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If you're going mixed, then the balance is quite important otherwise it can feel lopsided and an absolute struggle for the armour side you're less focused on with your damage.
But on paper it doesn't sound like you should have a problem with either unless all enemies have high fire res where you'll support on those chars with what physical armour damage they can do and support. You have your ranger and warfare for physical mostly. your pyro for magic.
For the mixed damage party I use, I have a ranger who does high physical, but can do magic. A warrior type build who also supports magic damage with flay skin, ice breaker and global cooling. A cleric type build that supports physical and magic damage and then a water mage who also can teleport and bouncing shield when water magic is useless.
If you're struggling it might be the build, being underlevelled or maybe you're not focusing down the enemies weakest armour with that type of damage of your party ( low magic armour being focused by your pyros)
-Never split between Str/Fin/Int. Pick just one of the three and stick to it. Builds that mix them suffer a lack of damage and will struggle.
-Weapon focused builds need to keep their weapons at-level. There's only a very few scenarios where a lower level weapon is better than a higher level one due to the stats on said weapon. The base damage increase of a higher level weapon is nearly always superior than anything your weapon might have stat-wise.
-Warfare is the primary skill you want to invest for ALL physical damage builds. Despite what it might seem, you'll get more damage scaling per point than anything else you can invest. That 5% it says it offers is multiplicative and ultimately every point you invest will be worth more over time. This includes stacking it on an archer or other builds that might not use Warfare's "spells".
-Each character should have one primary skill you focus to 10, one secondary you'll take 2 points of then stack to 3-5, and 1-3 tertiary skills you invest only what you need for learning spells. Scoundrel is a good example as just 1 point offers the Adrenaline spell that is great on literally anyone. Other examples are Aero for uncanny dodge, Geo/Hydro for armor healing or Pyro for buffs.
-Armor healing is better than health healing. If you want to have heals available, focus on armor primarily. This makes CON a near useless stat for the most part. Only invest it to meet equip requirements for shields.
-One civil skill per character. You won't get enough points to stack two and the benefits of a partially leveled civil skill aren't worth it.
-Balance your damage. You don't want your party leaning too heavy on either physical or magical damage for the most part. Make sure your mages have enough spells to always be casting. You want to stop using wands/staves in combat as soon as possible. Early investment of memory is good here. Wand/Shield is a decent setup too, covers your physical armor vulnerability.
Aside from that, know that the early game is a bit rough. You start with nothing, getting armor, weapons and new spells is costly. Look for ways to get this stuff cheaper or free through stealing.
Teleport the offending target, this drops their armor like a decent hit. They keep their orientation as before, so you drop them such that your rogue can backstab them with adrenaline and one round will usually strip all the armor off a normal trash enemy. Same for a non rogue melee, except orientation is less important.
Fight dirty, and be mobile. You can't beat having a bit of scoundrel (2 teleport skills in the low tiers) or polymorph (flight a 2 points and extra stats) mixed in with your class'es normal mobility skills.
teamwork again: find the guy with the lowest magic armor, and blast with your mages. Kill that one with magic. Find the guy with the lowest physical armor, and chop on him, kill that one with your warriors/rangers/rogues/whatnot.
Aside from killing a vendor, how do you steal from one? I have no thief character at this point, is stealing inventory from a shopkeeper even possible with a rogue/thief?
For what it's worth, I actually did pretty good this morning in the castle. I beelined through the dungeon and wound up confronting a chancellor type who was removing source from a prisoner. After he monologued we exchanged spicy insults the fight was on with him and his homey's. And I did surprisingly well, actually won the fight and didn't lose any of my companions. It felt pretty good tbh
To give a more accurate representation of what I mean, I typically leave the island with:
-200-250k gold on hand
-2-6 copies of every available skillbook, including one of each crafted one.
-All the best armor and weapons available.
-80+ res scrolls
-All the consumables and crafting materials you could want and probably quite a few you wouldn’t
It isn’t uncommon that I have to leave most of my stuff in a barrel or chest off to the side somewhere and wait until I’m 100% done with the act before sending someone to go pick it up before leaving. The contents of the container are usually enough to over encumber any character twice over. This usually sets me up to handle most of act two without worry since I wait until the end of act two before stealing again. I leave that act with 2 million or so gold. By that point I stop selling old gear and just buy everything with cash.
A bit tedious to perform the mass thieving sprees, but it means I only have two moments of significant inventory management tedium all game long. Helps keep the rest of the run smooth.
A couple other questions, even though I'm off my original topic, I've only seen vendors with one copy of any given skill book, where do you find multiple copies? Also, where does that quantity of gold actually come from in the first place? I've only seen a pittance in the hands of the vendors so far, even assuming I stole all their money I still wouldn't have anywhere near that much money.
I realize that I'm asking a lot of questions and you may not have time in writing me a book back, thanks in advance for any/all advice.
I’d go into more detail, but it kinda dumbs the game down. I do it explicitly because I’ve already played through enough times that I don’t play to prove myself against every aspect of the game. Gold and inventory management gets annoying after awhile, so I simply break the game enough to not have to worry.
It’s not nearly as bad as the old backpack exploit. You used to be able to sell to a vendor enough to put them at 0 gold, then gift them a container (like a backpack) with a single gold inside. When their inventory reset, the gold stacked with the one in the backpack. Because trading has an order of operations where you give the vendor everything from your side then they give you everything on theirs, you could then purchase the backpack with their entire gold supply inside for that value + the cost of the backpack itself. So say 1g for the pack and 20,000 for the 20,000 gold they restocked with. You’d give them 20,001 gold and they’d give you the backpack, after you give them the gold you’re paying with, which would stack inside said backpack. So once you open the pack you paid 20,001g for it’d have 40,001g inside. With that exploit, you could literally “prime” every vendor in every act with a container with 1g inside and every time their inventory restocked, you could basically force them to give you all their stuff for free. Very broken exploit from way back in the day.