naturgewald wrote:
1. What can I do to effectively negate the -acc from mino barbs? (points in dex or trait weapon specialist or skill points in acc?)
I used minobarb with with +7 acc in beginning and +acc stuff that I stumbled upon. It was enough +tohit. After maxing heavy weapons, I maxed accuracy to whole 5 points. Why? He was my main DPS and it was crucial for him to hit almost every time, more than anything else in my whole party. He had loads of HP from gear and elixirs, so he didn't die easily. My main defence strategy was overall to kill everything as fast as possible before they can do anything. Don't neglect armor or evasion completely though, they'll keep your guys safe just enough to survive through bad swarming situations.
naturgewald wrote:
I think the Backline is solid. I hate Firearms and I think missiles would be much better and I want to have an Alchemist because I feel the need to have (kind of)unlimited supply of herbs.
The Mage is a no-brainer in cause of dmg (I think).
I cannot imagine how hard would it be to play the game through without the endless amount of potions, not to talk about bombs. People forget to use them, but to think - quite like free ranged spells that your whole party can throw! 4 flying orbs of death can get you through anything - freezing giant enemies, hitting 4-stacks all at once, or just dealing damage the enemies are vulnerable to. Overall, alchemist is just too good not to pick. Dunno what's the best role for him other than herbspawning, I used mine as a prot-tank.
Mages always hit their targets and usually from range, so they are very handy in some situations, especially in early game. Lategame, my mage mostly threw spells only when I was charging towards the enemy, didn't have time to cast spells while sidestepping.
Generally I think a party with lots of roles experting to many different situations will get you through the game. Two barbs in front row could be very effective, yet bit cheesy.