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stranger
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OP
stranger
Joined: Jul 2014
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Hi, I just got the game and went through it until I finished almost everything in Cyseal [except Rex and maybe some other stuff I missed] and I noticed that my party was incredibly weak and that was mostly because I probably did a lot wrong in the leveling of my character. So, can anyone tell me how I should build a party of an archer, A pyro+geo mage, Aero+Hydro mage [Jahan] and a tanky knight [Madora/henchman if there's someone better than her]
I need a guide on how to use my attribute points and which talents are best for what class. Also I do not want to be depended on something like stealth on my archer just straight up combat. Also please nothing that will make the game too easy [I'm playing on normal since it's my first full play-through]
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stranger
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stranger
Joined: Feb 2014
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My tip is to start with 8 in their primary attribute and then go for speed and con. Exeption for archer which could do with some perception as well. Abstain from picking a talent at lv 3 and go for glass cannon when you reach lv 5. If you can train your tactical ability to avoid taking damage, you'll be able to reach 20 ap quite early. Cain is the best melee henchman with 10 more skillpoints than your starting characters at lv1. Zalazzar is a better mage than Jahan, with 3 more skillpoints at lv1. He can also be made into an Aero/geo mage so you can have a starting mage with pyro/hydro. This gives better team synergy because you'll be able to cooperate your two mages to do the same combos together instead of different combos apart. This way you can avoid having your mages tripping all over each other with one freezing the enemy only to have the other thawn him with fire. When you reach level 6 you should swap zalazzar for Elessa, the very best henchman in the game, with 15 more skillpoints than your starting characters at the same lv. Give all your characters 1 level in each magic skill and marksman. Give all characters summon spider, tactical retreat, teleport, minor heal and other usefull spells you don't need high int for. Give all characters all summons once you reach the relevant levels. You can cast summon with all before you enter combat, making the extra ap-cost for low skill-level irrelevant. Consider giving your archer and melee char a point of sneak and gurilla for the midgame. You'll need to be able to reach sneak 5 with them through equipment for it to shine tho. Have fun  Edit: Also remember that you don't have to start the game with marksman skills for your archer. She'll have a much stronger start with summon spider, teleport and walk in shadows. You mage will have a strong start with summon spider, headvise and minor heal.
Last edited by Emil Amundsen; 25/07/14 08:51 PM. Reason: just more
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enthusiast
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enthusiast
Joined: Aug 2011
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Yes, (Hydro + Pyro) and (Aero + Geo) is better than (Hydro + Aero) and (Pryo + Geo).
Like Emil says, this way your mages combo with each other and you can have two characters worth of action points using the amazing CC of Aero and Hydro, instead of one character trying to do it all.
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journeyman
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journeyman
Joined: Jul 2014
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My advise up to the latest version v1.0.82 for melee warriors is, save your points for Tenebrium skill which you will get in Act 2. Don't waste it on any other weapon skill as it becomes obsolete by then.
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stranger
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OP
stranger
Joined: Jul 2014
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My tip is to start with 8 in their primary attribute and then go for speed and con. Exeption for archer which could do with some perception as well. Abstain from picking a talent at lv 3 and go for glass cannon when you reach lv 5. If you can train your tactical ability to avoid taking damage, you'll be able to reach 20 ap quite early. Cain is the best melee henchman with 10 more skillpoints than your starting characters at lv1. Zalazzar is a better mage than Jahan, with 3 more skillpoints at lv1. He can also be made into an Aero/geo mage so you can have a starting mage with pyro/hydro. This gives better team synergy because you'll be able to cooperate your two mages to do the same combos together instead of different combos apart. This way you can avoid having your mages tripping all over each other with one freezing the enemy only to have the other thawn him with fire. When you reach level 6 you should swap zalazzar for Elessa, the very best henchman in the game, with 15 more skillpoints than your starting characters at the same lv. Give all your characters 1 level in each magic skill and marksman. Give all characters summon spider, tactical retreat, teleport, minor heal and other usefull spells you don't need high int for. Give all characters all summons once you reach the relevant levels. You can cast summon with all before you enter combat, making the extra ap-cost for low skill-level irrelevant. Consider giving your archer and melee char a point of sneak and gurilla for the midgame. You'll need to be able to reach sneak 5 with them through equipment for it to shine tho. Have fun  Edit: Also remember that you don't have to start the game with marksman skills for your archer. She'll have a much stronger start with summon spider, teleport and walk in shadows. You mage will have a strong start with summon spider, headvise and minor heal. So I should go for 8 dexterity, 6 speed and 6 con on the archer, 8 intelligence, 6 speed and 6 con on the mages and just get speed and con on my tank? Shouldn't I be getting dexterity on my archer to make her stronger with shooting her bow and her skills? Also to what degree should I get con and speed on my characters so they will have enough AP to start getting dexterity/intelligence/strength?
Last edited by Dawn78; 26/07/14 07:54 AM.
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old hand
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old hand
Joined: Mar 2014
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You should slowly increase dex for archers yes. 7 or 8 is just for the first few levels. Youll need more later. And invest in the weapon skill, bow for example, since that makes a difference in mid and late game.
