Moff
Member
thats exactly what I am going with and I'm doing very well so far. after some difficultues in the first 2 hours I hardly need to use potions right now and I rest after every second or third fight. and I consider myself bad in that genre. I wonder if this is a good mid/endgame setup tooFinally decided my starting party. It's going to be:
Elf Bladedancer
Dwarf Defender
Human Freemage
Dwarf Runepriest
I pretty much have every skill covered, with the exception of Two-handed, and ranged skills (bow, x-bow and arcane discipline are all going to be left at Expert stage). Like previous M&M games, I'm going to try and cover all the skills and specialize into them with each character.
If anyone's interested, here's the intended skill specialization for each class:
Bladedancer: Dagger, Sword, Dual Wield, Dodge, Endurance
Defender: Mace, Axe, Heavy Armor, Shield, Warfare
Freemage: Magical Focus, Mysticism, Water, Air, Dark, Primordial
Runepriest: Magical Focus, Spear, Mysticism, Fire, Earth
Dwarf power!
as mentioned: celestial armor is incredibly strong, give light magic to both your runepriest and freemage, they might take turns in casting celestial armor in some boss fights.
I also gave both the bladedancer as well as the freemage earth magic, because of the novice AOE heal and roots
boost the freemages air as soon as possible, the nuke spell is on expert tier.
fire bolt is obviously the best nuke spell in the beginning
give the casters lots of spirit while leveling
dont forget presence for the melees, they wont hit anything otherwise
bladedancer will need warfare too, it has both the defensive and the offensive warrior abilities