Originally Posted by UnderworldHades
You can make one of your characters a ranger. They are very good mid to late game. Early game its better to stick with Bows and putting points into dex and speed while getting perception gear, then after Act 1, its better to switch to Xbows.

Why are Xbows better after Act 1? I'm asking because our group has a ranger and we just finished Act 1. smile

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For social skills, I would focus on lockpicking for the most part (if u can call them social). Your rogue should focus on that.

If I remember correctly, many guides on the net dismiss Lockpicking as rather useless, given that you can destroy almost any locked container without damage to its contents and you can find some (although very few) Scrolls of Unlocking. What utility do you see in the ability?

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Leadership is a good one as well, which can be on either the tank or one of your main characters.

I would suggest that two characters get Leadership so that the other leader also gets the bonuses. Leadership only works in line of sight, so two leaders provide for obstructions and a stretched out party. So, it's usually a good idea to have one leader at the front and one at the back of your group.

You don't have to put many points (if any) into the ability, though, if you don't aim at the bonuses from higher ability levels. There are quite a few items that give Leadership and you can get one point from the Righteous trait.

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I prefer staff bc if i dual wand, it takes 6 AP to attack unless i start investing in dual weaps or something, and i rather save the points for other things, while sticking with staff and its 3 AP attack "staff of magus".

We have one Inquisitor with dual wands and a staff-wielding Mage in our party. The Inquisitor has Dual Wield 3 (6 ability points) so he can attack with both wands for 4 AP.

While Staff of Magus uses only 3 AP, you can only use it once per turn. Wands have some advantages, namely attacking with two different elements at once or the same element twice, attacking more than once, and applying some wands' special effects at range. Staves only do that when used in melee (since with SoM you're not actually using the staff), which the typical staff-user shouldn't be doing much. So, I think you get a good return from the ability points in Dual Wield.

That said, since anyone can use any weapon in the game, a staff wielder can also use wands one-handed without penalties. Likewise, any dual wielder can switch to staff or only one wand if necessary. Mind though that any single weapon switched in combat costs 2 AP, so switching from dual to 2H costs 2 AP, but switching back costs 4 AP.