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Ranger is busted but it lacks both Two-Hander and the Shield trees. Basically they are objectively inferior melee to Officer and Arm Master. Its just that Bow; barring ammo concerns, is purely superior to melee anyways. Doubly so with point-blank and rapid-reload passives. The only real argument against bow is the poor critical multipliers + ammo. With even 1 Ranger you will likely rapidly meet ammo concerns let alone multiple Rangers.
People WANT Champion to be a "battle-cleric" but its in actuality the most defensive cleric (IE true shield tree) with the most attunement. Combined with how poor most lv 3 and esp lv 4 spells are and Champion is actually not far behind Hospitalier.
Guild mages are actually extremely competent DPS with the Lv 1 Earth Gnats spell. Its very easy to get x4 castings per turn at a reliable ~15 damage. Spell stun; unlike martial stun, also never misses.
Thief is amazing against enemies vulnerable to crit. Unfortunately the end game loves to swarm you with crit immune enemies. Still amazing but they fall off bad in the end-game.
Heirophant is purely inferior to both Champion and Hospitalier until Lv 10. Then afterwards it becomes debatable due to the questionable value of most Lv 3 and ESP lv 4 spells. One thing to note is that both Champion and Hospitalier can Stun Touch -> Cascade -> Attack. As before stun never misses.
The party make-up comment of 4 rangers was mostly speculation. I agree ammo is a concern. Honestly I played on a harder-than-normal-not-as-hard-as-hard custom difficulty and I never had an issue with defenses, so I really don't place a ton of emphasis on it, maybe it's worse if you make enemies always do max damage or something. But between stuns, diamondskin buff and/or stoneskin potions, defense was a joke and it became a question of how fast can I DPS, and the ranger really came out on top of that one.
Thieves can backstab way more than just Flanked enemies, the easiest alternatives to apply being Stunned, Blinded, or Panicked.
2-3 tanks/utility:
- Hospitalier is overall the best (Stun Touch, Mace stun with +Aura, and buffs)
- Champion can fit this role as well. Technically they are tankier and have more attunement for casting so its nowhere as bad as people keep saying it is.
- Officer fits this role as well and can DPS better end-game due to Multi-attack. Also STR/AGI means they can prioritize damage and dodge.
1 Thief: (Thieves will basically 1HKO most enemies that aren't crit immune. Later on its primarily for utility - IE stealth basically gives you a free first turn)
1 Ranger: Reliable Ranged DPS. However it will be mitigated by phs resistant enemies later. Ammo is also just... Really annoying. Rangers are REALLY arrow hungry.
1 Guild Mage: Reliable Ranged DPS + utility. You can do stuff like 3 Gnats -> Stun AOE. Later enemies tend to be either vulnerable to (element) or gnats just bypasses damage resistance (IIRC)
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Arm Master is weird IMO. Early game; due to lack of two-hander weapons, they are effectively identical/inferior to Officer unless you want to use clubs.
For MOST of the game their DPS even two-handed is outshined by both Thief and Ranger.
End-game however when you are facing extremely tanky enemies that are both stun/crit immune Two-handed Arm Master sustained DPS becomes pretty valuable... Assuming you can actually FIND a good two-handed weapon. (I did tests where I was forcing endgame merchants to restock and the rarity of two-handed weapons is ridiculous. Especially Two-Handed Club weapons).
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The real worst class IMO is Hierophant. Why does Hierophant have less attunement than Champion? Most of the good spells are Lv 1-2 anyways. Champion is arguably a better caster than Hierophant atop of a competent martial.
I actually tried to make an "optimal" comp and I used 3 rangers and ranged thief. It was absurdly broken, the free thunderclap every turn is just a bonus
edit: Also, if you just want fire magic (like for frenzy and a summon), then the Battlemagos is just better than a regular mage by losing no feats and being able to wear light armor
Officer is great. With axes and swords he's on par with an Armsmaster, and gets really fun command abilities on low CDs, that are not limited to aura or touch range.
Ranger is good, but not overwhelmingly so. He's very gated by arrow availability so until mid to late game you can't just shoot blindly, and his Attunement pool is very low so you have to use that sparingly as well. I have also found out that past the really early game summons are getting suboptimal compared to just flat out marking and firing 2-3 shots every turn.
Priestly classes seem to be low usefulness most of the time. Status effects are minor most of the time, and touch limitation on most healing spells also puts a dampen on his utility. They only really shine against sublime weak enemies, who only start appearing late. Other than that you're just doing a single club attack every turn when everyone else goes crit, bleed, backstab, panic, 2-4x more damage per turn.
