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Smith, Minstrel, Hunter
The smith has the best weapon hands-down of the newbie classes and STEADY is solid throughout; the hammers' AoE will help a lot and if you get the Minstrel a Basso instrument ASAP and the Hunter a sword+board you'll find the hunter can sneaks about to unlock objectives and meet the party there easily.
I didn't like the Scholar AT ALL because the Focusing Cap is literally... in nearly every run; and it's so unlikely it happens; he had promise but the herbalist is just too much better at his job, so is the minstrel.
Unlock the herbalist ASAP to avoid a lot of tears, at this point you can make the party Smith, Herbalist, Hunter if you liked the first since the Herbalist and smith actually aren't bad with musical items; but the Herbalist will shine with a nice staff.
For Adv party combos, i've found:
Smith, Herbalist, Buskar
Minstrel, Herbalist, Buskar (No Conflict, EZ items/Exp team)
Smith, Herbalist, Woodsman (Heavy-Melee Team, weak to Magic)
Buskar, Herbalist, Buskar (Heavy Money Team, Herbalist Adventures in it)
Herbalist, Buskar, Hunter
ive basically geared the Buskar how i would a Smith. i got steady and taunt on the tower shield. most mobs cant even hurt him through act II. also have the scimitar on him for when i have him actually strike something. omw to the tower now.
Money is everything, money = power pretty much. Fight everything you can w/o stretching yourself on the edge, with a bit of luck you can be lvl 3 party before entering the mines (make a note where the mines are as soon as you find it on map, then plan your movement / fights / quests accordingly so that you can 100% enter the mines before you reach 5 chaos, until then just fight, buy gear, sell stuff etc).
Make a mental note in what towns are the pieces of equipment for your party, and in what order to purchase them. Beeline for statues and temples as soon as you spot them even if you are full HP and nothing to fight in the way, the bonus stats and extra XP are all that matters.
Always upgrade your weapons first on the DPS classes, and armor / resists on your tank (if you use one). You want to finish the fights as fast as possible to reduce incoming damage, debuffs and chance of someone dieing because it got targeted 3 times in a row etc.
Spend focus and coins whenever you find locations with rewards (treasure chests, items, wells etc). Don't over invest in gear with bonus to combat stats at expense of armor and resistance, you can always spend focus to increase odds of hitting or applying debuffs, but you can't do it for your defenses - and those are what will keep you alive.
Upgrade your pipes for every new act, you should have lvl 1 pipes on everyone by the time you finish the mines, and lvl 2 before you go tackle the 3 objectives in act 2.
Personally I enjoy most a group with a minstrel, blacksmith and a mage or herbalist (both scale with INT for dmg checks and have access to best AoE's in game), this gives me a real tank that can taunt everything, a good magic dealer with helpful buffs or debuffs (you can get armor up, resist up, evade up, daze, stun, slow, reset), and an amazing magic damage dealer (make sure you choose a weapon that has as one of the attacks ignore resist on perfect).
Do you mean speed/dodge stat is crucial ?