First and foremost, the best advice I have for you is to play the goddam game already. I already answered this to you in one of your previous threads.

This game is not difficult enough for you to be pampered for your first game. And I do not want to decide in your place. I do not see the point of talking about builds that are unusual to me, because as far as I understand, ANY build is unusual to you: a beginner.

Most of the advices that were given to you in this very thread are already quite good. From what I understand, you intend to play co-op with your girlfriend, and with some sort of premium on roleplaying (in video games, I tend to disociate gameplay element and roleplay elements, so I personally don't care if I'm a "dark magic rogue" or an "elemental ranger").

Given that you seem to have such a premium on roleplaying, I cannot give you solid advice because I see you liking being one thing one day, then liking something else the next day. A generic information would be that there are 4 archetypes in the game: ranger (range dex), mage (range int), warrior (melee str) and rogue (melee dex), and that ranger > mage > warrior >> rogue. However, some rogue utility skills are really useful, so worth taking even on a ranger for instance. Party I would call well-rounded would be ranger + mage + warrior + anything. In case you want to play two lonewolf (for roleplay reasons), ranger + mage is the best combination. You could do other ones, but pay attention to bodybuilding and willpower, as being CC is more dangerous in a party of 2 than in a party of 4.

As far as rangers go, well bow > xbow, and crafting is very strong (but you should read a guide to know what to craft for power or gold, because a lot of crafts are not worth the time and might give you inventory management problems).

As far as mage go, they are mostly a support class in this game until the endgame where they get very powerful AoE spells. Dabbing in all magic schools is excellent. I would consider 1 in fire (firefly), 1 in earth (spider, oil), 1 in air (bitter cold, teleportation, wind of change if 2 lonewolf), 2 in water (rain, regeneration, water of life) and 2 in witchcraft (malediction, oath, rapture) to be the core of a mage. Anything else is up to you, as some spells can be useless or too strong.

Last edited by Chrest; 26/07/17 12:59 PM.