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
It'd be better if they lasted a bit longer at that point. Group buffs especially could do with bonus effect/duration when the group is smaller to account for the fact that not as many people are benefitting
As for setup I think Hunter is a must in any group, their speed is so high that they go more often and they can use powerful bows or knives (1 slot piercing) + shield. With just two characters I don't think taking Herbalist would be worth it at all because you lose your turn when you Party Heal when normally you can use an herb and attack in the same turn. So just keep a Party Heal item in your inventory to use in-between rooms during dungeons to save on herbs between you guys. Busker might be a useful second choice because they have high str, vit and talent, so they can take on a few roles here, like using a one-hand sword and shield to tank or using a lute for supportive role or a 1-slot vit dagger stacked with damage boosting gear.