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Monk tank, maybe Zen Archer (CotW)
Trickery Cleric or Ancestor Oracle (CotW) or Possessed Shaman with Stealth (CotW)
Bard, maybe Thundercaller
Alchemist, probably Vivi or Grenadier
Kineticist
Slayer, Ranger, Rogue for Sneak Attacks, Sense Vitals for the Ranger
Inquisitor
Any arcane caster, especially Illusion Wizard or Arcane Trickster
CotW = Call of the Wild mod
Personally, I'd really go all-in on taking advantage of Stealth and Sneak Attack and ranged attacks and end most fights as quickly as possible at range before enemies can do much of anything.
I'd probably personally do something like Zen Archer, Slayer, Vivi, Thundercaller, Arcane Trickster, and a Sorcerer. Since you're not taking damage, you don't need a divine caster, and Vivi/Thundercaller can handle the few divine spells you do want. Zen Archer scouts around for a good position for your group to start combat from. Thundercaller Stuns anything that survives the inital barrage of Sneak Attacks, enabling Sneak Attacks on them again. Sorcerer does area damage when there are a lot of enemies.
I did do an all sneak party once, and it was ok, although not as powerful as some that i've done.
13 Bard / 7 Rogue with a Rapier + Light shield and shield basher
20 Vivisectionist with a greataxe
1 vivi or 1 rogue / 9 wizard or sorcerer / 10 Arcane Trickster
2 Eldritch Archer / 8 Eldritch Scoundrel / 10 Eldritch Knight
1 Aldori defender / 1 lawful good traditional monk / 8 Eldritch Scoundrel / 10 Eldritch Knight
1 rogue / 19 Ecclesitheurge of Abadar with the Nobility domain Range touch spells + crossbow
Bard / offtank
True DPS / buffer
Arcane dps
Archer dps
Tank / dps
Support cleric buffer
That fill up pretty much every major roles with enough dps and defense to play at least on hard without to much problem.
which ones were the most powerful youve done?
Well, if you don't mind mine, lol:
After briefly trying Unfair for the first time with a more "typical" kind of group and failing horribly, I decided to go with a group that didn't have any melee or any traditional tank. You know, to mitigate the increase in incoming damage. It was
Undead Bloodline Sorcerer main character
3 X Arcane Bombers
Thundercaller
Longbow Deliverer Slayer
Arcane Bombers start with 2d6+Int Bomb damage, which is higher than an Alchemist. Bombs are just amazing against everything that gives people problems early on: swarms, wererats, wisps, enemies with Spell Resistance, etc. And they grow into powerful casters, which means they're very strong in the mid/late game too.
The Sorcerer is tanky enough to take stray hits even though we'd try to stay out of melee and grows into a very strong anti-Fey caster using Fort save spells. The Slayer and Thundercaller carried through easier fights so we didn't need to spend many resources there. And you know from what I said earlier about enemies Stunned by the Thundercaller being Sneak Attacked (and the Bombers had Sense Vitals, too).
It was a night and day difference from what I'd been trying before it. Got so strong I turned up the difficulty options I could above what they're set to for Unfair because it quickly became too easy.
Anyway, I'd be curious to see what anyone else would have to say too. It's great to see how different people's parties are.
Hands down, full archer team all with animal companions. But even without animal companions full archer teams are pretty solid.
Then there was my "wings" party. All characters had to have wings in their build, so an aasimar, 2 sword saints with devil/demon heritage, 2 Bard/RDDs, vivisectionist with feral mutagen.