Re: Planning optimized party - looking for feedback
Posted: Sun Oct 26, 2014 7:28 am
Ok, i think this is the last revision I'll make before I finally start. It's pretty cheesy, but should be effective. Rather than try to spread abilities around for variety, I'm trying to min max. Also, just want to mention that in previous posts I didnt realize that only 4 armor, not 5, was needed for the perk.
2x Lizard Barbarians
Endure Elements
STR/DEX
5 heavy
4 armor
First guy gets 3 dodge (with accuracy trait), second guy gets 1 crit (with muscular trait)
Rest into Accuracy (or more crit, if they aren't missing often)
Changed the battlemage into a barbarian. Apparently there are plenty of good heavy weapons to go around. I don't need freeze that much if I don't have a backstabber, the alchemist should be able to handle CC with concentration. I'll probably have one in a shield and one with a 2H for a while. The 1 crit is for that endgame weapon mentioned earlier. Thinking about switching Muscular for Fast Metabolism for the potion bonus.
Lizard Rogue
Endure Elements/Agile
DEX/VIT
5 Missile
5 Crit
4+ Alchemy
Giving this guy Missile+Alchemy seems to fit this group better - both points wise and in melee/range split. Hopefully I don't need to put many/any points in accuracy due to dex focus, but this guy would be a good contender for skill tomes. Considering using Endurance instead of Agile here to help out with party weight.
Lizard Alchemist
Endure Elements/Fast Metabolism
VIT/WIL
5 Fire
3 Air
5 Concentration
Without Alchemy, he's free to pump concentration for more energy, which lizardman slightly lowers, and the effectiveness of utility spells since we only have 1 mage this time. Fast Metabolism is primarily for energy regen and will hopefully be a bit more useful than Aura.
--
Let me know what you think. I think the traits could be improved.
2x Lizard Barbarians
Endure Elements
STR/DEX
5 heavy
4 armor
First guy gets 3 dodge (with accuracy trait), second guy gets 1 crit (with muscular trait)
Rest into Accuracy (or more crit, if they aren't missing often)
Changed the battlemage into a barbarian. Apparently there are plenty of good heavy weapons to go around. I don't need freeze that much if I don't have a backstabber, the alchemist should be able to handle CC with concentration. I'll probably have one in a shield and one with a 2H for a while. The 1 crit is for that endgame weapon mentioned earlier. Thinking about switching Muscular for Fast Metabolism for the potion bonus.
Lizard Rogue
Endure Elements/Agile
DEX/VIT
5 Missile
5 Crit
4+ Alchemy
Giving this guy Missile+Alchemy seems to fit this group better - both points wise and in melee/range split. Hopefully I don't need to put many/any points in accuracy due to dex focus, but this guy would be a good contender for skill tomes. Considering using Endurance instead of Agile here to help out with party weight.
Lizard Alchemist
Endure Elements/Fast Metabolism
VIT/WIL
5 Fire
3 Air
5 Concentration
Without Alchemy, he's free to pump concentration for more energy, which lizardman slightly lowers, and the effectiveness of utility spells since we only have 1 mage this time. Fast Metabolism is primarily for energy regen and will hopefully be a bit more useful than Aura.
--
Let me know what you think. I think the traits could be improved.