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All in all very fun to use though, but the placement on the bottom is correct since if you don't go balls to the walls with the animals its not very effective.
Pikeman's cost isn't the only issue, it suffers the same issue as Infantryman. The cost could simply be utterly wasted without a single shot of Spear Wall getting used up. Harpooner doesn't have this issue. You don't have to steer a battle to a point where every hostile is oh so conveniently lined up like they are waiting for their order at a cafeteria. Just hit one to two and you're fine. If ya hit more, even betr. At least you're still hitting something with absolute certainty. If you're worried about hitting allies, then either get closer for an easier time with aiming or just move elsewhere and make a different move. You don't always have to use the skill. Why waste VP when you know it's not gunna do anything? Also, you're using Assassin and the Archer line for Bleed alternatives? Assassin only targets one unit. That and most people, if they could, prefer to use Assassin's skill on an already Bleeding target for bonus damage. As for Archers, yes, they can apply Bleeds. However, if that is the case, they'd be forced to wield weapons that provide AoE coverage like the Fugitive Bow, which has really bad damage scaling and you'd just waste away the Archer's damage potential. Not to mention your Archer has to CRIT in order to Apply the Bleed. Harpooner on the other hand, has the Bleed built in, and can apply to multiple targets without needing to sacrifice another skill for it. Best of all, it's guaranteed, ya don't need to Crit or meet any other requirements. I am kinda surprised that Pikeman can apply Destabilization though cos last time I checked, Destabilization can only be applied if you hit targets with a Ranged skill. Despite the fact that Spears can hit from a distance, it is still considered a Melee weapon so it shouldn't really hit that category. Is this cos of Spear Wall?
For Herald, I didn't rank it high enough cos Fury lasts only for 1 turn. That and most of the prominent Nukers have ways to generate Fury themselves or have something betr. You'd rather have the Warrior line provide Battle Cry cos they last longer. If you're going to complement it WITH Battle Cry for even more face melting, then sure, go for it, Herald is never bad to have if ya can fit it in your team. Also, for the Sentinel argument, WE HAVE A HORSE! That thing provides Inspiration and that covers a pretty large area. Most importantly, IT'S FREE! It doesn't cost 300 Gold for an upgrade, nor does it cost 2 VP for Inspiration. Inspiration from Sentinel is great only in the late game AND only if your team is large numerically. You wanna waste 2 VP on a team with 8 or less members for combat? Be my guest.
As for Cutthroat, they do have a weakness, it's called Eyes on the Back of the Head. Not a common sight, but it is there. As for the actual Poisoner vs Cutthroat discussion, use em according to party composition. I used both and I found Poisoner more relevant than the Cutthroat AND I found the Poisoner far more user friendly compared to the Cutthroat. I suggest you read some of the posts commented on here cos I already discussed why I consider Cutthroat to be on the lower end. Also, even if Poisoners do have a permanent counter to them, they can still be relevant if you have a dedicated Swordsman Nuker on your team cos chances are, they have Hardcore Training on and that means you can spam Poison on them to activate Rage Stacks. Finally, we have Outposts. You don't wanna use the guy or the upcoming fights have Poison proofing? Put em in there.
As for the Strategist talk, you covered the general knowledge part and you can check comments for the other details. Strategist is probably the biggest mixed bag for everyone so far.
I put Protector on the bottom cos he contributes the least in terms of frequency. Fighter, attacking and defending is natural for him. Duellist? Shuts down nearly anything in single combat WITHOUT needing to switch hit. Swordmaster? A Beast Slayer. Creepers, Ghost Packs, Wild Packs, etc are mincemeat. Protector? Is just a Tank. That's 1 job, and it ain't contributing much to killing stuff. Protector is at the bottom not cos he is OUTCLASSED, it's cos he doesn't contribute as much to the areas necessary. I do remember saying on the posts that I'm not ranking them to say one is betr over the other, I ranked em all according to their performance consistency, relevance and contribution frequency. That's why some of the rankings are abit more deviant compared to others.
