theLIEisaCAKE
1 post
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chicometroid257
14 posts
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2 mages, an assassin, a cleric
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abz329
203 posts
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1 warrior 1 cleric 1 assassin 1 mage
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roliim
253 posts
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2 warriors, a conjuror and an warden (archer)
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marshallmattis
1 post
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Are we posting skills as well? But Cleric, Mage, Archer, and Rogue
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42nd_hitchhiker
38 posts
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1 Clerc (Defensive/Healing/Retailation), One Warrior (Defensive Damage Sponge), one Assassin (Pure damage and bleed), and an Conjuror (Poison, and damage)
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Lucenian
138 posts
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Using a rather defensive party set-up.

Champion (Fighting style: Guard) – Tanks the front row and spams shield wall. Endurance as primary stat.
Marksman (Fighting style: Healing lore/Marksman) – Primary source of damage. Can also support with heals and stuns. Endurance and Dexterity as primary stats.
Warden (Fighting style: Healing lore/Marksman) – General support with its heals and buffs. Endurance and Intellect as primary stats.
and a Conjurer (Fighting style: Spell Mastery) – Utility. Only source of magic damage. Summons wargolems(Makes up for the party’s lack of physical-melee damage output), inflicts AoE damage, and spams time warp on bosses. Disintegrate is incredibly good against tanky enemies and bosses. Intellect as primary stat.
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TheTrueLight
3 posts
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2 Clerics, both set to Radiance style. One with a heavy hammer, the other with a shield and sword/mace.
1 Warrior: Champion Set to Sweeping Strikes style. Uses a claymore or other weapon of the type
1 Mage: Sorcerer Set to Channeling stlye, but I switch it to Spell Mastery on his first turn. Uses a grimoire and scepter.
Arrange the clerics so that all of them get healed and BOOM: Solid offense/Defense team
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rahsossprout
35 posts
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Warrior Cleric 2 Archer
My entire team is based around keeping my marksman alive w/ quickness boost. cleric and warrior in front for defense. cleric and warden to revive my marksman
My archer has all low def, socketed equips filled with +crit shards giving it an 80% critical chance and 800% critical damage haha. it one hits everything…it’s awesome.
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eighty80s
17 posts
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Setup for Act 4, to Survive in Most Situation.
2 Clerics, Endurance, use Radiance, Cure Curse.
1 Sorcerer, Summon Golem to tank, Damage source.
1 Ranger, Buff Teammate with Thorns, Swiftness, Third source for Revive defeated ally.
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relgar
40 posts
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When grinding gold I use my kill team:
Captain, Inquisitor, Sorceror, Conjuror.
How it happens.
Deployment time 0.00s
Captain cleaves front-line with Inspiration active, buffing Sorceror and Inquisitor. Does around 70-90% damage of front enemies.
Deployment time 0.12s
Cleric casts Litany of Pain, stuns an enemy around ~50% of the time, kills most of the front and wounds the back.
Deployment time 0.23s
Sorceror casts Lightning Storm, kills everyone / almost everyone. Whoever is left alive usually is on fire.
Deployment time 0.34s
Conjuror fireballs / electrocutes / disintegrates whoever is left.
Repeat ad nauseum. Sell junk for 3-400k gold each time the bags get full.
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newjerseyplayer
18 posts
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Originally posted by Lucenian:
Using a rather defensive party set-up.

Champion (Fighting style: Guard) – Tanks the front row and spams shield wall. Endurance as primary stat.
Marksman (Fighting style: Healing lore/Marksman) – Primary source of damage. Can also support with heals and stuns. Endurance and Dexterity as primary stats.
Warden (Fighting style: Healing lore/Marksman) – General support with its heals and buffs. Endurance and Intellect as primary stats.
and a Conjurer (Fighting style: Spell Mastery) – Utility. Only source of magic damage. Summons wargolems(Makes up for the party’s lack of physical-melee damage output), inflicts AoE damage, and spams time warp on bosses. Disintegrate is incredibly good against tanky enemies and bosses. Intellect as primary stat.
I’m sorry, but I soooooooo know where you got the name “solaire” from. DARK SOULS FTW
Unless, of course, you didn’t…then well…umm…
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RobstarH
6 posts
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mage,ranger,warrior,cleric
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knightshade99
39 posts
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“reflect” champion
“one man army” confessor
“healer” warden
“power” sorcerer
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