So in the 4th act, and I’m spending more time thinking about what I would like to have in a future playthrough than finishing this up lol.
Note: I have no idea whether I can distribute the points like this or which order I’d go in, but I basically want to keep anyone from having zero magic/physical armor to keep other bad things from happening to them
Then I want conjuring everywhere because you want hits happening all the time. Movement typically costs too much AP, so having two ranged movements is very helpful.
Fortify: Geo 1
-> Phys arm replen, get rid of diseased!
Mend Metal: Geo 2
-> Phys arm replen
Armor of frost: Hydro 1
-> Magic Arm replen
Cleanse wounds: Hydro 1, Warfare 1
-> heal, get rid of diseased!
Tactical Retreat: Huntsman 2
-> Move!
Living on the edge: Necro 2
-> don’t die
Raise Bone Widow: Necro 2
-> More damage
Forced Exchange: Poly 3
-> Swap vitality with target character. If you’re living on the edge, great way to completely annihilate a big character.
Teleportation: Aero 2
-> Either bring someone closer or remove someone from area for a few turns
Netherswap: Aero 2
-> Great way to split a group of characters and bring one in close
Peace of Mind: Pyro 1
-> Get rid of Mad & blinded!
Rupture Tendons: Scoundrel 2
-> the gift that keeps on giving
Conjure Incarnate: Summon 1
-> More damage
Rallying Cry: Summon 2
-> Great heal & Magic armor replen
Power Infusion: Summon 2
-> Give incarnate knockdown
Battle Stomp: Warfare 1
-> Knockdown
Battering Ram: Warfare 1
-> Knockdown
Phoenix Dive: Warfare 2
-> Move!