Robes will make you a bit squishy, but being reliant on physical armor for your whole party can come back to bite you when you run into a strong mage (There is an optional boss towards the end of Act 1 that will hammer this in real fast.)įor attributes, ignore strength.
You will likely have the stats for either light armor or robes, so choose whats best for you. Any recomendations for a new person like me then? Something i will have fun with?īased on what you mentioned in the OP, I'd suggest Hydro for healing, marksman for ranged and extra healing, and summoning or necro for your pet. On a side note, undead are hurt by hydro healing and are healed by poison, so Geo is their healing class. Originally posted by Master of Magnet:Don't know what difficulty you're playing on, but here are some pointers for medium difficulty.įor healing your options are hydro(Strong healing and AOE healing), marksman(Decent single target healing), and necro (Single healing only for caster.) Keep in mind that each level of necro causes the character to regain some health each time they do vitality damage to an enemy.
One last little fun tip, Undead can use their fingers as free lockpicks so if you play an undead or recruit Fane, put some points into Thieving. Hope you found some useful info in there. Last but not least, you get access to free, infinite respecs for you and your party members once you beat Act 1 so you can experiment around once you get to that point. I find that 1 physical skill + 2 magic schools makes a pretty well rounded character and should cover all your bases in regards to magic schools.
You should have about 30 skill points (not sure of exact number) if you reach max level so I'd say choose at most three skill trees to invest in for each character. Heavy/Light armor give you mostly physical armor, Robes give you magic armor. Strength=Heavy armor, Finesse=Light Armor, Intelligence=Robes. On a side note, undead are hurt by hydro healing and are healed by poison, so Geo is their healing class.Īlso unless they've patched it, magic damage doesn't scale nearly as well as physical so you're mage may want to keep a bow/crossbow on them and focus on using magic to either produce physical damage or support you allies.Īs for armor, the three stats that determine you armor are strength, finesse, and intelligence. If you do take the Summoning school, plan on putting at least 10 skill points (Max amount you can naturally put in a combat skill) into it, otherwise your incarnate will be very underpowered.įor healing your options are hydro (Strong healing and AOE healing), marksman (Decent single target healing), and necro (Single healing only for caster.) Keep in mind that each level of necro causes the character to regain some health each time they do vitality damage to an enemy. On the subject of summoning, Pyro, Geo, Necro, and Summoning all have at least one summon, but from my experience Necro (Bone Widow) and Summoning (Incarnate/Champion Incarnate) are the only ones worth a damn. The only thing that really affects is your starting weapon. Don't know what difficulty you're playing on, but here are some pointers for medium difficulty.ĭon't worry about your starting class too much.