Bezhukov: Amiri makes a great Freebooter. The bane move action delays her from rushing into melee (once you get a feel for it and give her some more speed, you'll be able to do it and charge in the same turn), she gets to lead blade her big weapons, and she can use either menacing or two handed style to pick and choose the good feats without the prereqs.
Later on you can use bane and cleave together, then bane plus vital strike.
You can also make her a defender of the true world to go double smilodons at level eleven that wreck fae with five attack pounces.
InEffect: She is worse than a merc on every level, including personality. Combined with the worst base class in the game. It doesn't matter what crutches you could use to "fix" her. She is and always will be worse than a merc that does the same with a better stat/race/feat selection at level 1. Linzy and Harrim are in the same boat, but those at least don't have as bad of a class selected, although, between Harrim and Amiri it's a close call which is the worst companion in the game to choose.
Barb two is fine for more speed (increasing charge/pounce range), uncanny dodge and a little rage in a pinch. Defender of the True World Amiri is already using Cloak of the Winter Wolf so another bite is great. You really need to open up your mind a little, or more like a lot, you're only thinking of endgame soloing instead of team dynamics throughout the game. By midgame you've got so many ways to get stats that your min/maxxing is only getting you marginal returns. Tactical options are more valuable.
You've demonstrated that you don't know how to buff your team or debuff enemies, but for those of us who do eleven full attacks from anywhere on the battlefield (70 speed is easy) with huge boosts and invulnerabilities vs fae is just fine thanks.
ColinMacLaren: Thanks for the advice. I forwent the idea of a battle cleric and made three toons to toy around with in act 1.
One is the DEX Sword Saint. He needs a couple of levels to become somewhat competent.
I completely get wrecked. My party after alignment decisions at the end of the Prologue is
MC/Valerie/Jeathal/Amiri. Thorn fort was kinda OK, but on the way to the Abandoned House I run into a group of the Techno League and my level 2 party just gets destroyed. I am also clueless how this group is supposed to beat the Bear-like Treant at the Temple of the Elk.
Second run was with a Druid and Val/Linzi/Amiri. Techno League went like a breeze. The Treant gave me trouble and went down on tenth try or something. Went pure Druid since Defender of the True World does not get spontaneous summoning (any more?) Druid was the class I wanted to play in the first place, but everywhere in the forums I was told they are bad.
Third run was with a Sylvan Sorcerer but I only finished the Prologue so far.
How am I supposed to beat these encounters when the C still needs like two or three levels to get going? Is is just me or am I too stupid for this game if I am already struggling at the very beginning?
The very beginning is unfortunately the hardest part. Make sure you figure out the wonky experience sharing so you can get to level three on time.
heliar: I always did Ancient Tomb first, then Technic League, then Temple of the Elk, then old Sycamore. I had no issues with this order, and my PC is a generalist wizard, so he's pretty much useless early in the game. I play basically at challenging without encumbrance.
Without encoumbrance is big.
heliar: I always did Ancient Tomb first, then Technic League, then Temple of the Elk, then old Sycamore. I had no issues with this order, and my PC is a generalist wizard, so he's pretty much useless early in the game. I play basically at challenging without encumbrance.
That's the most painless way, but Tomb itself is no picnic at two if ou get some bad rolls. Some easy exp out east with traps and such.