ambientmystic
Member
So can you only "master" one "art"? I planned to do it in earth, since the spell sounds beyond awesome.
I could also sac Light Magic to take one of those magic-buffing skills (less mana cost or more powerful spells). Do I need Light beyond the Crusader for healing duties?
I also thought about having 2 mages (1 dedicated healer, and 1 dedicated utility + dps mage) instead of the Scout or Crusader (and then only having 1 tank + dps mercenary).
Any other pointers or suggestions I should know? I planned to increase hit sooner or later, but thanks for the heads up.
You will have enough skill points to "grandmaster" (in the case of MMX) two or three branches if you devote all your points into those branches exclusively by the endgame.
Different classes have different limitations on how far they can go tier-wise in different skills. The Druid can Grandmaster Earth, Water, Primordial Magic and Mysticism (gives more mana with every skill point put into it). The tiers are Novice, Expert, Master, and Grandmaster respectively.
You'll want to go up to the Master tier for Light Magic for the Crusader for the resurrect spell.
I personally ran with two dedicated "casters" (Freemage and Druid) and it turned out all fine and dandy in the end. The Freemage, as some would say is indispensable for any group due to the sheer flexibility accorded to the class.
I recommend that you also have someone who can do Dark Magic to obtain the indispensable Purge (extremely useful against enemies which regenerate health/heal/buff themselves which can drag out fights and make some of them impossible to finish without having to waste your mana potions), Sleep (basically makes it so you can focus on one enemy at a time as long as you don't touch the others, useful during ambushes/tight spots.) and Hidden Whispers (reveals lots of hidden passageways in dungeons for phat lewt and in some cases questline progression) spells. In my case, the Freemage was the go to Dark magic fellow.