Souplex said:
Go to the mages tower as soon as possible. There is this part where you go into this dreamworld and you can get several permanent bonuses to your stats. These help out a lot.
This.
Also, I'm running an Assassin/rogue+Shale combo, and it's turning out to be pretty deadly. Shale is insanely good at tanking (since he is made of rock). Great and keeping agro and survivng 5+ mobs at the same time, especially with Wynne throwing regens on him. I tossed him the best cold resist crystal I could get, so now I can drop a blizzard into a the mob of enemies around Shale, and even though he gets caught in it, he remains relatively unscathed.
Man, duel wielding Assassin+Duelist rogues are crazy DPS machines. Especially since I can feign death and stealth away if the stabbing catches too many people's attention. But they should fix the sword/dagger thing.
Shapeshifting is relatively useless. Doesn't scale very well for high level combat, and the abilities use mana and aren't as good as the later spells. But she does get overwhelm, which is useful for disabling guys with high spell resists.
Blood mage + Spirit healer + good management = insane amounts of healing. Use the red bar as the primary "mana" source, and the blue as the "back up" mana. If timed correctly, the ability repops before you run out of mana, and with some mana regen items you can get half the mana bar back before you run out of health. So the blood mage effectively has 3.5 bars of mana to work with before any potions are necessary. In addition, the last blood mage spell is pretty l33t h4x0rs.
I have yet to find a good use for the warriors and the dog yet. Mostly because Shale can out-tank any of them, and the assassin rogue can out DPS any of them. Only use I've gotten out of Alistiar is his Templar abilities; most notably the dispell. 2-handers deal good damage but they draw too much attention and go down too fast, resulting in the rogues pumping out more damage and less trouble in the long run. Got any good warrior builds/tactics I should try out?
Archery and daggers seem a bit underpowered. I hear they're going to fix that, so cheers.
Never tried it, but it seems like a 3 mage + Tank party would be extremely OPed. Pump up the tank with a bunch of buffs to up the resist and def, then drop a bunch of area effect spells to annihilate enemies. Throw in some wards and heals to keep tank alive. As long as the tank can keep agro, this build seems unstoppable.