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But in my humble opinion;
1: Guardian - Supreme tank, he has a push, can shield allies and can be powered up heavily by items as he has three slots. Superb character that you can do anything with, while he excels as a tank, you can turn him into a mini DPS and let his access to massive armour keep him alive.
2: Javelin - Controversial pick but one that has been my favourite base character since the game released on Steam, he is the ultimate ranged support agility/strength build. High base damage and a super accurate, no line of sight needed ranged attack just makes him very easy to play and use to rain hell down along your front line.
The biggest downside is his lacklustre focus ability.
3: Hunter – No surprises here, long range, good damage and amazing focus ability, a crit damage pewpew machine.
As for the others;
Priest:
I disagree with the OP and think he is fantastic. While he isn't the best support, for instance the Swamper Shaman makes this guy look like a chump, he still provides aegis, heals in a game where healing is very rare and has the underrated ability of 'lead' which lets him boost melee damage output substantially.
Footman:
Love this guy, arrow deflection not only looks amazing but it is lifesaving especially for Fortress battles and when fighting buffed up Forsaken or Valdor soldiers.
He also has ram, engage and a piece of armour to protect him.
Bloodknight:
IMO highest damage character from the base squad, and in a much better place now then he used to be.
His sword does massive damage, he is quite mobile, has innate regen/lifesteal effects, incredible focus ability, the god-slaying mansplitter ability (current run my low level Bloodknight is hitting for 1300+ damage in the first zone), all around wrecking ball.
Spearman:
This guy played Battle Brothers and copied the fighting style of the spear brothers. I don't really like him but he is a useful unit with his pokes and area denial. Just doesn't fit my style.
Warmonk:
Glass cannon that relies on shenanigans to leap around the battlefield and flip units to salvation or their doom. Fantastic in the hands of an experienced player but not a class everyone will enjoy.
Assassin:
Both terrible and terribly overpowered depending on the situation.
In a perfect world he can run in, dump an ungodly amount of critical damage backstabs and then run away, but otherwise he is a low health, low damage class that feels sub par and outdated very quickly.
His saving grace is the assassins mark traps he can deploy which combo exceptionally well with ranged allies.
Terrible focus ability that is good in theory but requires so much stamina it's not realistic until very late game.
Berserker:
Controversial option MKII – the 'worst' base class.
His damage can technically be higher than Bloodknight, the problem is the Berserker has to kill himself just about.
No armour, no mobility abilities, and struggles with stamina management as each time he attacks, he swings twice, but after his first attack, the enemy gets to swing, or shoot in the case of ranged targets.
Berserker has no innate regen or healing abilities, no armour or poison/bleed resistance so keeping him alive is a struggle,
His focus ability is redundant on himself, and while somewhat useful it only really shows its worth late game against Valdor opponents.
Also having a huge penalty of -30% experience gain makes him a poor starting choice.
Weapon and Armoursmith:
I don't really have the experience to offer an opinion on these, though the armoursmith certainly looks promising as a tank looking at all the gear he can wear.
he isn't that great on his own indeed, but you going to build your team with traits anyway, so
Leaching Crits will improve survivability a lot
Quick Reflexes protects from maul and in a heat of battle makes you get a turn sooner
Tiring Crits makes your enemy take their turn later
(and he can absorb all of them)
max them out and get not just a chance to survive, but a really great advantage
(especially if you didn't know how to deal with Reflexive Skin in a close fight)
since his focus indeed isn't that needed, some good replacement will be Regeneration for early game and Critical Strike / Blood Strength for late
Hence why I said it was a controversial opinion lol. Berserker is useless unless you dedicate a huge amount of time and resources to get him specific mutators and have just the right allied units to back him up.
No point baby sitting him when the Bloodknight exists.
I, personally, have found Spearmen to be INVALUABLE, because of their Taunt and high-armor-value.
How do you get the Shaman, because, the Priest is out-of-the-question for me to use?
Some day they will learn their mistake and git gud. ;P
He is pretty mediocre out of the box without team synergy and good mutators though.
Same can be said about many classes... Priest, Assassin, Warmonk etc..
So, exactly what I said, useless out of the box and totally sub par compared to comparative options.
I haven't played for 6 months, only came back for release, but I did finish all the prior content on Desolation difficulty so I'd say I already got gud.
Maybe you and the other mud slingers should post your own suggestions and actually try to help the OP.
Now that you have played the new(er) version, what do you recommend adding for Mutations, and on what Classes?
Flesheater and Quick Reflexes were made for Berzerkers. Quick Reflexes makes the Duelyst a free speed buff.
Flesheater is also pretty standard on the Bloodknight.
Most ranged take immobilize or bleeding Crits.
Tanks love Critical Counterstrike and a sustain (healing) mutator, something like vigorous Crits or feast.
Monk is trash, but on lower difficulties probably CON mutators.
Priest loves +HP for big heals, another sustain or CON
Assassins on Crit effects, blood drinker is nice too
also footman is the best unit. high armor high dmg and their charge pushes stalwarts. if you are going with the humans always have at least 1
What are recommended Mutations for Hunter?