2 for Phoenix Dive, which creates a fire surface around her, which works great with scoundrel 1 for The Pawn Talent and Elemental affinity. Allowing you to position you anywhere for 1 AP, move into the fire surface and get a discount on all fire spells. (And use Adrenaline for extra burst damage)
Polymorph gives a Fire mage Flaming Skin (heal from fire damage instead of being damaged) and Skin Graft (Reset all cooldowns. Pretty Strong if ýou're and elf and use adrenaline as it gives you + 6 AP [-1 AP to cast Skin Graft])
A rogue can take aero 2 for Uncanny Evasion (gain 90% evasion for a turn) as a defense tool and teleport + nether swap to position himself and enemies on the battlefield. (Same for the Knight)
All classes that deal Physical damage (Fighter, Rogue, Necromancer, Ranger) want to skill warfare to increase their damage output.
A ranger can get Geo 1 and Pyro 1 to buff allies from afar when needed.
In short you should look up skills and invest a few points into them for utility.
I don't really adhere to what usually constitute a Class necessarily, especially when the game allows it. I kinda pick which skills I like to utilize the most. Like that decaying touch, it requires your player to be on the close quarter to the enemies, in fact I have 2-3 skills that requires my mage to be close to the enemy, which is why it is important for them to have 2-3 mobility skill, so it can go away to vantage position after initial attack.
I'm currently starting new playthrough, trying to build one handed sword build and no shield because it looks cool. Pure style over substance, probably modifying my mage set up but with heavy emphasis on strength.
I need to read more guides on this. I think my party is not optimal, wasted abilities, etc.
One thing I have not liked is, when fighting enemies above me, I cannot zoom out far enough to see them. They hit me but I can't hit them b/c I can't see them on the screen. What's the solution?