Hello all,I want to do a run with a small group (duo, or three members max), and I have a couple of ideas Iīd like to check with the community if they are viable or not:
Bard to fighter (or rogue)
The deal with this guy is to train music skill and then make it pure melee, music and instruments playing the role of ranged / AE effects upon engaging and prior to melee range, or to deal with swarms. Also utilities and buffing, or critical spells in some situations (as insanity). Questions are, can a fighter or rogue use instruments just by having music skill? If they can, will they get skillups in music by playing instruments?
Gadgeteer to fighter (or rogue)
Pretty much the same as with the bard, but giving up the omnigun because this guy is to be a pure melee, using again gadgets for buffing, range, AE, etc.. Questions are the same, can a rogue use gadgets just by having engineering skill, and skillups?
Another issue I am considering is locks&traps skill. One option is maybe clearing the monastery and holding level up at 5, and use Arnika to train music, engineering and locks&traps.
However I believe this non-magic group of mine might have serious problems at some point in the game, so I am considering to add a third character, being a classic dual class caster to hybrid. Alchemist to Ninja is something Iīd like to test too.
So the group would be like this:
· Bard > Fighter
· Gadgeteer > Rogue
· Alchemist > Ninja (in case a duo with teh two above isnīt viable)
Last topic, difficulty. What difficulty you set in your small group games, or even your iron man games? I always play on Expert, but the other day started a quick group in Novice and cleared half of lower monastery and was almost insultingly easy lol. I wonder what difficulty level set those people playing solo or duo...
Well, thatīs pretty much all, thanks =)
- Elia -