Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
You can do the same strategy with pretty much anyone as long as you have into the shadows legacy skill with the moon ring and some cdr. I guess the one good thing Jackal has is a good invis skill, but he lacks aoe, survivability outside of invis and even his single target damage isn't great. So I guess it's just how he compares to the others for me, I can do more stuff with other classes earlier, at least in my experience.
Who is the worst class then? Berserker has 50% damage reduction that can be up all the time pretty much, a lot of hp and insane auto damage, give him some leech and he doesn't die. He's also super strong early, you can easily solo the Redmine boss on Epic at lvl 3 without even taking any serious damage. Shaman can't do that. As I said, I haven't played super lategame Shaman, it does look like it might have a higher ceiling than zerker if you have a lot of skillpoints, but early on he's nowhere near as strong in my experience.
Looks like you're only judging by battles with roaming squads and low-level bosses. This is my own experience (currently on ng+6).
Berserker's low survivability comes not from damage mitigation (you can get more with lightning arcana and some gear), but from outburst, which is his strengh and weakness at the same time. Many difficult enemies have DoTs that scale with max hp. The more max hp zerk has - the more hp he loses. Outburst requires lifeleech gear and proper positioning to hit multiple enemies if you want to survive. He has no crowd controls or mobility skills to counter such enemies because he is perma silenced by outburst. Is his damage good? Yes. Is he resilient? Definitely not. Quite bad as subclass. His only unique bonus is Pulse Wave, for anything else jackal and shaman are better options.
Jackal's power comes from stackable heavy bleed that scales with target's max hp. At NG+5 it deals 7-8k damage per tick on bosses and can be stacked by almost anything. Against common enemies it's not so devastating, but still good. Light and medium counters allow him to deal good damage with his own and legacy skills against most common enemies, while smoke bomb provides crit buff with good uptime. As subclass, provides the same bleed for a mere 4 skill points, armor counter and cheap crit buff - probably second best subclass for phys Nameless after shaman.
Shaman is basically a better berserker that shines in more difficult battles. He has passive resistances to poison and burn with damage boost and damage mitigation from shapeshift master, armor counters, passive crit boost, evasion and lifeleech. Add disable recovery and bleed recovery from "blessed" equipment - and you become resistant or immune to almost everything. Elegant Eagle passive allows him to drop enemies' targeting which prevents some devastating incoming attacks like multiple cavalry charges (at ng+ they can kill berserker easily even with outburst). In my opinion, shaman is currently the most useful subclass for Nameless and a good main class.
Spiritmancer is a typical rpg mage. Good AoE damage, can cast arcana spells with increased power, some AoE crowd control. Relies on gear and passives from other skill trees to survive, but if you prefer to kill enemies with a barrage of spells - it's probably your only choise. Unfortunately, does not provide anything useful as subclass to anyone besides spirit witch.
Spirit witch - probably the weakest class by herself, the only redeeming quality is lightning arcana available from the beginning for 25% damage mitigation passive. Basically, weaker spiritmancer with some summoning tricks and 100 jades spent on lighning arcana. Has more interesting options as main class of Nameless when supported by passive skills from other classes because her phantoms inherit all her passives.
Sentinel - good potential damage mitigation, great auras. Damage is not great, but holy blessing and excalibur exemplified allow him to boost damage of his basic attacks a bit. Legacy skills are more useful for him that for some other classes. As a subclass, provides some passive damage mitigation and aura buffs, but requires too many skill points for such effects. A good option if you already have everything you need from other classes and can get more skill points or wisdom crystals.
Can't say anything about sultan and knight because i didn't play them, so this list is incomplete.
I judge classes on their own rather than as subtrees for Nameless and mostly based on the 1st playthrough, didn't have time to get into NG stuff yet, but the game gets easier the later in the game you are in my experience.
If we talk about Berserker on Nameless, you can have both lighting arcana and outburst btw. I can't say if he falls off on NG but on the first playthrough he stomps through everything by mashing one button, unlike many other classes. He also has a big reduction on disabling effect duration from the outburst.
