![]() The highwayman works pretty well in the front position so that he can start combats off with a "point blank shot" and then either shoot from rank 2 or use his duelist's lunge to get back into first position. You can use the occultist to mark/heal the party and the arbalest or man at arms can happily get the bonus to damage from the marked enemies. The guys that get bonuses against marked targets generally synergize well with each other and the occultist. That works especially well if you keep them in the 2 front positions. As the most obvious example, fighting the Necromancer you'll want classes that can really hit the back row or at least past the undead he'll be summoning.Īs a few decent synergies.the antiquarian and the man at arms synergize well because she can call him to defend her and he can use his riposte skill so that he'll be relatiating on many of the enemy attacks. The boss gimicks don't change on the harder difficulty levels, but you'll need to know them ahead of time in order to really prepare for them. Then when you go up against various bosses, you'll want to pick your parties according to the boss. ![]() The weald tends to have a lot more animals and so you'll find the houndmaster's bonus to damage against animals helpful there. So for example, the vestal and crusader both have bonus to undead damage in their skills, and you will find that undead make the most appearances in the ruins. ![]() Also, there are certain obvious class choices according to the area. If you're going into the ruins, use ruins tacticians and explorers (bonuses to damage, and bonuses to scouting). ![]() Try to use characters according to which area you're entering. Too much depends upon the available trinkets you have and the particular quirks of your various party members. ![]() Later on you'll want to make sure that your parties have at least a few good synergies going on, but I don't think the game rewards set party play. ![]()
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