Zardnaar
Legend
So thought I would share a few. Feel free to add more.
1. S tier classes. I consider Fighters, Sorcerers, and Clerics as S tier classes. Some archetypes eg Swords bard also belong here along with specific builds at certain areas or levels. Rogues the worst generally a 2-4 level splash.
2. Ranged is better than melee. Apart from obvious effects it's things like sharpshooter and archery style combined with great magical weapon options. Additionally abundant special arrows one can fire as standard from level3+.
3. Dexterity and charisma are your super stats. Charisma can carry you to level 4 with minimal combat. Initiative is rolled on a d4. Lots of charisma dialog checks.
4. Death is still best status effect vs control. Control can be better if things go pear shaped eg opponents are resistant or immune to your attacks. Control is better low levels vs higher levels (you miss more often, deal less damage comparatively).
5. Raspberries. Theses are a camp supply item that restore 1hp. However they are a free action to eat. Rather than use them for healing use them to trigger the broodmothers revenge amulet (1d6 poison damage) or a free bless effect via whispering promise ring. One can also use them to heal if you have acquired the healing items. 35 Raspberries are in Act one. North of scratch 3 bushes and 4 bushes south of the blighted village. More bushes are in the camp scene in Act 2.5 between Moonrise towers and Rivington.
6. The Reverberation items plus coruscation and callous glow ring are very good on multiple builds. Radiant clerics, magic missile evokers, artillery types. Even archers can use them via special arrows and class abilities.
7. Dedicated healers not needed but can be clutch. Generally this means life clerics, radiant or tempest clerics with the healing items or an oath of the ancient paladin.
8. Customize your party vs expected encounters. If a foe is resistance to piercing party full of archers may not be ideal.
9. Equipment often doesn't become obsolete. Lots of key equipment is in Act 1 eg githyanki creche. Several weapons are also viable right through to the end of act 3. A few also include the boss. Blood of Lathender is the obvious one but the titanstring bow. Bow of the banshee, phalar aluve+ others have their uses late game. Some are useful on boss fights.
10. Dual wielding is good level 1-4 maybe until 6, falls off then becomes good again end of Act two or lower city Act 3. Exception is dual hand crossbows which are good right through but you will need specific builds Act 3.
1. S tier classes. I consider Fighters, Sorcerers, and Clerics as S tier classes. Some archetypes eg Swords bard also belong here along with specific builds at certain areas or levels. Rogues the worst generally a 2-4 level splash.
2. Ranged is better than melee. Apart from obvious effects it's things like sharpshooter and archery style combined with great magical weapon options. Additionally abundant special arrows one can fire as standard from level3+.
3. Dexterity and charisma are your super stats. Charisma can carry you to level 4 with minimal combat. Initiative is rolled on a d4. Lots of charisma dialog checks.
4. Death is still best status effect vs control. Control can be better if things go pear shaped eg opponents are resistant or immune to your attacks. Control is better low levels vs higher levels (you miss more often, deal less damage comparatively).
5. Raspberries. Theses are a camp supply item that restore 1hp. However they are a free action to eat. Rather than use them for healing use them to trigger the broodmothers revenge amulet (1d6 poison damage) or a free bless effect via whispering promise ring. One can also use them to heal if you have acquired the healing items. 35 Raspberries are in Act one. North of scratch 3 bushes and 4 bushes south of the blighted village. More bushes are in the camp scene in Act 2.5 between Moonrise towers and Rivington.
6. The Reverberation items plus coruscation and callous glow ring are very good on multiple builds. Radiant clerics, magic missile evokers, artillery types. Even archers can use them via special arrows and class abilities.
7. Dedicated healers not needed but can be clutch. Generally this means life clerics, radiant or tempest clerics with the healing items or an oath of the ancient paladin.
8. Customize your party vs expected encounters. If a foe is resistance to piercing party full of archers may not be ideal.
9. Equipment often doesn't become obsolete. Lots of key equipment is in Act 1 eg githyanki creche. Several weapons are also viable right through to the end of act 3. A few also include the boss. Blood of Lathender is the obvious one but the titanstring bow. Bow of the banshee, phalar aluve+ others have their uses late game. Some are useful on boss fights.
10. Dual wielding is good level 1-4 maybe until 6, falls off then becomes good again end of Act two or lower city Act 3. Exception is dual hand crossbows which are good right through but you will need specific builds Act 3.