

The Ranger class preset instead pairs Huntsman with Pyrokinetic for some ranged fire spells, as well as the ability to toss out explosive traps if you've put points into both. If you have points in both Huntsman and Geomancer, you can also learn Throw Dust, which blinds enemies. Wayfarer pairs Huntsman with Geomancer, giving you abilities such as Fossil Strike, which creates an oil puddle that slows enemies and can be lit with fire arrows. The two existing preset classes make for good combos. If you're dropping points into Huntsman, you must be an archer, so you'll benefit from other ranged abilities. Pairs well with: Geomancer, Pyrokinetic, Aeurotheurge, Summoning, Ranged Two points in Huntsman is the prerequisite for a skill that's useful for any ranged character, Tactical Retreat, which applies haste and teleports you out of harm's way. It includes one close-range healing ability, First Aid, arrow attacks such as Pin Down, a crippling shot, and Reactive Shot, which works like overwatch in XCOM, letting you take shots at moving enemies between turns. This is your classic ranger archetype, with skills that center around bow and arrow trick shots and staying the hell away from melee enemies. And who doesn't want to be a fighter who can turn their hair into snakes?Įffect: Increases the damage bonus when attacking from high ground.Ĭlass presets it's included in: Ranger, Wayfarer

Its skills also deal Physical Damage, which Warfare boosts, and some rely on Strength, so it'll become more powerful at the same time as your Strength-based weapons. Buff Necromancers get the job done.Īnother good pairing, Polymorph, includes several abilities that require you to get in close, as well as one that regenerates physical armor, so it works well with strong sword and shield characters. Plus, tanky Necromancers can use Shackles of Pain to deal all damage they take to a target, and Last Rites to sacrifice themselves by taking damage to resurrect a target character. The morbid arts also include healing abilities and a physical armor buff. Necromancer abilities deal Physical Damage, making Warfare immediately useful. The Inquisitor preset pairs Warfare with Necromancer. If you want to avoid splitting your attribute points between Strength and Intelligence, use a water staff. The abilities Cleanse Wounds and Mass Cleanse Wounds, which restore vitality and remove many negative statuses, require points in both Warfare and Hydrosophist. You'll also be able to heal vitality, and freeze enemies for crowd control. With Warfare and Hydrosophist, you can focus on equipping physical armor, and use water spells to buff your magic armor when needed. If you want to whack things in the head, but also use magic, Warfare pairs fine with any other ability-hence why it's included in four class presets.įor a warrior-healer Paladin type, Hydrosophist is a good pairing. Just cap it, get Summoning as high as possible, get Necrofire Infusion, Warp Infusion, Power Infusion, Incarnate ofc, Totems, and Sparks eventually if you haven't respecced out of the build at this point.Pairs well with: Hydrosophist, Necromancer, Polymorph, weapon abilities So I'd say, if you still insist on playing Summoner. Because keeping Summoning at 10 would mean that your Incarnate would be nothing more than just a fancy meatsack that does nothing after Act 2, you either go all out Summoning (which is still fairly weaker than most normal builds) or just drop Summoning entirely post certain point and do something else. I'd say around the start of Act3) once your party members are starting to get their good source skills.Īlso, I really dislike hybrid summoners jack-of-all trades. Physical Incarnate is kind of meh compared to fire (with Necrofire infusion), while people might say it's fine, but you will get to a point where you'll become the least useful member out of the group (with your comp.


Unless you want to throw the warrior under the bus, which is also an option. This is actually a bit problematic because you're a bit stuck with physical with your current comp.
