Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It's actually a difficult question to answer really, as they both can be a massive help (as in, almost OP abilities type of help).
That is actually true - the time I went for the "spirit" rewards, I was excited to use them - only to completely forget about them, so I never even used them... ;)
Agree Jeff is damn useful for the early fights, as he makes up for the severe lack of energy generation at the start.
In a similar vein, I've always saved RES' once-off instant 100% charge ability for one of the end-game fights, and in all my runs have yet to actually use it.
That said, prod's abilities mean you can breeze through some fights you'd otherwise have to carefully think/plan through (I did actually use his ability a number of times, though again I saved all his 4 "free" uses until the end, and then forgot about them).
IMO the nukes are probably the most useful. I usually use one on the pirate boss, makes that fight so much easier.
Definitely - there are some fights you can't avoid an opening salvo of 2-3 lasers, and he can reduce the damage to negligible levels (without requiring shield upgrades).