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By end game sure with 6 + action surge but that’s lv11 I think
Fighters are good early but start to fall off later on. Monks are squishier early game, but really pull ahead once the levels come in. Either way you need a reliable prone, so it's either battle master or OH Monk.
In fact prone is probably the most necessary thing in honor mode, since near every boss's legendary actions are shut down when prone.
Bards >> rogues (and pretty much anything else) for pure damage/crit builds. So much so that they can solo honor mode without much issue.
And pallys can nuke bosses better than anyone (till they run out of smites), and pretty much every boss fight can be solved by just 'delete boss in 1 turn' and ignore all mechanics.
I loved my life cleric, though it's not strictly 'necessary'. When things can go wrong they can easily carry a bad turn (or 3). I completely fcked up Ansur and Grym on my honor mode run and SHart spamming AOE heals easily pulled me through some really dumb plays on my part. On top of that feast + aid is a ton of hp, and she has solid summons/aoe while still being able to spam heals.
Barbs are good, but I prefer eagle/tiger to throwing barb. Eagle is amazing early game (till about level 6) and Tiger scales well into late and is the only class in the entire game that can actually tank. Also Balduran's sword + Tiger barb is stupid...
People are talking quite a lot about "throwing" barbs. Whats in that do you know? How are they powerful exactly?
monk > throwing barb, it's just tavern brawler. and in tactician mode, damage stacks more for throwing barb
Ye this is how I figure, was just wondering is there some kind of game breaking mechanism behind throwing that I could use to cheeze my way to win. When I put numbers on teh paper, they speak for monk heavily compared to a barb.
Early game you combine 'ring of fling', Gloves of Uninhibited Kushigo, and the returning pike (all Act 1 items) with Tavern Brawler feat. Usually they are also cheesing/spamming strength elixirs (robbing Ethel, using multiple level-ups and other cheese/exploits to refresh vendors) so that the TB feat gets huge returns. Without the strength elixir spam, it's not much better than other builds IMHO.
I prefer Eagle Barb because I like to have a front line, the damage is similar (a bit better without elixir spam, a bit worse with), and you have stupid mobility.
Tiger outscales all late game. It blows past fighter, rogues, and is on par with OH Monks (provided there are multiple targets to hit).
The real strength of monk in honor mode is prone/cc/burst damage. Also having a reliable lockpick :)
Oh man ! This is interesting, I will do some research around this for sure^^
Perhaps my goal is a bit ambitious, cos it revolves around a build of 2 player characters that are meant to end it all in turn 1 mostly. This thing with throwing seems interesting during the early levels for that excat reason - do not let the enemy act, throw something OP on their head instead xD