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TimEnchant

Initiates
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Everything posted by TimEnchant

  1. OP, I run a party much like your proposed party on POTD. I use a frontline of fighter(moon godlike) and chanter (wild orlan), a ranged rogue (wood elf) and ranged cipher (coastal aumaua), and a backline of priest (pale elf) and wizard (death godlike). The races are probably not optimized, but I didn't want two of the same because I'm weird like that, and they all work fine and have some benefits. I'm through all of Act I, so take my info with that in mind. The frontline works really well; fighters are obviously great tanks, and the chanter has defensive stats + INT, so his invocations are quite useful. I would recommend some lore on the frontliners. It's a bit counter-intuitive, but it lets them cast scrolls in tougher fights, which let's them add some utility while they are soaking up damage (in the chanter's case, it lets him do something in between invocations). As everyone on this forum seems to be aware, ciphers are awesome, and mine is no exception. The focus resource mechanism is pretty generous, and it lets the party get through moderately difficult encounters without using too many per rest abilities from the other casters. The priest is indispensable in longer fights, as is the wizard, even on lower levels (which is all I know about anyway). I agree with Noctaem above that the wizard gets carried a bit in the lower levels, because she doesn't have enough spells to cast them regularly, but I find even the level 1 spells to be so useful in tough encounters that I think it's worth sticking with the wizard. An alternative might be druid, but I have no experience playing druid, and I would imagine they have the same resource issue as wizards at lower levels. Plus, I love the wizard spell Chill Fog and would never give it up. A quick wizard note: her twice per encounter ability is pretty useful, so she isn't just standing there when she's doing nothing. I also took the talent that adds AOE and DR bypass to her wand auto-attacks, which isn't useful late game but adds to her damage until she gets more spells. The remaining character is my ranged rogue, who by far does the most damage to single targets in my party. She basically one shots some wizards with her arbalest, and she can do so without wading through enemies to deal her damage. Plus, between the cipher, chanter, and wizard, pretty much everyone has a sneak attack debuff on them, which is partly why her damage is so high. I like having a dedicated weapon-DPS character, and I suppose you could swap in a barbarian here for that purpose, but I prefer the ease of use of the rogue. Final point: everyone except my tanks is step up like a glass cannon. High MIG/DEX/INT, no armor. So if I screw up with my disables, the fights can go sour pretty fast. If you choose a squishy backline, I recommend getting the Hold the Line talent on your tanks pretty early, so they engage more targets and prevent enemies from slipping through and one-shotting everyone.
  2. Hello everyone. I'm an Infinity Engine veteran and am really enjoying Pillars so far. I have been playing through the game on normal to get a hang of the mechanics, but I decided to reroll and do a POTD playthrough. I was hoping to get some advice from those of you who have played POTD already. I have some min-max tendencies, so I plan on creating a full party of 6. My current planned party looks like this: Chanter (tank) Fighter (tank) Cipher (ranged) Rogue (ranged) Priest (support/heal) Druid or Wizard (nuker/disabler) So my question for you guys is this: should my 6th party member be a Druid or a Wizard? My general understanding is that Druids have better damage nukes, and that Wizards have better control/debuffs. So I guess another way to phrase the question is: will I have enough control/debuff with Chanter/Cipher/Priest/Druid? Or is the Wizard control in POTD too good to pass up (especially considering I have a sneak attack Rogue in the mix)? Thanks in advance for your responses.
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