GawainBS wrote:I always liked the idea of 1 pet, because you gain levels faster then. At least, that's what I was led to believe.
If that's not the case, I'd go for some all-out NPC party.
Sorta. Pets don't collect XP, so it's spread among the rest of the NPC's and the Main.
I ran with a Shielder and pack of Dire Wolves for a bit. When I hit Elite with 5 DW's, it got insanely easy to overwelm mobs in seconds. Side note: Due to my Main being the only one soaking XP, I hit lvl 100 before BW Vet. Going up the mountain to Valdis in Vet actually.
I like Taar as a pure healer in the party now. Only using her offensive spells at times when no healing is required. She's fairly low armored so I tend to keep her out of the fray. A few things are angered at those that use healing magic, but aside from that, nothing even notices her. I also cram her full of my magic find items :laugh:
Be careful though. If she's only set to heal and you are running, then attack something in the middle of a run, she'll keep going to where you clicked to move to before the attack. I got used to switch between F1 and F2 characters to halt runs just before attacking.
Another option would be to pick up the Light Nyrad for a healing pet. Not as effective as Taar, but one you don't have to think about during play.
Dire Wolves would complement your dual-wield (the 60% damage return aura) and Mythralhorns are always nice to keep things away from your healer. Don't forget that Gravity Stone can do the same thing. Good tactic for saving a healer's as.....err...bacon
Any party combo can work, some easier than others. I tried an entire party of archers and stopped after Act2. WAY too easy. You decimate things with insane damage before they even come close. The way arrows would work, I guess, but it made the game no fun with no challenge.
Conversely, I think an entire party of Nature Mages would be a bugger to keep alive and overcome the tougher battles. Maybe someday I'll try that one
I actually think Lothar would be the harder to keep alive in your party plan. Combat mages deal quite a bit of damage, but strong breezes tend to give them nosebleeds
For what you detailed, I'd personally go with a Main as a pure dual-wield (not FoS), Combat Mage, Nature Mage, and a Dire Wolf. Keep the NM close to the CM to keep him alive and use the dual-wield to "draw fire" by smacking things hard. The DW aura will help in killing off things a bit faster, and, as always with dual-wield, keep an eye out for life steal items that give health of a % of teh damage dealt by the dual-wielder. Working with Brutal Attack, vampire regen can put you back at full health if used right.:mischief:
However, I do think your original idea for a party is playable. I'm not sure of tactics involved, but, aside from a low healing factor, you do have a good idea for battles. You might be able to offset the healing with health potions. I'd say to give it a try.
~Jessy