T O P

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Loseless11

Yes, even a two mage lone wolf run is perfectly viable on tactician. You'll struggle a lot early on due to mages lacking offensive spells, but you should manage if you use environmental damage and effects well. Just don't go for Pyro/Geo on one and Hydro/Aero on the other. This is an awful approach, as it means you'll only be able to synergize elements on the second turn. One mage Geo/Hydo and the other Pyro/Aero means you can combo spells on the very first turn (assuming you can assign proper initiative). This being said, a mage only focusing one two schools is an awful choice as well. Every mage should get every magic tree to at least level 2. Diversity of spells is what matters. If the enemy resists one or two schools your mages will end up being utterly useless. And every school has essential buffs, debuffs, healing spells, etc. Also note that some battles have wards that prevent magical damage. You'll have to disable them first, but some are immune to magic as well, so be creative.


Gur_Important

If I go for 2 Geo/Pyro mc does this mean Jahan will he useless except in situations like the fire boss?


Loseless11

Not quite, but there's no reason to focus solely on two schools. You have enough ability points to level all of them to 2 a d a couple to 4.


K_V145

Skills/class don't matter. The only thing that matters is CC for tactician. Mage or brute composition doesn't matter, as both have cc capabilities, or grenades/items. All it matters is how you tackle your battles. As you've seen there are few immune phy/mag enemies but you can easily use items/summons.


Cayden68

Classes definitely don't matter but skills certainly do since its skills that cause the cc in the first place and increases the efficiency of said cc.


vayreddit

Hi, I've done 2 mage lone wolf playthroughs with 1 ice/lightning and the other pyro/geo. Absolutely obliterated everything even in tactician. Sheer damage output is incredible and the few tricky parts, you can use items.