If anything, I like Protector. I just don't use a Protector for common fights since it ain't relevant in those parts. You'd not use a Protector in random, everyday bounties, it's a waste of time. You wanna use Protector when you REALLY need a major tank, like when a Fighter AND even a Destroyer can't do the job or has to be elsewhere but are forced to tank. Like the Creeper King for instance. Heck, the moment I saw the Creeper King for the first time, the first thing that came to my mind was "I'm actually gunna need a Protector for this thing". Protector is like, the Ultimate Tank without equal. But unlike the other more popular tanks Like the Fighter, Destroyer, Brawler, heck even a Sentinel, it doesn't contribute to killing stuff directly in any way. Only time you'd actually need a Protector is if you're going to fight a major boss that gives trouble in a lot of areas, in which, all of those are rare occurrences. As of the moment, Protector will only be relevant in the highest possible difficulty and even then, it's only going to be of major use for Boss fights and maybe high level bounty mobs. If you're going to use it still for any difficulty and in any setting, then the Protector will only be of relevant use in the Arena where it has to distract key units and the Boss in the last stage.
You rate Strategist, which can be utilized in every fight, lower than specs with skills that either require a more demanding setup to use, or get hard-countered by several enemies. Despite the fact that the potential damage output as the result of those skills is comparable. Assassin might have higher damage potential, but it's all single-target. Poisoner requires keeping enemies alive for it to proc, unless you're running some proc-on-poison two-hander-heavy team, I suppose. Which still requires enemies to set up clustered close enough to justify the use, because poison vial has much lower AoE radius than smoke bomb, and so do your two-hander swings.
Meanwhile Strategist allows not just damage, but VP generation along with boon and debuff application (and, at least on Expert, that alone would justify using it), on top of full control of the engagement, no matter what actions your enemies take. As long as you have action queue enabled to reliably counter enemies before their move, anyway.
Strategist is not situational if used properly, even without skill upgrade (knockback radius increase is mostly useless without specialized Spearwall or Barrage trolo). Poisoner and Assassins both are, and Assassin needs their skill upgraded for best performance (Poisoner's upgrade viability depends on party comp). Yet your logic apparently ignores those two while defending low-rank for the best, overall, performing skill because the most generalist use skill is apparently "situational." While admitting you've been using Strategist as a panic button, not a core part of your tactical rotation. ¯\_(ツ)_/¯
Strategist:
-Long application range (throw+AoE radius)
-Large AoE of skill effect
-Multi-target
-Does not require specific abilities/weapon types for synergies
-About as multi-purpose skill as you can find in Wartales
-Does not require pre-use setup (again, large AoE radius)
Assassin:
-9 meters range
-Single-target
-Requires skill upgrade
-Requires pre-use setup
-Requires class unlock
Poisoner
-Small AoE radius (multi-target IF you forced enemies to cluster)
-Requires closer approach than either above
-Requires forcing enemies for positional pre-setup to be effective
-Imposes tactical limitations with "friendly fire" potential
-Poison requires enemies to act to do damage on its own
-Requires specific party comp and weapon types to exploit
This without even going into skill/passive counters that enemies can have.
There's no consistency behind your reasoning, but I guess that's my cue to drop this exchange.
difference between a strategist and another class is that strategist only has advantages and the others only disadvantages?
Ranger as a class in general is "support damage." It's base attack is a finisher. Crafted weapon chain relies on backstab. That's its design niche. You can mess around with different approaches, but most likely they'll be inferior to the role it's meant to fill. It's literally there to finish off enemies engaged by other classes. Smoke bomb is just complementary to what it should be doing most of the time, by design.
Assassin has superior single-target damage spike that does not require backstab. Though probably not as useful on lower difficulty settings to start with, and even on Experienced you should be fine with general backstab as a finisher instead. It does require setup to pull off, though, so becomes more reliable the higher your general party level (and is locked out of lower level play anyway). Higher party level (and game progression) also gives you drop-only gear for other companions that can synergize.
Poisoner is excellent when you can set up properly, and with companion synergies, but much more difficult to play to the fullest. Doesn't help that it can damage friendlies, so until you have Hardcore Training up (level 8), it's going to be really fiddly to play around. Requires specific drops for decent synergies with other classes, as well. Personally, I don't like the fact that you need to have enemies survive taking action (and presumably dishing out damage) for its primary DoT to kick in. It's more applicable to Extreme difficulty, but even there you should be actively controlling the fight to limit friendly exposure to any damage. Which means doing unto them, with extreme prejudice, before they can do unto you, for the most part.
Unless you go full AI-abuse kite, and spend several times as long on fights as really needed, I suppose.
Cutthroat is just too expensive to use most of the time, and will generally be overkill with competent play anyway. At least in my experience.
