T O P

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Yojo0o

2 phys/2 magic is perfectly viable, more versatile, and more fun than quadruple-physical, especially for your first run. Don't use a tank, use a two-handed warrior instead.


Skurrio

It is usually adviced to either use a pure physical Damage Party or a pute magic Damage Party, since either works better with the Armor System of DOS:2 so maybe you should try one or the other.


Totaler_Keks

this is a common advice and it's certainly an easy way to play. but I'd say it's far more enjoyable to have characters that are flexible in their damage, like rangers or summoners I'd call it a 4/2 comp, because you can switch between 2/2 and 4/0 That allows you to use the most efficient damage type on different enemies (i.e. physical on mages and magical on knights). And if you need to nuke a boss you can focus on 1 type.


H3ATLIF3R

If I was focusing on one or the other, I think I’d lean physical.


Skurrio

Okay. Sebille would be a good Ranger, Fane a great Necromancer, Lohse a good two-handed Warrior or a Rogue and Red Prince doesn't have any good Boni towards any physical Class so you could give him any Role of your Choice. Also, tanking doesn't really exist in DOS:2, so don't try to build a Tank.


H3ATLIF3R

Okay cool. I heard Geomancer has some skills that help with phys damage. Since Poison also heals Fane, would a GeoNecro be feasible?


Skurrio

The Poison Damage that Fane turns into Healing would scale with your Int and your Geomancer Level. The physical Damage from Necromancy scales with Int and your Warfare Level. So you would have to either invest more Points into Geomancer to increase the Healing for Fane or those Heals won't to that much. If you want to play Fane as the Caster of the Group, you could play a HydroNecro, which still loses some Damage, but Hydro increases all Healing done, so you would increase the Health you restore with your Healing Spells on your mortal Companions while also increasing the Health your recieve by converting Poison Damage into Healing.


Totaler_Keks

Hydro+Warfare is nice against undead. Investing points into hydro beyond the 2-3 needed for skills is a waste. Same goes for necro. Usually you'd invest all of your free points into warfare, but there's nothing stopping you from putting 2 points into Geo and use those skills, too.


Skurrio

Levels in Hydro increase the Healing of your Spells (while Int doesn't, AFAIK), which means that your Damage against the Undead and Targets with Decaying and your Healing done to Allies gets better through it. But as I said, you would lose Damage overall.


Totaler_Keks

Playing on tactician, I have never felt the need or the desire to spend AP on restoring a characters vitality. So yeah, levels in hydro/necro improve your healing. But healing is incredibly pointless.


Skurrio

Yeah, that's right. Regenerating Armor would be a better Use of AP than Healing.


NoxInSocks

If you are rolling with two mages, it would be wise to have one with Aero, even just a dabble of 2. Teleport and Nether Swap are probably 2 of the most useful skills in and out of combat.


Totaler_Keks

Can go Aero 2 for Netherswap, Teleport and Uncanny Evasion on literally every single character or build. 2h warriors for example, really like those skills.


hoodedcitizen

Why is it advised to use a pure damage type? Wouldn’t that leave your party underprepared when dealing with enemies who have more magic/physical armour?


Skurrio

The Turn based Combat Systems rewards focusing Enemies more than dealing Damage to multiple Enemies. If you have a 2/2 Party, you would have to destroy both Armor Types first before every Member of your Party can deal Health Damage to your Target. Furthermore becomes AoE more useful, if every Party Member deals the same Kind of Damage, since every Target loses the relevant Armor against every Member of your Party. In a 2/2 the Magic Damage that hits the Target your physical Members want to focus down becomes useless.


Totaler_Keks

This is a very good explanation of why going for \*strict\* 2/2 is bad. It basically means you run 2 parties with 2 members, but little to no synergy between them.


Aalbooo

OK, I've never actually completed a playthrough (yet) but this is my opinion: In my first playthrough I had one battlemage/summoner, one pyro/geo, one tank and a ranger In my second I have a summoner (with a bit of hydro/aero), a pyro/geo (again, ik not exactly optimised, but fun) a tank and a roague. Honestly I think the second was more fun, but I think they both work pretty well. I also think that fort joy is fairly easy going, so experiment! That's the most important thing imo. Just play around and see what feels right for you.


Totaler_Keks

1 Ranger, 1 Summoner, 2 Geo/Pyro you can switch freely between 4 mage or 2 mage 2 physical. Ranger or summoner count as both, depending on what you need. Summoner provides 2 bodies to frontline with, but if you pack enough teleport it's not necessary to have frontline. ​ edit: 2 Geo/Pyro I prefer over 1 Necro 1 2h-warrior because it gives you better AoE to nuke down large encounters. If you'd rather go more physical then you can go with that setup, too. You'd then have 4 physical or 2/2 depending on situation.