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What is your opinion on that?

 

I think my character, Godus (Death Godlike Wizard), Aloth (Elf Wizard), Durance (Human Priest), Kana (Weirdo Chanter), Eder (Human Fighter-Tank), and Pallagina (Godlike Paladin-Tank) is the best you can get. Eder + Pallagina tanking up front, Kana shooting and Durance in the middle (so Durance's spell affects the whole group - front, middle, back) and Godus + Aloth in the back casting away!

 

Nothing can stop me! I wish I could have Salami or whatever the name of the gnome-rogue with white wolfy, because she can detect secret doors, detect traps, and she tastes good, but Stealth not as important as getting through tough enemies! Does Stealth and detecting secret doors, triggers, etc. EVER lead you to some EPIC weapon/armor/item that is unreachable in any other way???

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Eh...the perfect party will always be a custom party where you are in full control over stats/race/class/abilities

 

I dont think there exist such a thing as a perfect party but you can make a party that has a good synergy with passive buffs, buffs, debuffs and damage.

 

I like to try out different builds and party synergies and there are lots of viable builds and party compositions, even on the hardest difficulty.

 

I mean if people can solo the game on Potd then you should be able to win even with a badly optimized 6 man party.

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As far as I'm concerned, anything approaching a perfect party would include Eder and Pallegina. I don't care if they're not super-optimized, I really like those two characters.

 

The one that I beat the game with in my first playthough consisted of my Fire Godlike Wizard, Eder, Pallegina, Durance and Grieving Mother. The last slot I mostly used for swapping in whichever NPC I felt like bringing, but in the later stages of the game I've used a custom-made rogue in that slot.

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A fighter with mininal might and for the rest maxed out on saves.

A Paladin, same as fighter.

4 glass cannons with average to great AoE abilities: Cipher, Druid, Mage and Priest

 

Though there's not really something as a perfect party of course, I'm currently running 6 glass cannons (max constitution is 4, on the priest, cause she's a Dwarf :p) without a fighter on PotD and it doesn't really matter that even my tank has relatively low endurance, everything is dead before they can really hurt em. And for the larger, more attriting (yes, this word exists, I looked it up tongue.png) battles, they're both wearing Second Chance items, so again, it doesn't really matter.

 

(Edér's armor on the Barbarian, Ring of Wonder or something like that on the Paladin, for those that wonder)

Edited by Psychevore
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Hardly the perfect party, a set up I like to use is...

 

Melee dps-  Monk or barbarian

Tank- Figher 

Offtank/support-  Chanter or Paladin

AoE dmg/CC- Wizard or Druid

CC/ranged dps- Cipher

Buffing/healing- Priest

Edited by Climhazzard
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Two Meat Shields, usually Fighters. Maybe a Chanter or Paladin to mix things up a bit, but otherwise Fighters.

Three Avatars of Destruction, of course they must be able to cast spells, otherwise they're not worth using. Raining the battlefield with fire and cold is far more effective than poking things with a sword. Typically a Druid, a Wizard and a Cipher.

A Priest, just because buffs are a game changer in longer fights. Also they have their fair share of raining destruction as well.

 

If you want something more specific:

Fire Godlike Fighter with Hatchet and Shield

Pale Elf Fighter with Hatchet and Shield, has a bow equipped off-hand for pulling purposes

Wood Elf Cipher with a Arquebus

Hearth Orlan Druid with a Wand, Arbalest equipped off-hand when not casting spells

Coastal Aumaua Wizard with a Wand, Arbalest equipped off-hand for the same reason as the Druid

Moon Godlike Priest of Magran with a Wand, Arquebus off-hand again for when spells are not needed, which is more often than the other casters

Edited by Wolken3156
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On potd I'm currently playing with

 

Aumea fighter wielding an estoc

Moon godlike barbarian dual wielding sabers

Pale Elf Druid with mace and shield

Wood Elf Rogue with a warbow

Wood Elf Priest of Maghran with an arquebus

Pale Elf wizard with a wand and Estoc

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I have used all of the standard companions and I settled on a group similar to those being proposed. I have Eder and a 2-hander Kind Wayfarer Paladin as the meat up front. I then have Aloth, Durance, Hiravias and GM with the CC and spells.

 

I wish I had gotten Hiravias sooner. He and GM single-handedly took out Sserkal when everyone else got paralyzed. Relentless Storm, Venombloom and Hail Storm with GM spamming knockdowns via Amplified Wave. Done.

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I don't know about the "perfect party", but this one is a "perfect zoo" for sure.

