Geomancy and Hydrosophist on a Warfare char are above all for armor renewal. Intelligence here is not of great help, points in Geo and Hydro count more. It is important to have skills which give you physical and magical armor back, more important than skills to heal. For a support you need both of course. Maybe one of your colleagues has Hydro and Geo, but I like to have armor renewal on two chars and a healing/anti-CC spell on any char. It would however fit better on a char with shield.

I have a onehanded/shield warrior with Warfare/Geo/Hydro/Poly and a two-handed warrior with Warfare/Necro. For the latter, I have to admit that Necro as the combi is an intriguing idea, but I do not use it much. The amount of healing from damage is not that decisive. You can raise a Bone Widow or a Bloated Corpse (good skill, just 1 ap) to have another source of damage and you can explode the Bloated Corpse to create a big blood surface to heal (a lot) with Blood Sucker, if you do not want to add Hydro for Blood Rain. And you can use Moskito Swarm as a ranged skill which also heals.

But usually you deal damage and fights are quite often over so soon that you could get rid of Necro without even that much a loss.

Same for Polymorph, it's not that important. I used Chicken Claw one time till lvl 17, as far as I remember. The most used spell is Tentacle Lash if the range is too great for a melee hit. Tactical Retreat or Cloak and Dagger are better in my opinion than Spread Your Wings (although you can use the latter skill in several turns), and with points in Scroundrel you can get The Pawn as talent. I cannot count the fights in which my melee was 3 ap away to hit. With The Pawn (free 1 ap movement) I could have hit with two skills. It cannot however be used together with Executioner, so you have to choose.

Your decisison to put points into Warfare first is a wise one. School abilities are multiplicative while weapon abilities are only additive. So you get more from a point in Warfare then a point in two-handed.

I would only advice to take Fane (or any other origin) if one in your group uses a custom character. Firstly, undeads are ugly as hell. But maybe less subjective, a custom char has Dome of Protection as 1 point source skill, and that skill is glorious, as it gives your party big numbers of both physical and magical armor back for three turns.

Last edited by geala; 28/09/17 10:53 AM.