Shaman as I said might be better at a very high level which I haven't even reached with him, but his early-mid game is mediocre at best compared to Berserker.
Jackal If on NG DoTs actually start making more sense I can see some appeal, he still doesn't have any aoe or survivability (except for going invis) on his own though. On Nameless where you can cover these weakensses with other classes can be better, but again, wasn't talking about that.
Spiritmancer I disagree about being bad in combination with other trees, 20% cooldown reduction alone is quite good, and he gets some decent damage and mana boosts too, The best crowd clear in the game as well, you don't even need an army with him in many cases. Also you can stack pretty ridiculous levels of magic attack by learning all the arcana on him.
I kind of agree and disagree on the witch, her main tree for the most part sucks, but she still has 15% cdr in there and phantoms are actually quite strong. The rest you can plug from the extra arcana trees.
Sentinel mostly agree with.
Damage mitigation is good, but looks like DoTs are not affected by it. So, you need either "recovery" effect on gear or shaman's passives. No matter how much mitigation you will stack on zerk - DoTs will be dangerous anyway. Reduction to disabling effects looks nice, but in some battles you can be chain-stunned, and i'm not sure if it affects float or knockbacks.
Everything is mediocre against roaming squads compared to zerk, but those squads are mostly for leveling anyway. If you're going to farm heroic spirits and libraries for powerful gear and wisdom crystals, then bleed and other DoTs become more useful.
Jackal's smoke bomb reduces enemies' accuracy, bounty frenzy's cooldown can be reduced by killing an enemy with it and marked prey can increase incoming damage from all sources while also applying bleed (at least for Nameless, not sure if bug or not).
When i'm talking about "subclass", i mean bonus effects that improve main playstyle you're building your Nameless character around. If you build him for casting arcana - he will be basically a boosted spiritmancer. But if you build him around skills of other classes - then besides CD reduction spiritmancer is almost useless. He doesn't even offer armor counter like berserker does because all his skills are focused on magic damage and arcana.
Yes, spirit witch can gain more spells from arcana trees, but spiritmancer also can, and his skills are better for spellcasting. That's why i think SW is weak - not because she is horrible, but because spiritmancer can do almost everything she can, but better.
It's not just about roaming squads, it's also about other big battles like sieges or fighting other hero parties. Btw at a high level zerk isn't as good at it as spiritmancer imo, spiritmancer's two higher level spells oneshot like a whole screen worth of enemies (even more than that, the one that's a moving psi wall actually kills stuff off screen).
Libraries are super easy in my experience (and you have 3 more heroes there anyway), heroic spirits indeed require you to be at least somewhat good at 1v1. But if you're good at clearing parties, you can powerlevel to a point where you do become good at 1v1, e.g. I've reached level 20 with spiritmancer at like day 40 before and I don't think that's anywhere near the fastest you can do.
Spiritmancer actually synergises quite well with anything that uses skills rather than auto. 20% cdr is pretty good, an 5% max mana worth of damage on hit passive actually does a lot of damage with multi hit skills, like the basic knight errant's attack, which hits 6x (meaning bonus damage = 30% of your max mana). Teleport + stun might be useful for someone lacking mobility and he has the best AoE clears if you lack that in other trees.
Witch overall is indeed probably weaker than Spiritmancer but she does have better skills for boss fights in her tree (mostly phantoms) and still gets 15% cdr. Spiritmancer as a solo tree is actually really bad in any 1v1 fights, you either need to take into the shadows from the legacy skills and cheese them this way or you need to learn dark for shadow meltdown nuking and use shadow meltdown for damage vulnerability + a couple of more high single target damage skills (e.g. the other single target dark skill).
A mostly huge AoE damage dealer.
Starting gimmick:
Starts with extra hero who can tank for you. In the process of quest will get reputation with 1 more character, who is healer, potentially giving you 2 decent characters across playthrough and saving you some trouble recruiting heroes.
Pro/Cons:
+ The AoE potential of spiritmancer is by far the best in the game, hence most of your encounters will finish extremely fast.
Arguably best class for lower difficulties.
+Your only good single target damage option is pretty much point blank shooting your very first skill.
