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And depending on that, you want a party that can help you out, so it is difficult to point in a specific direct without knowing what it is you want to try out.
Some personal, general tips though.
I prefer Eder as pure Fighter, using a two-handed weapon. This gives you a potent and efficient Mule Kick(Primary attack) against low Fortitude enemies. It also allows for effective AoE attacks.
Morning Stars can greatly reduce enemy Fortitude, which can make it easier for certain spells and abilities to hit/crit(including Mule Kick), while Quarterstaff have a modal that increases your Deflection a lot.
This gives him the option of debuffing foes, or being a better tank, depending on the situation.
For Tekehu, I like the hybrid of Theurge. This gives you a nice mix of control, healing and damage, with some of it being "per combat" and the other generating over time.
Personally I equip him to maximize Shock-damage/Storm-tag abilities. That means Lord Darryn's Voulge and Deltro's Cage armor. The Chanter's early Shock damage ability("Thrice Was She Wronged, and Thrice Justly Avenged") and it's upgrade gets really powerful with that setup when hitting 2+ enemies at once, and you can use the Druid's Relentless Storm and Returning Storm for efficient damage spell with a mix of CC at close range.
For Xoti, I just go pure Priest with a focus on Burn damage. Nice and simple. She has a half decent summon that can assist with damage and healing, has a nice, unique finisher ability(which targets the enemy's Fortitude...).
She keeps her Lantern, but I give her the Marux Amanth for a chance to double cast spells.
For Maia, both Scout and Geomancer have some benefits. Regardless, I either go dual pistols(Arcane Blaster and Thundercrack) or dual Blunderbuss(Kitchen Stove and XEE). Scout has very high burst damage with sneak attacks and can do horrible things with Confounding Blind and Devastating Blow.
Geomancer have a bunch of self-buffs, can create a clone(Essential Phantom for more shots fired per turn) and cast Combusting Wounds on a group of enemies for a cheap, but devastating combo. Also provide access to various control and debuff spells, in case you do not want to use Aloth.
I keep Aloth as a pure Wizard and go for damage. If Maia is not a Geomancer, I sometimes use the Blunderbuss+Essential Phantom+Combusting Wounds combo as him, which can save resources in prolonged battles.
Pallegina is a Herald for the auras and chants. Can switch from offensive mode to defensive mode if needed.
Serafen I just make into a Barbarian. He has decent enough stats for it.
The Wild Mind Cipher can be fun to use, but making one or more enemies invisible during battle is super irritating, as is granting them Inspiration like Robust.
I tend to stack armor on him, as his low deflection and relatively low hp attracts the AI. Armor will then largely mitigate damage done. I like to use the Lance of Midwood Stag on him, as it gives him better reach and an armor buff if his health drops low.
I have also tried using dual spears(Mohora Tanga and Stalker's Patience) for a raw damage bleed setup. Pretty fun as well. Just find a reliable way to make a lot of crits(like having the Brute Force passive and lower the target's Fortitude...).
Vatnir I prefer as a pure Priest. He does not want to be targeted by enemies due to his low health, so I dont want him anywhere near the frontline if I can help it.
A thing to note. Tether abilities(like the Cipher's Ectopsychic Echo) are very powerful in Turn-Based. Even early on, it might hit for 50-70 damage on every enemy it hits. It just requires good positioning(because it is a tether). The damage is applied both on activation, and on enemy turn, if I remember right. What I am saying is, that it is your bread and butter spells for the Cipher in Turn-Based.