If you're making a "general ranking" list, though, your highest spot should be a choice of a skill that is near always, if not always, useful and possible to utilize, and carries from start to finish, not just starts to get better than others after level 12 with specialist gear.
So... yeah. As far as I'm concerned there's no competition to Strategist in this kind of "general effectiveness" list. Doesn't mean you can't get better results with specialist parties, but that's not what this list is about, right?
I'm not saying I know everything there is about every single party comp and all the possible build synergies, but I have yet to see factual validation of why either Assassin or Poisoner would rate higher as "generally better" than a class that has limited setup requirements, is not locked behind level abilities or zone access, and can still pull damage spikes with the best of them even from the basic enemy placement the game uses.
Just because it doesn't throw up big pretty numbers on its own doesn't mean it's not causing them by proxy, and again - that's completely ignoring the tactical utility of it.
But, ultimately, that's just, like, my opinion, man. And I probably should stop spending so much time putting it in writing at this point. Just wanted to provide you with my reasoning to pick apart :)
Overall, this comparison (the whole "tier list") seems quite useless and misleading to me. For each of the classes, it is crucial how big a group you play with and what your playstyle is (or what you just like).
You can increase the damage by another 20% by using the Spangenhelm (?) that can be bought from wandering merchants in Tiltren. Executioner is probably the best DPS class in the game IMO, it is very situational in that it does require some careful positioning (and a helpful enemy set up) but it can consistently obliterate 4 higher level human enemies on it's first turn if you can get them all in range of challenging shout.
You can get, reliably, more damage from it than any other skill, with lower investment. Assuming you use it for that purpose in the first place.
You are. Somehow you don't see how it's core skill for tactical rotation that maintains higher VP generation, buff/debuff upkeep, AND contributes heavily toward steady damage output. In a single VP package. This makes it top-tier skill from the entire list of skills in Wartales, not just Ranger choices.
You literally wrote a few back that you only used them as a "whoops, I done mess up" crutch, so color me skeptical to this claim. Not to mention your dismissal of its general utility outside of immediate damage.
Like I wrote before, we're playing differently, because to me "50% chance" is "yeah, I'm going to assume I get the worse result and plan around it, and if not, happy bonus."
I don't "expect" 50% to be anything more than pure random chance it is.
"I'm not using the skill to it's full potential, therefore it's worse than others I do..."
That's because they are far more of liabilities than Smoke Bomb. You need setups for either, you probably need better gear than you'll have through at least a third of the game (without drop-grinding), both limit your tactical control, and require far more planning from the player to pull off.
So... yeah, they do come with far more disadvantages than Smoke Bomb as far as I'm concerned, and less reliable general utility.
Which is why my "WTF BBQ" reaction to seeing Strategist as no3. on "general use" list, because that's THE best generalist ranger spec pick.
And it matters a LOT whether you play scaled or level-locked. Extreme Scaled will make your Assassin sweat at lot. Poisoner will get "better" in utility, but the disadvantage of much smaller AoE and damage-all effect of it is still there, messing with your tactical flexibility.
Smoke Bomb might not be necessary on Easy, but anything higher (and especially with enemy scaling) it has the capacity to be part of any standard tactical rotation, and performs reliably from level 1 to end game with no additional requirements in terms of synergy companion builds or specialist gear for the Ranger. If that's not "best" in terms of general use ranking, we're talking different languages, just using same-sounding words.
Aaaanyway... :)
I uploaded how much the assasin sweats here (expert difficulty) - https://www.youtube.com/watch?v=9HI8_lC8RRY ... after the second corpse, of course, he can run anywhere (this way he only blocks the archer for a moment at the cost of about 10 damage).
...without any synergy with anyone, with a lvl.2 helmet, an average outfit and an average computer player, he eliminates half of the opponent's team.
If he had a throwing axe in his off hand (which I don't have yet), he will take out the third one as well and run anywhere out of range, while still being able to end the fight with the same VPs as at the beginning.
This is my typical fight from about lvl 5 (that is, roughly from the level when you get the assassin). At lower level it has no crit. hit and kills usually only one (+ shooter block), but again there were fewer enemies here.
Right now, I'm absolutely certain I'm sweating more than he is.
But the point of my previous post was not whether something is better than something else (because even if I don't have the place of smoke grenade, someone else might like it). I was just asking why when comparing one you only give positives and the other only negatives.