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Thats precisely the point. Tanks usually have less dps output than any other classes. But well once you reach end game there is not really that much of a difference as long as you know what you doing.
If you want dps, just create a berserker. You will be sacrificing heavy armor but your dps is going to go up.
And no, two handed weapons dont ouput more dps than single ones. Its usually the other way around. Two handed weapons sacrifice a little dps for the ability to hit more than one enemy at once.
One pure tank is not going to be enough for end game. You would need at least two, and three would be ideal in some situations, specially boss fights. One dps machine is the only thing you need. In later game your other mercs with the right equipment are going to output decent damage anyways. What is more important is armor and guard.
then simply kick, swing, end turn, then every hit he gets he returns a hit (two hits on first time). Also immume to fire, bleed, poison, i can't play with an other tank.
-drop from alazar people, there is also a assasination(if you got that path) bounty to fight those people
skill?
- riposte, it's a passive.
I really hope they add more interesting shields because nothings compare to a passive riposte sadly, it's even better on extreme difficulty where everything cost more VP to use.
specialy because the riposte shield dont has good states for defense compared to other shields.
Its doable. Check out the Brute & Swordsman.
https://steamcommunity.com/sharedfiles/filedetails/?id=3000270049
Warrior is weaker as a tank than as a pure damage dealer, but still viable as a light tank against light & medium targets
DPS isn't really the best approach in the game - but go for it :)
Fighters add far greater value is you progress in levels - eventually they do the most damage in one combat round; sentinel is good, ovation can be very helpful - it's hard to resist not using Alexa's Splitter... ;) For me, my approach is more based on setting up mini teams within the larger team so i've got 4 mercs that focus on using poison, 4 focus on using fire, and 4 focus on using bleeding... then the damage is more about 'combined damage' per turn from each mini team per enemy group as opposed to strictly dps per merc... this approach means you set up their helmets, armour, weapons, oils, belts and off hand weapons to sync up with each 'mini merc team' damage category.... how you set up which classes you use doesn't matter as much - it's more about 'mini team damage' not per merc damage - hope that helps???
Turn based games have been sidelined for so long if you came in with DPT, a non-insignificant number of people will be scratching their heads at what we are talking about.