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Strongman
Clown
Fire/knife
Strong
Ideally all Uniques aside from Clown so far
It has a special trait that normal knifethrowers don't have - double projectiles, which is an insane dps increase.
Early on something like Strong/Clown/Fire/Fire is fine, using everyone to toast the frontlines, and later in the game it's all about supporting the knife thrower, for example Escape Artist (for shield) / Snake Charmer (for belly dancing) / Knife Thrower (for insane dps) / Fakir (for healing).
Some of the skills and attacks are just crazy useless or too costly for what they do. There is some that give you a 25% change to retaliate if your attacked, but why in the world would you waist an entire turn doing that, when there's so much other stuff better to do.
Devotion attacks + disables seems to work on hard. Bosses are still a pain since much of that is thrown out the window, but enemy high defense makes any AoE attacks useless (other than devotion).
Currently liking (back position to front):
Fire/Snake, Fakir, Escape Artist, Strongman
But, everything else is made useless by the insane passives. Legendary heroes like knife thrower x2 damage is stupid strong. Taking half damage in certain slots makes one escape artist in first position perfect protection for everyone else.
Meanwhile, some recruits have no passive or gain devotion/health when leaving a stance... but it only applies to guard because they don't all have a stance. Passives are the BIGGEST impact and it's all about boring save/load scumming recruit pools.
Once you get one... Strong - Clown - Fire - Fakir; still great amounts of damage and devotion nuking and now you have great healing AND devotion recovery (if you can get the right fakir) to boot...
Once you get your hands on them; swap to unique chars... like a previous comment said they have a unique passive that usually makes them perform leagues better than others of their ilk.
Clown - ? - Human Cannonball - Fakir, with the ? being whichever performer does the most damage in that environment (night, rain, smog, crowd, etc).
The Fakir on the back line, with the Clown tanking makes for an almost indestructible front wall (Clown Taunting and Fakir reducing the damage he takes + healing). The Cannonball's Parade ability give me an easy way to stack devotion, remove boons from enemies (with the water cannon) and still have some good damage capabilities. Paired with a strong DPS in the second spot and this becomes a resilient, strong combo.
I will sometimes swap out the cannonballer for an illusionist if I am going against a mechanical bear or similar boon heavy comp in order to steal the boons for my other party members.
I find the best approach is to adapt to the enemy types and environments most of the time, but I tend to lean into the Clown Tank + Fakir healer 90-95% of the time.
This combo works even better with the unique clown, as he has a passive that makes him auto-taunt if he's in the front position.
All illusionists got it no ? I don’t fine Horace that great and his unique skill sucks lol
Where do you find this unique clown ?
The Pub brawls give you unique performers. You just have to find the pub with the clowns in it (I think it's random).
having the lockmaster reducing the dmg allow u to never get 1 shots she dont need to do anything else than spinning is chain since u have enough dps
A party with ventriloquist and 3 magicians often can win in 2 or even 1 rounds so far. One of magicians can be replaced with strongman if he has some good trait like +10% chance of crit.