On adventurer difficulty you can go with literally anything. I've been doing the all might, all hybrid, all magic parties for the achieve, and they are all much easier than I thought, despite lacking any synergy. On warrior difficulty resists are a total pain in the butt, so you want some melee power.So I just got this. Without having to read 14 pages of posts(and preferably without much spoilers), what's a solid group and what are the must-haves when creating them? I'd prefer not to have to restart several times with trial and error.
Things that are overpowered :
Liquid membrane
Blademaster cleave
Dagger blademaster combined with crusader buff ( without crusader go swords )
Marauder harpoon
Druid nurture
Things that are underpowered:
Dark magic in general
Archery ( it's ok damage since patch but useless anyway because of the amount of stuff that teleports into melee range )
Crowd control ( things like skull crack, stun, root, taunt etc - they seem great at first but later on anything of significance is immune to them, coz fuck variety right ? ;p )
Armor ( it's relatively easy to get 100% physical resistance, but late game everything has +elemental damage anyway )