Champion build - Might or Sorcery first?

#1ReihPosted 5/9/2012 3:40:46 PM
Or should I be adding to both trees as I go along?

Not really trying to powergame, but I don't want to be shooting myself in the foot. I had planned on wearing heavy armor and wielding longswords and staves, so I'm guessing I'd want to fill out might first.

"Whosoever is delighted in solitude is either a wild beast or a god." - Sir Francis Bacon
imma level 15 cubicle drone~
#2Amber_MariePosted 5/9/2012 6:04:02 PM
When I made mine I started with might first to give my character a little backbone before I started raising sorcery.
You must be this tall to ride.
#3ethanarchibPosted 5/11/2012 4:49:17 PM
Kinda did both at the same time on mine, but a bit more might to start cause hisweapon spec & armour use (greatsword & heavy armour) relied on might
#4joyce_181502Posted 5/14/2012 8:11:30 PM
The Jack of All Trades destinies (gained by even point distribution) are great for the +1/+2/+3 to all skills until you find all the trainers / skill books.

IMO the might [active] skills are lame except for Adrenaline Surge and the ones on the right side that boost health / resistance.

The real thing is to find what weapons you like to use and then build from there (i.e., even if you like might, it doesn't make sense to boost all 3 longsword / greatsword / hammer weapon skills ... a ranged finesse or mage weapon is usually better than 2 melee).
#5joyce_181502Posted 5/14/2012 8:14:57 PM
This link can help for planning