
I think near the end of the base game my combat magician got just enough levels to use some "fire rain" spell, but even that was pretty mediocre.Īnd like you said, nature magicians seem better at healing (even if combat magic has some healing spells too). Not sure if there is more variation in very high spells, but my combat magician didn't get high enough for the most bad-ass spells I guess. It just seemed that while combat magicians have fire-based attack spells and such, the nature magicians have ice and electric attacks. indicated that "combat magic is better at magic attacks", but at least I didn't see that much advantage there.

The only problem is that you have to constantly switch attack\healing to get decent XP (unless you use that mod to auto-cast healing at X% health). It has much more convenient spells for healing, buff, summon & attack overall. Phaolo: About magic, I prefer nature to combat. I even thought about having no melee fighters at all and instead having five archers (and one combat magic and 2x nature magic), but I guess some other fights might become too hard without melee tanks. With archers and magicians, you could fight them through the grates. So occasionally I even told my melee fighters to stand back, and sent only my one archer to shoot at the enemy, and one or two nature magicians constantly healing him.Īlso there were some dungeons where enemies kept shooting from other rooms through grates, trying to fight them with melee fighters was frustrating as you had to run around to get to them. They seemed to cause so much more damage close, that it was a much better idea to try to stay away from them and shoot at them afar. For instance those "beholder"-type of floating heads with one eye, and one boss dragon. I think this time I'd probably have three melee fighters and two archers, because at least in the base game there were a couple of encounters which were better with archers.

Four melee fighter tanks, one archer, one combat magic and two nature magicians (because some fights were so intense that having two healing magicians helped a lot, and other times nature magicians can fight with their spells too). In the base game I decided to go with a 8 member party, even if it meant less XP per member.

Phaolo: Btw, did you import your party (with a mod) or start anew? I started the expansion pack from a scratch.
