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Some other useful abilities that don’t depend a ton (or at all) on stat stat scaling would be Now, the Sage’s regen spell, Negate, Dash, and that short range gate teleport spell from the Warpblade. I get a lot of use out of crested Rope as well.
Moving 5 steps + 30 evasion? That's pretty great. It's also my go to ability for "Rolling Reload".
An other one is Berserker's "Frenzy", especially if you're using a whip to spread nasty debuffs.
The Sailor's "Smellingsalt" is also pretty good. It's cheap and it attempts to make your newly revived unit move earlier.
Also enchanter buffs are pretty good on crests since you'll probably ever use one element and the extra damage is always welcome.
"Now!" is the best - and maybe the only truly good - Tactician skill, and it's great on a character who sometimes end up with dump turns, like healers. Enchanter buffs are great.
Aside from those, I picked shockwave on a warden / sage with the volskarver once. It was surprisingly good, as it allowed me to hit diagonally, gave me a ranged option, was cheap, and allowed me to conserve the charge on the weapon.
Theres probably a lot of late game options like shockwave people haven't mentioned yet
For my main (a heavy armor brawler) it was the scout's healing ability, then the berserker's scatter, and now it's both the healing one and the warp blade's onslaught. Very fun to use as the battle begins when still in the approach phase.
For my guardian / krakenslayer I have no idea what to give. Might give the scout's sidestep to rush to the frotn when needed to take a hit.
My bowman as well, I still have no idea what to use definitively, but using sidestep as well right now.
My mage is a bit of damage dealer and healer, kind of doing what needs to be done. I'll most likely choose prayer and stick with it.
As for my last character, this build is a bit super specialized so it's far from the universal idea.
A crossbowman using the blunderbuss. Main class yet undecided (in the processe of increasing jump and elemental resists for everyone) but it will be scout as secondary . Crest abilities are the archer's multistrike and warp blade's warp gate, and the passive that reloads on using a movement skill as well as the archer's shrapnel.
The blunderbuss does a cross area damage and twice the damage in the center tile. Combined with multistrike that's 4 hits on 5 tiles , plus the shrapnel's damage. The reload passive allows for a strike every turn.
It's pretty hilarious.
In the end, I'd say Prayer is the most effective in the sense that it's pretty hard to load on MP otherwise. The other MP recharge passives are pretty limiting in that it's a small amount and requires positioning.
The only other skill being drain. Which seems pretty good actually, but requires to be in melee.