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Hey all,

One of the best things about these types of dungeon crawlers is the party makeup. With that said, I am super curious what everybody is using for their party composition! Please list your team and the pros/cons you see with your set up!

Looking forward to your responses!
Human fighter + lizard fighter
human rogue + insectoid mage

I'm beefing the human fighter to be the stopper with the lizard fighter being a more balanced fighter. The rogue, specialized in assassination, so 3 fighters in Hand to hand. The mage is especializing in fire and a bit of earth.

Just testing tho...
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isaac.camin: Human fighter + lizard fighter
human rogue + insectoid mage

I'm beefing the human fighter to be the stopper with the lizard fighter being a more balanced fighter. The rogue, specialized in assassination, so 3 fighters in Hand to hand. The mage is especializing in fire and a bit of earth.

Just testing tho...
Is the rogue assassination so he can melee from 2nd row, right? Also, is there really a need for a mage, like, really?
Ganrak Skulltaker - Minotaur Fighter
Head Hunter/Fist Fighter
Unarmed - Armor - Athletics

Harca Laststander - Minotaur Fighter
Cold Blooded/Demon Ancestor
Armor - Athletics - Maces

Ilwyn Sparkfluffer - Minotaur Mage
Aura/Strong Mind
Air Magic/Ice Magic - Spellcraft

Pick Pontysticker - Minotaur Rogue
Agile/Evasive
Daggers - Assassination - Dodge

Working out surprisingly well, although I had to give up the idea of a frontline rogue once we got past the initial 2 levels, because assassination gave him backrow fighting and there's no ranged weapons for warriors, apart from the first pointy stick.
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isaac.camin: Human fighter + lizard fighter
human rogue + insectoid mage

I'm beefing the human fighter to be the stopper with the lizard fighter being a more balanced fighter. The rogue, specialized in assassination, so 3 fighters in Hand to hand. The mage is especializing in fire and a bit of earth.

Just testing tho...
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multiboxing: Is the rogue assassination so he can melee from 2nd row, right? Also, is there really a need for a mage, like, really?
There really isn't. Really, allowing rogues to attack from the backrow for investing in an ability melee rogues should be getting anyway was a really bad idea. There's really not all that many options in the game for having a good party. Yes, you can do crazy things, but the basic lineup is rather.. well.. basic and too much of a given.
Post edited April 13, 2012 by Luckmann
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multiboxing: Is the rogue assassination so he can melee from 2nd row, right? Also, is there really a need for a mage, like, really?
I'm rather wondering about the necessity of rogue. There are no locks or disarmable traps in LoG. Rogue is just a squishy fighter. Next walkthrough I'm gonna probably go with 2 fighters and 2 mages.

Mages are awesome, my basic fireball does 60-80 dmg and there's an "Greater Fireball" evolution option in Fire Magic. Plus you can cast poison shields, fire shields, you can presumably freeze opponents with Ice Magic (haven't developed that one yet) and do all sorts of useful stuff.

My composition - Human Figher (unarmed, armor), Minotaur Fighter (axes, armor), Lizard Rogue (ass., daggers), Insectoid Mage (fire, earth).

Btw my unarmed Monk is not bad I just wish he was a bit faster. After all that should be the benefit of sacrificing higher damage with cold weapons - lightning fast attacks.
Is the rogue assassination so he can melee from 2nd row, right?
Right.
Also, is there really a need for a mage, like, really?
Well, I'm playing in Easy mode. I have very little time to play and I enjoy the exploring and riddles more than fighting, and not using the mage would be... how to say... a sacrilege.

I play more for immersion and disconnect from the real world than for power gaming. So yes, for my tastes a rogue and a mage are very much needed ;)
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multiboxing: Hey all,

One of the best things about these types of dungeon crawlers is the party makeup. With that said, I am super curious what everybody is using for their party composition! Please list your team and the pros/cons you see with your set up!

Looking forward to your responses!
I'm only level 3, but here's my party:
Front Row
------------------
Minotaur Fighter - Armor + Axes
Lizardman Rogue - Dodge + Daggers

Back Row
------------------
Insectoid Mage #1 - Fire magic + Spellcraft
Insectoid Mage #2 - Earth magic + Spellcraft

Pros: The minotaur has plenty of hitpoints and the lizardman is good at dodging, so combat is pretty safe. Plus the Fire mage can do some nice damage from the back row. The party can also carry a satisfying amount of crap, especially the minotaur since his strength is high. Since I'm specializing early on in only two skills per character, they get good bonuses in their respective fields fast. For example, I recently found a hand axe for the minotaur, and already he gets +5 in accuracy for that weapon.

Cons: The earth mage hasn't been very useful so far, since all his spells deal poison damage, which doesn't do much damage (for skeletons it does none); therefor he's been using the legionnaire spear more than spells...but since his accuracy isn't too good, he rarely hits. But oh well, at least he can carry some of the loot. Maybe he'll become more useful once he finds some better spells. I'm not going to re-roll, but if did, I'd definitely switch earth magic with maybe ice magic.
Front row:
1 human fighter - sword/atheltics(few extra dex for more accu)/armor(heavy)
1 minotaur fighter - same as above but w. axe
Back row:
2 insectoid mage - 1 spellcraft/frost, the other spellcraft/earth
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DProject: I'm only level 3, but here's my party:
Front Row
------------------
Minotaur Fighter - Armor + Axes
Lizardman Rogue - Dodge + Daggers

Back Row
------------------
Insectoid Mage #1 - Fire magic + Spellcraft
Insectoid Mage #2 - Earth magic + Spellcraft

Pros: The minotaur has plenty of hitpoints and the lizardman is good at dodging, so combat is pretty safe. Plus the Fire mage can do some nice damage from the back row. The party can also carry a satisfying amount of crap, especially the minotaur since his strength is high. Since I'm specializing early on in only two skills per character, they get good bonuses in their respective fields fast. For example, I recently found a hand axe for the minotaur, and already he gets +5 in accuracy for that weapon.