 

Moon Godlike sword and board fighter (AKA the undying meat shield that does some damage)

Avian Godlike Paladin warhammer+outworn buckler (aura and herald support)

Death Godlike two handed rogue doing flanking attacks (tidefall + sanguine plate make for a nasty combo early in the game, will have to add hiro's after the next patch)

Nature Godlike Druid with an arquebus

Fire Godlike priest of Magran with an arquebus

(player) Human Cypher with THREE arquebuses

Pale Elf Wizard waiting at the stronghold, doing all the stronghold adventures to keep up with the level of the rest of the team.

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Just a preference but I enjoy wizard 2x or more.  Dunno why, but its super satisfying for trash encounters to cue up a bunch of Arcane Assaults and let them nuke away.

 

Fire Godlike Cipher tank + Anitpathetic field is also good to me recently.  Nothing fancy, just stack on DR/defenses, and retaliate by FIRE to gain focus and beam nuke in the front, or whatever other powers.

 

Moon Godlike Monk.  Just a personal favorite of mine with how they can gain Rooting pain all around them by taking an aoe from the backline or similar style, and heal the party/themselves and gain wounds.

 

After that the group composition can vary but 3+ aoe dps makes life easier to me.

Edited by MoxyWoo
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My party worked pretty well:

 

Barbarian - two weapon (sword & axe)/ pistol - 1st line

Fighter - sabre & shield/ pistol - 1st line

Chanter - hatchet/ pike - 2nd line

Rogue - war bow/ pike - 2nd line

Priest - blunderbuss/ pike - 3rd line

Wizard - wand - 3rd line

 

Im going to my second playthrough now, testing new classes

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Just a preference but I enjoy wizard 2x or more.  Dunno why, but its super satisfying for trash encounters to cue up a bunch of Arcane Assaults and let them nuke away.

 

Fire Godlike Cipher tank + Anitpathetic field is also good to me recently.  Nothing fancy, just stack on DR/defenses, and retaliate by FIRE to gain focus and beam nuke in the front, or whatever other powers.

 

Moon Godlike Monk.  Just a personal favorite of mine with how they can gain Rooting pain all around them by taking an aoe from the backline or similar style, and heal the party/themselves and gain wounds.

 

After that the group composition can vary but 3+ aoe dps makes life easier to me.

 

I went through my first playthrough with a Wizard PC and Aloth.  At level 9 every fight became a joke.  Aloth cast a Slicken and my Wizard Chill fog.  Then Aloth just spammed slicken to keep everybody on their assess while my Wizard flanked and spammed Fan of Flames

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Yeah, I used Aloth, though a proper wizard with Arcane Assault = ~20 raw damage per cast times 2... or 40 total in ~3 seconds (just use shift + click to cue 2 at once).  With slicken/chill fog going on, and that, everything gets severely hurt/dies, and much quicker due to even cipher just barely casting their first spell due to the "average" speed of them.

 

There's a lot of other classes that get multiplicative benefits, but I have a tough time justifying them over wizard x2.  Moon monk may come close, but then the heals seem like overhealing, and even a melee rogue could at least use their CC effects much better, etc, so synergy seems to be lacking.

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I think Arcane Assault is one of the best abilities in the game, even at lower levels my wizards are outdamaging Ciphers and as the game goes on the gap only widens. The only reason for this is probably arcane assault.  I often manage to cast it on 4-6 enemies x2 raw damage, no DR....and it debuffs them as well with the Dazed effect.  The only problem at Potd is hitting....but then again my cipher has problem hitting as well at the lower levels.

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What's funny is with early level game availability of items, i.e. only "Fine" weapons, its good to be a wizard with the new Parastic staff.  28 acc vs 34 acc of the fighters, and tagging things from the backrow for a minute due to the weapon buff is amazing.  Not to mention it swings a lot faster, hits very hard and drains/give endurance like crazy.

 

The most annoying monsters usually have bad reflex saves too for later Minor Blights or similar long weapon buff style which is cool to me.  And probably why Arcane Assault is such a boss.

 

Then again, its one less slicken cast or chill fog, so whatever, so many good options for them.

Edited by MoxyWoo
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@OP who even cares what party is perfect if you only bring pre built companions? There is not much choice of premade companions so it's kind of obvious you only get a handful of compositions. As everybody stated here self made parties are the way to go but there is too many choices here to say what really would be perfect.

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Real Simple Perfect Party:

 

3 Melee

3 Ranged and/or Casters

 

With 1 melee able to flex to range and 1 range able to flex to 2nd line reach or flank melee.

 

Then class combinations are up to the player. You can get real creative. Fighter, 2 monks, 3 druids for example.