Fire book opens up another good single target option, sadly fire book stuff scales pretty badly.
+ Extremely strong once you learn all arcana/key skills, which is a lot of investment
-Extremely bad until you get at least fire/thunder arcana for their passive damage reduces.
Ice arcana helps a lot against freezes, hence highly recommended as well..
Screwing up your arcana choices(not picking above 3) can make game near impossible.
-Maxing out all key stuff is EXTREMELY demanding on skill points.
Great stuff to get with legacy points:
Storm Shelter + Seasoned warrior, damage reductions, a must.
Almighty healing - a good healing option.
Meditation/Transcendent/Iron Lung all are nice bonuses as well.
Deceptive totem can also be good.
250 if you take all of those.
Wisdom crystal/spirit and mag attack items are big deal from legacy.
Spirit Witch:
This one is less about pew pew and more about controlling enemies.
Starting Gimmicks:
Has some starting wisdom crystals and Lightning Arcana(saving you 100 jades)
A special function which allows you to threaten or even recruit enemies on the map..
Pro/Con:
+ Gimmicks and overall class design make it better for higher difficulties, sucks for lower ones.
- Sucks for 1v1, sucks in battles where you can't abuse controlling enemies.
Has same goals in terms of legacy/arcana as spiritmaster
Jackal
A crit dmg focused character who is weirdly focused on taking out weak targets one by one. Also extra utar gain means.
But most importantly - bleeding!
Stating Gimmicks:
Starts with bounty hunters. who are pretty similar in design to hero itself.
Can't learn arcana.
Pros/Cons:
+ The only positive side of this class is that it has some amazing passives.
You can still win the game with it on lower difficulties, but it's straightforward harder/longer than most other classes.
+Just like all physicals - not too many skill points required.
+ Shines on extremely high difficulties where bleed becomes one of your main ways to deal damage
- Utar becomes useless early on if you invest a few talent points into item prices and start buying/selling specialties as you travel.
- Among weakest on lower difficulties. Not exactly weak, but very slow to win battles with him.
Shaman
A mostly physical damage dealer with shapeshifting, although one form is transforming your damage into magical type it still scales from physical.
Starting Gimmicks:
Starts with 2 packs of wolves who are pretty weak and mostly just leech exp.
Can't Learn Arcana
Pro/Con:
+ Excels at 1vs1 combat
+Requires low skill point investment
+Immune to Burn/Poison passively
+Passive life leech even without having to find it on equipment
+Great in longer battles once he is max level, in a very long battle he can become nigh immortal.
- Weak to disables unless in Drake Form.
- Very few AoE options, hence needs to learn them via legacy
Knight-Errant
A self sufficient physical class which is strong but starts with heavy faction relation penalties.
Starting Gimmicks:
-30 to every faction relation, +3 skill crystals, master arcana
Pro/Con:
+ Learning Arcana, just like mages is where survival comes from.. ice/fire/thunder are all you need and you only need 1 skill point into each for defensive passive.
+ Both AoE and Single Target damage potential
+ Very strong overall
- Negative faction relations and warrant on arrest sucks a lot in early game.. you can somewhat counter this with legacy bonus faction relation boost.
Berserker
An incredibly easy class who is mostly just basic attacking.
Starting Gimmick:
No arcana, you start with a bear, which is decent AoE stunner early on.
Pro/Con:
+ Easy to play, literally 1 skill required only.
+ Annoying since needs weapon swaps for different goals ideally. Hammer is best for AoE damage and Slash best for Single IMO
+ Low skill point requirement
- Boring to play
- You are dead meat outside of outburst form
Sentinel
A paladin style character who relies on boosting auras to boost your squad.
Starting Gimmick:
Normal tier arcana(crap), Crossbowman Squad
Pro/Con:
+Profits from both magic attack and physical attack. Nice for consuming absolutely every stat boost with it.
+Nice squad boosts if you like big army battles
+Quite good AoE options
- Due to being hybrid stat'd - individually multipliers are pretty low.
- Absolute disaster in 1vs1 to the point I would call it worst class in the game since there are some unskippable 1v1s, which is hardest stuff in the game.
