I've been playing this game for a pretty long time, and I have a pretty good understanding of most of the stat categories and game mechanics, but I've never really gone too far off the beaten path with my player character's "class". I was wondering if anybody had much experience mixing classes, specifically magic and weapon based ones. I've tried this a little in the past, and I usually just wind up as a black mage holding a sword instead of a staff. I've got a few ideas for potential builds (or at least the start of some builds) that I'm going to list, if anyone has suggestions for how to expand upon them, or entire other builds, I'd appreciate the feedback.
1. Arcane Warrior
base class: Warrior or Black mage
primary stats: Strength, Willpower, and Agility (maybe Cunning)
possible powers: charge weapon, power wave, (I'm not really sure whether to prioritize weapon or spell powers honestly)
possible items: Sanctified Gladius, Flame Tongue
team role: Pure damage dealer. High attack power and spell power, remaining points in agility for accuracy or cunning for crits.
2. Spell Thief
base class: Thief
primary stats: Agility, Willpower, cunning
possible powers: Charge Weapon, Blue Flame blade, smite evil, (maybe spells/abilities that inflict debuffs to enable twist the knife)
possible items: dawnsword, sanc glad, chrysanthemum petal, kunai
team role: Mainly damage, but also potentially an enemy debuffer.
3. Mage Tank
base class: Warrior
primary stats: Willpower, Toughness, (Strength or Presence)
possible powers: Thunderbrand, Bark Skin, Leech, Vitality reap, any summon powers
possible items: flame tongue, shield of absorption, any armor that boosts leadership
team role: Tank, deal magic damage, and possibly use leadership to boost allies and summons (this build feels scattered, but thunderbrand seems like a cool power, and I've been trying to find a home for it. Also some pieces of heavy armor boost leadership, so I thought if we're playing a tank, we might as well use that bonus.)
Again, are just some general thoughts, so if anyone has ideas or experience playing around with these things, please let me know.
1. Arcane Warrior
base class: Warrior or Black mage
primary stats: Strength, Willpower, and Agility (maybe Cunning)
possible powers: charge weapon, power wave, (I'm not really sure whether to prioritize weapon or spell powers honestly)
possible items: Sanctified Gladius, Flame Tongue
team role: Pure damage dealer. High attack power and spell power, remaining points in agility for accuracy or cunning for crits.
2. Spell Thief
base class: Thief
primary stats: Agility, Willpower, cunning
possible powers: Charge Weapon, Blue Flame blade, smite evil, (maybe spells/abilities that inflict debuffs to enable twist the knife)
possible items: dawnsword, sanc glad, chrysanthemum petal, kunai
team role: Mainly damage, but also potentially an enemy debuffer.
3. Mage Tank
base class: Warrior
primary stats: Willpower, Toughness, (Strength or Presence)
possible powers: Thunderbrand, Bark Skin, Leech, Vitality reap, any summon powers
possible items: flame tongue, shield of absorption, any armor that boosts leadership
team role: Tank, deal magic damage, and possibly use leadership to boost allies and summons (this build feels scattered, but thunderbrand seems like a cool power, and I've been trying to find a home for it. Also some pieces of heavy armor boost leadership, so I thought if we're playing a tank, we might as well use that bonus.)
Again, are just some general thoughts, so if anyone has ideas or experience playing around with these things, please let me know.