 

But if you follow that outline you will typically be really strong. And you don't even have to really specialize. Example having 1 character being a "super defender" but cant do damage and another character being a "DPS machine" but cant defend. If you want to get that specific, cool. But it isn't really needed. Again players choice.

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Just a preference but I enjoy wizard 2x or more.  Dunno why, but its super satisfying for trash encounters to cue up a bunch of Arcane Assaults and let them nuke away.

I've always preferred a Druid/Wizard duo, generally because it gives me two different flavors of elemental destruction, plus they actually do have synergy with each other. Wizard holds them in place with spells like Slicken or Call to Slumber, Druid makes them explode into bits and pieces.

 

Or alternatively have them both go nova. Very little can survive a full out onslaught from the both of them, I could even annihilate my tanks if I wanted to.

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I just finished my companion based run on hard, and created my party for PotD:

 

  1. Hearth Orlan Skean priest: Hearth Orlan gives 10% higher chance to crit when attacking an enemy who is being targeted by another teammate.  On top of that, the baby backstab and +10 accuracy with clubs and stiletto round out this little melee machine.  Oh, but that’s just a bonus, he’s still all about spell support. High STR/INT for massive AOE range and duration and high healing (and melee, incidentally, this dude pops weak minions hard).  Interdiction will be raised to debuff enemy, and later weaken them which allows rogue to sneak attack more.   Oh, and since priest is my primary mechanics skill, those Seals (the one that knocks them prone…lol!) seem amazingly (over)powerful!  Laid out a group of 4 enemy for what must have been 15..maybe 25 seconds?  They just laid there.

 

  1. Boreal Dwarf Rogue: Standard sneak attack duel wield damage build, high str/dex.  Racial makes it so she destroys primordial and wilders.  She rarely misses them.  Much of the party is built around debuff to allow sneak attack.  Took Blinding to try to survive when they turn on her after she lays the slap down (also enables sneak attack if she is in desperation solo).

 

  1. Wild Elf ranged based Cipher: High Might/int, a little dex.  Uses Arbalest (after patch, a little more viable, tired of same blunderbuss build).  Uses pike for melee if needed, will weapon focus soldier to cover both weapons.  The Arbalest has knock down chance.  Again, to help rogue sneak attack.  Will take many ranged talents, but already is laying amazing alpha damage.  At lv two have seen hits for 35.  Will focus on the usual awesome paralyze and other status effects (to help rogue sneak attack) plus damage abilities.

 

  1. Wild Orlan Fighter:  Orlan allows the 20 perception 19 Resolve build.  Wild gives defensive stats when targeted by will (of which he has fabulous will deflection).  Main tank, take all tank and defensive talents. Sword and Shield Style to buff his really poor reflex save, his main weakness.  Will have high lore to drop fan of flame scrolls etc as enemies approach.  Use whatever weapon is best, no weapon specialist.

 

  1. Moon Godlike Chanter Tank: Same as fighter, high perception and resolve, some INT.  Talents focus on tanking, not even taking the regen for party (getting nerfed…).   Invocations will be crowd control based to help control battlefield while enabling rogue sneak attack plus summons for a seventh party member.

 

  1. Wild Elf Boar Druid:  High INT and MIG.  Primary means of damage are ranged with War Bow and spells.  Spells are a primary duty.  War bow is secondary while boar is tertiary, great for when I need to help focus down an enemy (great to create flank with priest and rogue).  Will carry Estoc since it is in same category as War bow, allowing her to take that weapon focus group.  The Endurance regen from boar is ok, but also the raw damage over time helps. 

 

I am no expert, but put a lot of time into planning this from my own brain.  So far, only lv 2 early game, it has worked very well, and the theory is sound so far (we’ll see how it works as I progress).  I haven’t even gotten many of them their main equipment yet, and rogue needs escape badly.  Right now, tanks hold line, Priest supports by aoe buff, aoe debuff/traps and healing, of course.  If not doing anything, does flank damage to help focus.  Of course the rogue is a massive damage machine. 

 

But early on, the real damage MVP is the cipher and druid using ranged weapons.  That Cipher’s Arbalest can take easily half of this early guy’s health.  Then she switches to whatever focused-based spell she wants to use.   And the druid is close.  She uses AOE spells early, but her war bow really lays out steady damage throughout the fight.  Both of them are wild elves so stay back out of range, giving them accuracy to help against these PotD enemies with buffed stats.  Talents will keep it relevant throughout the game, penetrating shot etc.

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This is what I've been finding the most success with:

Fighter - Tank

Wizard x 2 (Arcane Assault is so overlooked, and more Chill Fog/Slicken just make everything easier)

Cipher

Priest

Ranged Rogue, Ranger, Druid or another Wizard.

Edited by Sanctuary
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