Cons: The earth mage hasn't been very useful so far, since all his spells deal poison damage, which doesn't do much damage (for skeletons it does none); therefor he's been using the legionnaire spear more than spells...but since his accuracy isn't too good, he rarely hits. But oh well, at least he can carry some of the loot. Maybe he'll become more useful once he finds some better spells. I'm not going to re-roll, but if did, I'd definitely switch earth magic with maybe ice magic.
I have that experience with my earth mage aswell. :(
There's only been a very few places where he has been helpful. ABout the only thing I'm using him foer now is for chucking rocks at monsters for 0-10 damage, or he wouldn't even be receiving experience. Frostmage on the other hand is really sweet! Especially for those *minor spoiler*

trriggered ambushes and 2-tile fights where you cant move around.
FR:
Human fight mace/armor/athlet
Lizzy rogue dagger dodge
BR:
Human rogue bow/thrown and dodge
insect mage fire/ice + sage

lvl 5 on the lot and works fine, front row took some extra dmg the first few lvls untill i got the dodge and armor skills up. my backrow rogue had a fieldday with throwing weapons and rocks till i got the first bow but atm were slowly working up an arrow stock threw the UD archers, and my mage is leveling ahead since i keep ending up dealing killing blows with him from all the fire aoe.
My party is currently level 8, just started exploring level 5. The overall theme is "defense is for sissies." I have no points in any defensive skills on any of my characters. Dead enemies are easy to tank. Here's what I've got so far:

Human Fighter
28 points in Swords
38 attack power, 38 accuracy
15 protection, 23 evasion
Resists: 14, 8, 8, 14
111 HP, 68 Energy
Aggressive, Healthy
16 Str, 16 Dex, 14 Vit, 10 Will

Human Rogue
32 points in Unarmed Combat
31 attack power, 44 accuracy
17 protection, 53 evasion
Resists: 41, 16, 61, 41
111 HP, 64 Energy
Agile, Fist Fighter
10 Str, 22 Dex, 15 Vit, 10 Will

Minotaur Rogue
29 points in Missile Weapons
45 attack power, perfect accuracy (bow)
15 protection, -13 evasion
Resists: 0, 14, 14, 0
96 HP, 78 Energy
Aggressive, Head Hunter (2 skulls)
20 Str, 8 Dex, 16 Vit, 10 Will

Human Mage
19 Ice Magic, 18 Spellcraft
15 protection, -8 evasion
Resists: 0, 34, 14, 0
108 HP, 146 Energy
Strong Mind, Healthy
10 Str, 10 Dex, 16 Vit, 22 Will

The noteworthy things here are the Unarmed Rogue on the front line who would beat the crap out of my Fighter and take his lunch money, and the Minotaur archer Rogue.

Most people don't seem to realize that daggers are for the back row; your Rogue will never be a first string tank if you use daggers. Unarmed gives you a truckload of tanking perks without anything in Dodge.

The other thing that doesn't seem to have sunk in yet is that Minotaurs make the best archers. Dex doesn't do anything for bows; they have perfect accuracy to start with, and Strength affects damage for bows the same as it affects melee weapons. Get Head Hunter and Aggressive to max out your attack power, and put every point you've got into Missile Weapons. Back row characters don't need to worry about survivability much, but Minotaurs have plenty of that.

The Fighter is a balanced attribute swordsman, who will branch over into Armor once he's got 50 points in swords. I'll put heavy armor on him eventually. The Mage is a pretty generic Ice Magic type. He's nothing too special. I usually have him just throw a shuriken at each enemy because one regular attack from the rest of my party is enough to drop most enemies I've found so far.

I'm tempted to start over and run a group of four Rogues just to show that they're not underpowered, you just have to build them right (no daggers on the front lines, no Dex on your archers). My front line Rogue does almost as much damage and tanks far better than my Fighter does, and my Minotaur archer is just ridiculously powerful.
Minotaur Fighter
Lizardman Rogue
Human Mage (emphasis on damaging spells)
Insectoid Mage (emphasis on crowd-control/disabling spells)
Front Row:
Human rogue--dagger/evade
Minotaur fighter--mace&shield/armor
Back Row:
Insectoid mage--earth&fire magic/spellcraft
Lizardman rogue--throwing weapons/carries the alchemy supplies/would make snarky comments if he could speak

I'm on Level 5 and doing ok. I wouldn't spec a party exactly this way again, but they're holding up pretty well while I learn how to play.
My first party was.

Evasion fighter ( swords ). Attack Power Minotaur ( Unarmed )
Dex rogue ( crossbow ). mage ( poison / fire ).

My second party is more min/max.

Minotaur ( maces ) . Evasion fighter ( swords )
Strength rogue ( throwing/daggers/reach/backstab) . Mage ( air/ice/fire )
I did my first playthrough using the default party, so on my second one I've decided to go a little wild:

human air mage (female)
human ice mage (female)
human fire mage (male)
lizardman earth mage (male)

So far it's interesting. It's rather handy that I can prepare rune formations for each character so in a fight I can cast all the spells quickly.

I think I'll also try a party of 4 unarmed rouges (dodge for front row, assassination for back row).
Human fighter Minotaur fighter
insectoid mage human rogue