– Lantry will teach you the Life sigil at loyalty 1. Teach this spell to everyone in your party.
– Return to the DF and SC camps after you finish all the mission but before you talk to the archons again. There will be new NPCs to interact with.
Unless you are playing the game with the AI completely off, or you aren't using a tank, I wouldn't put a heal on everyone. It doesn't happen all of the time, but it's annoying regardless when the tank decides to stop tanking to rush over to someone that might need a heal. It can throw off spells and abilities that you manually aim to hit as many opponents as you can at once. Also, for your second point, it's good to start out with 35 (36?) Subterfuge. You won't have enough to unlock everything at the start, but by the time Act 1 ends, it should be up to at least 47- 49, which is what you need to unlock everything visible anyway.
Also, maybe it's just because during my first playthrough I didn't find the Sigil of Strength IV, but why is Frostfire so great? Early on it seemed somewhat useful since there wasn't anything else, but later you get other accents that are
far more useful IMO (Bleeding and Volley). If you're just wanting Frost spells to deal slightly more damage, and a Fire Rain to snare (although IMO the Focused Rain accent is a lot better) I guess it's not bad, but outside of the first few hours, it just seems "okay" to me. Initially it looked light it might double the damage of a Frost of Fire spell, but it didn't seem to work out that way at all.
I am in the middle of Act 2 and have clearly hit the point where my characters are so good that every fight is a complete steamroll, playing on hard. Should have gone up a level. Barik is absolutely crushing everything in 1 or 2 hits with Frost Grasp, or whatever, from Lantry that gives him frost damage. Hitting for over a hundred on the regular and exploding fools left and right. Not to mention Sirin and Lantry spamming ice spells left and right with Frostfire and damage sigils. The amount of damage you can do in the opening salvo is ludicrous.
Yep. I have my entire party using the Lightning one instead. It causes electric explosions, and then you find an accent to the weapon buff that also causes lava trails to shoot out. All but the hardest fights end up gibbed in less than 10s. I spend more time buffing than I do killing anything. The longest fight in the game for me was in Act 3. It's all good though. I want to eventually do an Iron Man PotD. I haven't actually needed a res at all this time around (although a few times it's been close on new encounters), and at around the same point you're at now, I've barely needed to use the actual healing spell. But I do have the Killing Spree talent, which is pretty immense.
yeah you'll get the lethians crossing main quest form graven ashe, that will contine the bane problem quest and lead to the third rubbing for the spire rune
I had the same problem during my first playthrough, and it entirely soured my experience with a three offensive caster party. It's quite literally bullshit that you get locked out of
, because it houses two of the best accents in the entire game for that kind of group that can't be found elsewhere. Or at least on my second, thoroughly scavenged playthrough they've never appeared twice.
Side note: What is the purpose of using Mage staves in this game, and if you're absolutely going to use one, why use any other than one with Raw damage? Once you have enough spells to keep casting, it's better to just go unarmed until you have nothing to cast due to the recovery time. You don't need to actually have a weapon currently equipped (but it needs to be in one of your weapon slots) to use the reknown ability on it.