Primary stats are intelligence and constitution. Originally posted by :Why would you want that kind of combination? Scoundrel also helps you get face to face or face to back with enemies so that you can turn them into chickens, though its reliance on Finesse means it's not as synergistic. As for party composition: I might suffer from this, but my idea is to bring my favorite characters with me: Lohse, default Enchanter Red Prince, Inquisitor instead of Fighter Sebile, Shadowblade instead of Rogue Math say you get much higher consistent damage with Warfare than with Ranged. They cause burning on targets and interact very nastily with Poison and Oil surfaces by creating massive explosions poison surfaces or spreading rapidly into a large area with Oil surface. Apart from fretting about my build for an otherwise innovative and flexible game it's remarkably stiff about mundane weapons and related skills , I'm also overthinking my party composition.
Necro also has some awesome combo skills. Something gets into melee range of you, you turn it into a chicken for a couple of rounds, giving you time to clean up the battlefield. You'll want to get Huntsman to at least 5 for arrowstorm. I'm assuming you are making use of the books that give points in the game as well with this guide? If you have points in both Huntsman and Geomancer, you can also learn Throw Dust, which blinds enemies. Stats on my Level 15 Juggernaut.
Warm Some fire spells, approaching light sources like fire Being Warm can help negate ice spells by reducing the chance to get frozen or chilled or stopping them completely. Elevation Being higher up than an enemy can grant benefits like increased damage and longer range for spells and abilities. After that it's hydrophist for healing abilities. At level 6 you put one more point in huntsman to get level 4. Right now there is a busted combo that shadowblades can use that annihilates even 100% boss's health bar. I'd also suggest keeping any good spears you find.
I play with a shield and wand. All logos and images are copyrighted by their respective owners. Sticking with Summoner and Warfare. Get it out of the way, and Necromancers can start applying negative status effects sooner. I find myself spending way more time pondering party composition than actually playing it. But if you go high initiative and wits, you can enter combat late with stealth and get 2 back to back turns of full ap which is more than enough to drop 1-3 enemies with a high damage ranger.
Kegs You'll often come across kegs laying around some places, on most occasions they indicate an encounter is possible or likely in the area and they are there for you or your enemy to make use of. Elf of course : Start as Wayfarer because I get a crossbow instead of a bow. One of my main probs in the game is to be able to heal Fane, except Poison Dart and poison potions i can't really help him from regular healing spells quite the opposite. Geomancer gives access to abilities that inflict status effects such as Slowed or Crippled and those, that can regenerate physical armor of their allies. If I could have kept her as a physical damage dealer while still having massive heals then I'd have done that. The Dual Wielder's need for his talents is far greater and thus can't waste a talent in PetPal.
Tentacle Lash and Flay Skin are quite useful and both scale with strength. However, the pre-generated characters also have their own tags. So I'd like to know if I should even try, or just go with Plan B, which is either a spear-wielder or a crossbow-user though I'm not terribly interested in summoning. You put your points summoner to get to summoner 10 by level 5. Use tactical retreat to get out of there if something gets in your face and you can't deal with it. However, note that adding points to the Warfare skill buffs Physical Damage, not Magic Damage, so after you've learned the skills you want, you're better off adding points to the school of magic your spells and staff belong to.
I added 2 points to every attribute and everything else went solely into intelligence and strength. What Build do I use? As for Necromancer and Hydrosophist, they both include healing abilities which pair with summoners' Soul Mate ability, which gives half the healing you receive to another character. In other words, just walking around getting damaged in combat lets you both kill and heal. . Kegs can turn the tide of fights for or against you and should never be ignored under any circumstance. While playing another archer and summoner combo, aero helps place the archer in the right places and teleport people to the summon to tank. It's good for rogues focusing on daggers since backstabs are always auto crits, but in general, it might be better to put a couple points for skill book requirements then add points to a weapon skill like dual wielding.
Build up from there and enjoy the mayhem. It's also worth mentioning that Warfare, Scoundrel, and Huntsman skills require specific weapons. We compensate by being burly and stinky. Throwing Knife and Backlash also lets you deal backstab damage, while Chloroform can knock out an enemy at the end of your turn without breaking stealth. If you have multiple characters with the same tag, both of them can use that option. Huntsman: I didn't ever use an archer in my playthrough so someone else will have to comment on it, but supposedly archers are quite good in this game.
The skeleton you dig up? For a warrior-healer Paladin type, Hydrosophist is a good pairing. Why should the ranger have a point of charisma and charisma gear to combo with stench? But well, try it out. I've issues too to deal with massive curses. After restarting a couple times because I'm indecisive, my main character is a Warfare, Necromancer, Polymorph hybrid who fights with an axe and shield, and I have few complaints. Huntsman can get away with basic arrow attacks through out the game, but Incarnate Champion is a must have.