Guild magos is kinda mediocre until T3 of magic. Before that you're going to swarm of gnats (cascade) every turn pretty much. After that sure the fun begins, you can Poison Globe stunlock, or better yet Thunderclap though you run out steam very quickly.
Battlemagos just plain sucks. Fire magic is just not very good for anything, and what little weapon focus they get doesn't do more than a regular magos could do untrained when pressed enough.
I'd rather the classes thus:
Thief - S (backstab) / C (no backstab)
Ranger - A
Armsmaster - A
Officer - A
Hospitaller - B
Guild magos - B
Battlemagos - C
It's not necessarily that the ranger is overwhelmingly better, it's just that it is better. This is from a purely min-maxing standpoint, mind, not necessarily what is most fun. Summons aren't great, but if they take 1 hit, that's one hit not against the rogue. It's not so much that it's an amazing ability, it's the fact that they CAN do it. They CAN summon a decoy, they CAN Force of Nature, etc on top of the fact that outside of rogues, they top the DPS charts. They're fairly significantly more likely to land fairly significantly more hits that have a fairly significantly higher chance of being crits than any other class, and they don't really lose anything for it, they just need the ammo. They're even capable of buffing their own DPS with serpentsomething.
From a purely min-maxing standpoint officers are worthless. The armsmaster does slightly better DPS via 2 handers, and by level 15 mages should be able to frenzy every turn, vs the every 3 turns, making the officer's special ability very not special. Due to this, it's strictly worse to have an officer in your party. Like I said, it's not that the class is bad, it's just that it's not as good.
Addendum: It should also be noted that two-handers don't make Arm Masters "better" than Officers. It is just the one thing they can do better. Two-hander obviously won't tank as well and furthermore Two-handers have worse critical modifiers. So unless you are fighting crit immune enemies the damage numbers are questionable as well.
The Fire tree minor frenzy isn't actually as "hot" as one would think. For one Fire is inferior to Earth and Wind.
Secondly its specifically party wide +Attack. Every -1 Martial; such as the guild mage, makes +attack less potent. Part of the benefit of +Attack on the Officer is actually that the Officer is one of the best classes to benefit from it. Worst case scenario +Attack basically means the Officer has ++Attack every three turns.
+Attack in general might actually be a bit overrated due to move canceling it's effect. So basically - Melee has to be in perfect position to benefit from it. Rangers have the easiest benefit but multiple Rangers WILL lead to arrow issues.
For 20 attunement (iirc) it has pretty questionable value barring special circumstances like a thief chain backstabbing. But that requires specific positioning and isn't really a "spam" thing. And if you are using it selectively the Officer can do that for free while tanking and doing no cost DPS.
The reticulum magic is intended to degrade the body and mind.
Unfortunately, we don't get to see that with our characters. Even spellburn, which should be a core ability and not some offshoot I want to bypass, is the only thing I've seen coming close to that lore.
Quite honestly in my opinion, every class should have gotten an extra two points worth of attributes. Then he'd have had the basis to have each tree charge a stat point in strength or fortitude to hit master. Maybe also have a debuff that makes it harder to use diplomacy. Yeah it wouldn't be too popular, but players could get a feel for that piece of lore and see it in action.
At that point you're trying to have the mage avoid being attacked, anyway.
Despite whether or not frenzy gets cancelled, a mage is not limited to using it once every 3 turns. If it gets cancelled twice, it's the same as an officer, if it doesn't get cancelled, it's better. You also don't have to gun it down the fire tree to start. The officer doesn't get the ability until level 15, there's only as much rush on the mage as you want to make it. I could be wrong, but it also seems like you're suggesting an officer replaces a mage, thus having the extra melee dps to benefit from the buff, but I would have to honestly say, probably obviously, that one mage is a mainstay in my group, and the officer would be replaced by something that does better DPS. And once again, I really don't put much stock into defense abilities. Shield specialization doesn't really mean a fig to me when buffs and stunlocks make regular defenses just not nearly as necessary.
The difference in DPS between One-hander and Two-hander isn't that extreme even IF we ignore crit modifiers. Cleave is way too situational to be a consistent source of additional DPS.
You are more than free to love the officer, I'm sorry I insulted what is obviously your favorite class, but you can't come in saying "kind of maybe, but also nuh uh" it's a little weird.
If anything I think its more odd that everyone dislike the Champion while excusing the Hierophant. As before the Hierophant has less attunement than the Champion and the best spells tend to be lv 1-2 anyways. If anything I find it wild that Hierophant is on the same tier as Hospitalier.
And I do admit I forgot that Arm master is "B" and not "A." I admit I may be projecting some earlier discussions I've had here.