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Alchemist, who doesn't like bombs?
Blacksmith, a little tanking never hurt anyone.
Hunter, called shot is and will always be my favorite game winner.
Stablehand already starts with great Strength and Speed stats, making them a great tank and/or damage. Unlike Blacksmith, you're usually one of the first characters to act, which lets you move or taunt. Once you find a Calming Pipe, the class takes off, as you can turn any herb into extra attacks. All those cheap Dancing Nettles suddenly turn into powerful consumables that can lead into attacking 10+ times in one turn.
Farmer is the premiere tank thanks to the Scarecrow passive. The only thing better than taking hits for the party is putting up a decoy so nobody gets hit in the first place. It's not entirely reliable, but it happens often enough that it saves lives. Their high Awareness also gives them a nice fallback into Spears if you happen to pick one up early.
Alchemist is by far the best magic class. While the Scholar's Refocus is nice to have and the Herbalists Find Herbs/Party Heal are great for support, all of those abilities are available on items. Finding a dozen bombs over the course of a run helps punch through tough fights and turns secondary actions into powerful AOE attacks.
Hunter was already one of the best classes in FTK1 and remains so here. Called Shot is a nice bonus and Elite Ambush can help take out problem monsters before they get a turn. Bows are one of the more powerful weapon types, especially with Penetrating Shot dealing full damage to two targets, and the high evade the class ends up with makes them surprisingly tough past level 4 or so.
Honorable mention to Herbalist and Pathfinder. Herbalist just falls a bit short for me because you can actually guard party members in FTK2, so Party Heal isn't quite as useful. They do pair nice with Stablehands to feed them herbs once you find a Calming Pipe. Pathfinder subs in fine for a Hunter, though Scout is a useless passive and Survey can be hit or miss. If you really hate not knowing where things are, it'll do the job, but I happen to think Hunter is a more solid class when it really matters.
Most of the others are viable, with the only truly terrible classes being Hobo and Shepherd. Hobo's all 70s looks appealing, but with FTK really only having 3 stats (Speed, Luck, and whatever your Weapon uses) all 70s really means you're 6 points behind in your Weapon stat and lacking a trait. Shepherd is just bad. The sheep passive does nothing but mess up positioning and the wolf is so rare that you will go whole runs without ever seeing one.
Been having plenty success with Blacksmith, Pathfinder, Friar and Herbalist.
Steadfast is occasionally handy and the starting weapon is better than most.
I find scarecrows/sheep block their own team nearly as much as the enemy.
Survey is wonderful for finding stuff on the congested maps,
Friar is a high-health mage as well as fun with the boozing options,
and with party heal working on overland heals,
herbalist is nigh essential, when learning the game especially.
I'm pretty basic with my team comp though, I like to try and MMORPG build it, so like a tank, healer, and DPS :)
Depends on how good of a spear I have at the time and what other characters I'm with. It's usually a 1h/Shield to protect the backline, but if I get an early Sea Spear or similar, running Farmer with that can be a massive benefit.