So what are you all running as your party comp this time around?
In LoG1 my favorite comp was Human Fighter, Human Rogue (Evasion), Insectoid Wizard, Minotaur Rogue (Missile). As they fixed Missile weapons to use DEX this time around the Minotaur no longer makes sense for the back row ranged character so I've had to switch it up. I never used a LIzardman in LoG1 as I didn't see much reason to use one, but here WOW the racials are nice.
Here's what my resulting party looks like along with some thoughts.
Front Line:
Lizardman Knight (Endure Elements, Muscular) going Heavy Weapons and Armor initially. Not sure what Heavy Weapons consist of yet, but I'm hoping the rank 5 pays off in the long run. I seriously considered Fast Metabolism and Poison Immunity over Muscular, but without a Minotaur or Barbarian in the party I figured it would be good to have someone with a higher carrying capacity. I figured Fast Metabolism may not be as useful as it seems end game if he is not taking a lot of damage and my Alchemist is cranking out heavy heal pots anyway, at which point only the drawback is really in effect. Poison Immunity, while really nice, isn't going to be useful a lot of the time.
I like the Lizardman a lot so far in LOG2, but I only found one heavy weapon in the first area and no shield.
Ratling Rogue (Mutation, Evasive) Going Light Weapons for Dual Wield and Crit with Dodge later on. Mutation seems like a great racial trait. I'm on the fence between going +2 DEX or +5 Evade on the second racial but went with Evasive since he is front line. I'm not sure about the viability of a front line evade tank in LoG2 or if there is equivalent evade gear like there was in the first game to make it possible. I wasn't planning on putting points in Armor with this guy so I sure hope there is!
Dual Wield sounds great and there are plenty of nice light weapons in the first area, most of which use DEX so this guy has been pumping out a lot of damage.
Back Line:
Human Alchemist (Fast Learner, Skilled) Alchemy, Firearms, Armor (up to 2 pts, then switching to Missile) Figure I'll use Missile when I can and save Firearm ammo for tougher opponents depending on supply. I'm really looking forward to seeing what the Alchemist can do.
Found a pistol and 30 rounds of ammo in the first area as well as a sling and 5 rocks. Seems pretty solid so far. The pistol jams fairly frequently at one rank of Firearms. I've also noticed the herbs I find have been multiplying in my pack, which is a really nice perk. Haven't found a mortar and pestle yet though.
Insectoid Wizard (Strong Mind, Aura) Pumping Concentration and Water first.
Maybe a mistake to go Water first? Got to the end of the first area and I haven't found a single spell I can use yet. At least he can hold a torch. Looks like you need 1 pt Earth and 1 pt Water for the first Ice spell?