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-Str/Fin/Int, pick just one for each build and stack it.
-Warfare is your primary skill for physical damage scaling, even if you don't use the spells it teaches.
-Keep your overall damage output balanced between the two damage types, or go all in on just one.
Follow those and you'll do fine pretty much no matter what else you do. The game favors high damage, so lean more on that instead of tanks/healers and whatnot.
The combat system is all about crowd control. Choose damage skills over defensive/healing skills. As a general tactic, look at the turn order, see which enemy is going next. If you think you can disable them, do so then then work on the next enemy in the turn order. If you can't disable them, move to the next enemy in the list and see if you can disable them. After a couple of rounds, all the enemies should be disabled and you can mop up without any resistance.
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When building characters, it's best to go through this checklist:
1. Does my character have all the spell slots it needs? If not, buff MEM. (worth keeping in mind that you get a free MEM slot every 2 levels).
2. If a shield user, does my character have enough CON to meet the stat requirements for current level shields? If not take CON. (There's no reason to take it otherwise).
3. Does my character take it's turn in the correct initiative position? If not, add WIT. There can be a case made for adding WIT for crit chance and spotting hidden objects, so you'll probably be slowly creeping up in this stat with your party throughout the game. Just add if you feel like you're lagging behind the enemies in the turn order more than you'd like.
4. If all the above are true, increase your primary damage stat (STR, FIN, INT). You'll be doing this almost always.
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When it comes to Skills, It's always best to focus on one damage school, rather than spread it across multiple. So if your a Pyro mage for example, don't split between Pyro and Geo for damage spells. When branching into another skill tree, you should only really be doing it because there's a specific utility spell you want.
You want at least one Jump ability on every character. Wings (Polymorph 2) for more base stats. Cloak n Dagger (Scoundrel 2) for more movement speed. Tactical Retreat (Marksman 2) isn't as good as the others, but if your build already has marksman then you might as well take it. You can also get Phoenix Dive (Warfare 2), and Nether Swap (Aero 2). but the Act 1 vendors don't stock them until level 9, so basically you can only pick it up in Act 2.
Another really important skill is Teleport (Aero 2). Have at least two characters with it so you can move enemies into a pile and drop AOEs on them.
some other low commitment skills that are useful on any character are Haste and Clear Thought (Pryo 1), and Adrenaline (Scoundrel 1). Get them when you can, but there's no rush.
Warfare is the best way to increase physical damage for Fighters, Rogues and Rangers. Always take Warfare before a weapon skill like Two-Handed, Ranged, etc. Start taking those once Warfare is maxed. The defensive skills like Leadership, Perseverance, etc are borderline useless, so ignore them.
When it comes to Civic skills, Thievery is the best one. In Act 1, there's no use for any of the other civic skills at all, so take it on everyone. and you can re-spec in act 2.
You want to keep your gear current at all times, especially when it comes to weapons. Whenever you level up, all the vendors in the world restock with current level gear, so shop and steal every level up. When shopping, if you think you'll be using a vendor regularly, donate gold to the vendor until their attitude is maxed. You get better buy and sell prices and easily make your money back. After weapons, look for armour with + Skills or inbuilt spells that help complete your build.
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SAMPLE PARTY FOR ACT 1
Fighter (Opportunist, Executioner)
Warfare Primary: Slam, Bullrush, Shield Throw, Whirlwind, Cripple.
Polymorph (2 points): Tentacle Lash, Wings, Medusa Head.
Shadow Blade (Guerrila, Pawn)
Scoundrel Primary: Backlash, Adrenaline, Chloroform, Cloak and Dagger, Rupture.
Warfare Secondary: Slam
Polymorph (1 point): Chicken Claw
Geo (1 point): Venom Coating
Wizard (Far Out Man, Pet Pal)
Geo Primary: Fossil Strike, Poison Dart, Impalement, Worm Tremor.
Pyro (1 point): Haste, Clear Mind.
Aero (2 points): Teleport.
Enchanter (Far Out Man, Elemental Affinity)
Hydro Primary: Rain, Hailstorm, Winters Blast, Ice Fan
Scoundrel (2 points): Cloak and Dagger, Chloroform, Adrenaline.
Summoning (1 point): Elemental Totem
Wings is mediocre. While you do get multiple uses, it has some downsides. First, it takes 2 AP to do your first flight as you need to both use an AP to fly and one to initially activate the wings. It also requires you to fly in an arc, which can also be blocked, preventing the flight path.
Cloak and Dagger is a natural pick because you'll probably want the Adrenaline spell from Scoundrel anyway, its just one more point to get it, drops in vendor inventories at level 4. This one is unique as it doesn't break sneak or invisibility, allowing you to reposition while outside of combat when combat is active with your other characters. Great if you keep someone in reserve.
Tactical Retreat isn't a bad option, though Huntsman has less utility for most builds. Its decent for Geomancers for some of the crafted spells, but its not the best skill to dip. Tactical Retreat itself isn't too bad though as it puts Haste on you, which can clear the slow condition and also grants you a bonus AP on the next turn which effectively refunds the AP cost to use it on the following turn. It has technically the best action economy of the jump spells. Also available at level 4.
Pheonix Dive on the other hand is kinda average. Only 1 AP cost, but you don't see it until level 9. Its part of the Warfare skill though, which is a common dip or even main skill for most classes. If you deal physical damage, this is your main skill anyway. When you jump, you create a small ring of fire that can ignite surfaces, which can sometimes be problematic. It'll become smoke after a bit, blocking your line of sight. Can be annoying but also useful if you plan for it.
Nether Swap is more situational. It requires swapping places, which isn't always ideal. Can be good for clumping enemies up however, so its decent. Aero is a good dip though as it also gets you access to Uncanny Dodge, a great defensive spell if used preemptively. You also get Teleport, useful for bunching your enemies up for AoE.
You want at least one of these on every character, if not two or three. You don't want to spend AP on movement beyond these. The Pawn is a talent that requires Scoundrel and gives you one free AP of movement per turn. Useful on most characters. Its counterpart is Executioner which gives 2 AP on kill once per turn. Also good, but these are incompatible. Needs Warfare to take. Worth considering as well when picking your jump spells.
Just use the story mode, than you can wing it. Normal mode will punish you for playing without thinking and making several mistakes. The hard mode will punish you for making a slight mistake and severely punish you, if you don't understand the mechanics and ignore enemy resistances, tactical positioning, etc.
It's a game where the difficulty scales with your skill, other than just feeling unfair because you don't have unrealistic reflexes.
It didn't take long to understand the mechanics for me, and I restartet the game with only 2 characters in hard mode before even finishing the game, because combat became too easy.
Its a strong ability for newer players, but once you know how to get its effects preemptively, you stop using it as much.
You’re talking to someone who has 1000 hours played and multiple more thousands on the forum here. I know everything you could want about the spell. Its not something you want to rely on too heavily. There are better alternatives out there.
As for how long you should keep the teleport gloves. Ditch them as soon as something relevant for your build comes along. They are level 2, so you're losing lots of armour and stat buffs by hanging on to them.