For The King II

For The King II

View Stats:
Yuna Nov 13, 2023 @ 2:57pm
what's your favourite 4 hero's to play with and why?
Now that we get 4 hero's instead of 3 whats everyone's new 4 hero build to play with :)
< >
Showing 1-9 of 9 comments
Kashra Fall Nov 13, 2023 @ 3:00pm 
Wayfinder(Pathfinder.) absolutely awesome at finding things with survey.
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.
Gilmoy Nov 13, 2023 @ 3:53pm 
The 4 I haven't played yet :steamhappy:
shak Nov 13, 2023 @ 4:10pm 
stablehand as strength pathfinder as awareness scholar as intelligence and blacksmith as vitality, done all 5 on journeyman works great.
Army of Optimists Nov 14, 2023 @ 1:33am 
Stablehand, Farmer, Alchemist, and Hunter are probably the best classes in the game.

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.
Last edited by Army of Optimists; Nov 14, 2023 @ 1:35am
Rianith Nov 14, 2023 @ 11:18pm 
Interesting how everyone has such varied faves, sign of a well-balanced game.
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.
Yuna Nov 15, 2023 @ 5:40pm 
Originally posted by Army of Optimists:
Stablehand, Farmer, Alchemist, and Hunter are probably the best classes in the game.

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.
Love the details, Do you use Farmer as a 1h and shield?
Slowbrew'd [IOG]  [developer] Nov 15, 2023 @ 5:43pm 
I personally like to run Alchemist, Blacksmith, Herbalist, and Stablehand/Scholar/Woodcutter depending on how I feel that day~

I'm pretty basic with my team comp though, I like to try and MMORPG build it, so like a tank, healer, and DPS :)
Yuna Nov 15, 2023 @ 6:10pm 
Originally posted by Slowbrew'd IOG:
I personally like to run Alchemist, Blacksmith, Herbalist, and Stablehand/Scholar/Woodcutter depending on how I feel that day~

I'm pretty basic with my team comp though, I like to try and MMORPG build it, so like a tank, healer, and DPS :)
I used to love herbalist in ftk1 since taunting wasn't so good but now it's better here I'm so torn lol
Army of Optimists Nov 16, 2023 @ 7:43am 
Originally posted by Yuna:
Love the details, Do you use Farmer as a 1h and shield?

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.
< >
Showing 1-9 of 9 comments
Per page: 1530 50

Date Posted: Nov 13, 2023 @ 2:57pm
Posts: 9