- Troops mostly ♥♥♥♥ for how much you have to invest into them to make them work... and you can't even use them in most important battles.
Sultan
Revolves around building own town and starting with faction.
Starting Gimmicks:
Starts with own faction North of Twinluna Valley, crossbow/swordsman troops and slightly positive relations with all factions.
Arcana Master.
Pros/Cons:
+Starting with faction means you start with initial income. Also your town has 2 jade mines available, which is most important resource to start hoarding on and very hard to come by otherwise until you start conquering Ifrit towns.
+ Good AoE options
+ A hybrid of Magical/Physical damage while being able to learn Master Arcana boosts both his damage and survival potential
+ Has a turret which helps decently in 1v1 fights
+ Nice squad boosts, what a sentinel can only dream to be as main class
+ Essentially all of his skills have uses, so relatively skill point intensive compared to your average melee character.
+ I would say one of most powerful classes if played optimally aside of Nameless.
- Can be very complex as first run, since game is already not easy to learn and starting with faction complicates it further.
- Not too time/power efficient for 1v1 content, hence will have problems with legacy boss killing within X days on higher difficulties
- Overall too time consuming to abuse it for it's power, so on 'practical' level it's useless for both speed pushing difficulties and doing max legacy runs.
Nameless
The 'ultimate' character to go for when you plan on playing a long game.
Starting Gimmicks:
You select entire class trees as legacy to focus on.. to summ it up I would make either a mage or physical dealer.
Pro/Con:
+ The strongest character by far if you fully abuse it.
+ Immune to nearly everything by taking Shaman + Ice/Thunder arcana
- EXTREMELY skill point demanding.
- Sucks if you want to do fast 'short runs' to bump difficulty further unless you go for very specific builds. Main problem is skill points.
Best builds:
Mage:
Spiritmancer, Sentinel, Jackal, Spirit Witch, Shaman
Fire/Ice/Thunder arcana for their magic dmg + defensive passive.
Spiritmancer is main skill tree you focus on.
Sentinel/Shaman/Bounty hunter mostly there for good passives, nearly all of them are top tier. Best aura is Mana regen/CD reduction
Spirit witch is pretty much exclusively for CD reduction
Physical:
Your choice of physical damager you base your gameplay on but pretty much all classes have something to add to your build, so all depends on priorities.
Fire/Ice/Thunder Arcana
Can replace Ice with Dark if you go for Berserker based build
Overall shaman/jackal/sentinel provide the most towards all builds in terms of passives.
Selene
Selene is an extra character you can play from another game of the devs.(chinese only)
To access it - you need to go into Game Mods > Manage Mods > Expansions and add selene and her resource pack into the game.
This adds her and some objects she requires for her story quest(blue crystals for example)
She is a physical/magical hybrid.
Starting Gimmicks:
She starts solo with 3 wisdom crystals.
She also has a celestial sword, which is another mechanic of hers allowing you to summon swordsman troops every 20 days. A neat free unit, starting level depends on amount of character story progress.
Arcana level is 'gifted', which means she can take offensive passives, but not defensive ones.
Hence best is fire, since it gives up to 150 mag atk, the other can be any you feel like getting.
Pro/Cons:
+ Decent Burst AoE damage
+ Profits from every stat and can equip any weapon
+ Does decently well in 1v1 thanks to her freeze move and extreme health regen buff making her neigh immortal.
+ Can have 10 seconds out of 50 of essentially invulnerability once you reach high magic attack for herself and soldiers nearby.
+ A free summonable squad every 20 days, which is not too big of a deal and is not super strong, but decent enough distraction.
+ Quite a lot of mobility skills
- Goes through mana extremely fast and has no means to regenerate it well without legacy skills or equipment or consumables.
- Quite big part of good skills locked behind pretty hard and long character story.
- Requires arcana to get decent magic atk but can't get defensive passive from it
- No survivability outside of regen aura/damage decrease aura
- No immunities to any condition in skill tree
- Overall on the weaker side of the characters, certainly a 'for fun only' type of character.