Speed is more important then con, especially for those who stay away in a fight.
Youll find plenty of equipment that boost any of those stats too so you will be able to combine. Actually, there is no need to be completely min-maxed and have super focused perfect builds.
Unless you really get off on that and want to do it.
Im not sure what you mean by the last sentence, speed gives you more APs and you dont need that to "start getting dex-int-str". The system doesnt work that way. Speed gives more Aps and thats it. Con affects the ... maximum number, but thats not that important as Speed is. Its not a requirement for other attributes which you will increase by leveling up or from equipment.
Just relax, play on and slowly build your characters. Its fine.
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member
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member
Joined: Jul 2014
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If you level up and are unsure where to spend an attribute point on, better to not spend it. Later on bows and crossbows require more dexterity (in my current playthrough I'm at level 13 and bows need 10 dexterity to be used) and melee weapons and armour require more strength (I have an armour that needs 12 strength).
Unfortunately (although understandable) the game doesn't really give a lot of attribute points to spend. 10 attribute points in 20 levels according to some site I checked. 44 skill points (or 63 when lone wolf) and 5 talent points.
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enthusiast
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enthusiast
Joined: Jul 2014
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Here are the important points: 1. Plan for either two spellcasters, or one with Glass Cannon and Lone Wolf. I'm assuming you're playing Hard, and if you're playing Hard you won't be able to go Glass Cannon without some other talent which increases your Vitality back up to acceptable levels. 2. If you're going for two spellcasters, you want one to be Pyro and the other Geo. You do not want both on the same guy, because how are you going to Fireball and Deadly Spores on the same turn with just one guy who doesn't have Glass Cannon? 3. If you're going Pyro, try to go Man-at-Arms too. Explode is good, but you'll need to stack fire resistance to use it. Strength and Man-at-Arms are the keys to efficiently stacking fire resistance. If you can't do this, it's okay, but you lose out on Explode. 4. Splitting Pyro and Geo onto two different characters makes a lot of sense, but you probably want all of your casters to know both Hydro and Aero spells. Especially Feather Drop. I'd even say all casters must have 3 ranks in Aerotheurge and 16 Intelligence (for cooldown reduction) by endgame. Feather Drop is just that good. 5. Get Expert Marksman 1 on pretty much everyone, so you can get Tactical Retreat on pretty much everyone. It's only one ability point and it's awesome.
Last edited by ScrotieMcB; 26/07/14 11:50 AM.
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old hand
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old hand
Joined: Mar 2014
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Just one more thing. Take all these suggestions as general advices and hints.
Go and play yourself, discover your own way yourself.
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stranger
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stranger
Joined: Feb 2014
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So I should go for 8 dexterity, 6 speed and 6 con on the archer, 8 intelligence, 6 speed and 6 con on the mages and just get speed and con on my tank?
I start my archer with dex 8 and perception 7. Then I level up con and spd so that "max ap" keeps at double "renewed ap". This because I get glass cannon at lv 5, which makes renewed ap hit the max ap cealing. I'd start with Int 8, con 6 and spd 7 with a mage, or con 5 without knowitall. But, it's hardly gonna matter since there are few battles before u reach lv 5. Shouldn't I be getting dexterity on my archer to make her stronger with shooting her bow and her skills?
No. Dex is only needed for equipment req until you've got 20ap per turn. Damage scale with item level far more than with dex. It can often be worthwhile to use a good weapon above your level if you don't have a super lv-appropriate one. (Edit: I would guess that lowlevel equipment is what made your party feel weak, not leveled attributes.) Also to what degree should I get con and speed on my characters so they will have enough AP to start getting dexterity/intelligence/strength?
Until you've got 20 max and renewable ap or until loot starts dropping which require higher primary stat. Also, Don't do Lone Wolf. It's an expert-mode that makes your party weaker. I mention it because someone suggested u pick it. You should consider not having a tank. All characters can summon good arrow-fodder, and a "tank" in Divinity is just a character wasted for more of what your summons allready do well. Melee are op for dps in mid-lategame and I'd suggest tooling it as such. I even do glass cannon for my melee because it's rather easy to protect him with 4 deployed summons. Edit2: Ignore Hiver and Whysper. You MUST do as we say, and you CANNOT have fun doing it!
Last edited by Emil Amundsen; 26/07/14 03:19 PM.
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member
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member
Joined: Jul 2014
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I'd say Glass Cannon doesn't really fit in with "nothing that will make the game too easy". One thing that could cause problems is putting points into non-essential attributes, or doubling up skills that aren't useful to double up on (e.g. crafting, blacksmithing, bartering).
Speed gives extra recovery AP at odd numerical values, so 7 speed, 5 con could be considered better to start. Don't forget the perception though, you'll have trouble hitting non-stunlocked enemies at any range without any perception. Also, especially for your first playthrough, you may want a character with high perception (and possibly the light stepper talent) to reveal hidden secrets.
It's perfectly possible to build functional and fun characters without giving them all skills that are considered generally useful like Tactical Retreat.
Also, what Hiver said.
And have fun!
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