Those Who Rule

Those Who Rule

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DK Feb 28 @ 4:56pm
Class Promotion review
I think tier lists can be toxic, but it's also tool to provoke some opinions to help change my own thoughts. I've played to completion on Veteran difficulty 3 times, trying not to have multiples of any class combination. Also played 1 blind run, 1 run focused on bandits, and 1 run focused on Rangers to have a wide range of characters for all these classes.

I also admit that I didn't stop to look into the stats of individual promotions, this is looking at passives, abilities, and proficiencies.

Skirmishers
Blade = Rogue > Hunter
People have gone back and forth on preferences on Blade vs Rogue. Different approaches to the same problem. I think I prefer the Rogue over the blade just because it creates more of a play style difference for the skirmisher to other classes.
Blade is just going to roll an enemy right in their face because they will get all attacks off and they'll be dead.
Rogue on the other hand lets you flank and move about and help unclog the frontline.
Hunter. Well I think hunter is a niche pick to min max Illy, beyond that hunter snare is great, but I doubt people want skirmishers for utility opposed to an archer that could also have greater range with the same ability. Hunter passive for extra mobility does feel good on certain maps where you feel like you can run quarter of the map in a single turn, but sometimes outpacing the rest of the team is just a trap.
Blademaster = Assassin > Ranger
This is more of the same as last promotion. Synergies between blade with blademaster and rogue with assassin are straight forward.
Blademaster. Well Blademaster makes you really see the value of a skirmisher with a high strength score. If you have good strength you'll be able to use it's reset ability fairly easily, if you don't well it made me feel like I was babysitting. Illy and Rey come to mind for ability to stack attack power. Illy especially if you spoil her with a strength ring. The passive for a 3rd hit makes you forget about having low strength and enjoy a 3rd hit with high agility and reach full kill breakpoints a different way. A bit of a split personality between the passive and the ability.
Assassin. I think Assassin is more enjoyable playstyle personally. The reset mechanic is straight forward and easy to use.
Ranger. I think ranger is my personal favorite class for bow users, even among the archer tree promotions as well. Bow focused skirmishers do work, but it's the only route without a refresh and so will lose out on the offensive for the sake of ease of use. Hit and run tactics feel good to position the rest of the party with, but you lose carry potential. You also have dedicated archer class that gains an extra range at all times. You could use a longbow on a skirmisher to have 2-3 range, but an archer would have 2-4. You can use a shortbow or skirmisher boots on an archer to move after hitting with 2 different options.

Fighter
Warrior > Hero >= Raider
I think Warrior outclasses the other 2 for 2.5 reasons. Crushing blow is amazing. This ability alone has me put War above the other 2. Warrior also gives 2h Swords, a solid proficiency upgrade, and gives you endurance flexibility on equipment so you can bring a weapon for all occasions. Benjen gets a special shoutout on war, as with his passive crushing blow gets more value as you never had the chance to double attack naturally as a trade off.
Hero vs Raider I will flop on for a while. I think they are equal, but every time I read them on paper I think Hero is better, lets get into it.
Hero gets spear proficiency. Probably won't use them but you can an extra option over raider. Honestly surprised that Hero doesn't blend the proficiencies of the 2 base classes it shares, soldier and fighter. Spears, pole-arms, axes and 2h axe. I think the full array of proficiencies would really make Hero shine. Back to what's real. Hero passive is solid. attack hit and movement all great stats, and movement is hard to get more of. Heroic charge, I have mixed thoughts on this ability, but lets break it down and compare it to raiders leaping strike.
Charge. 2 charge 3 range straight line, so it can be difficult to use. Does AoE damage, staggers, fortifies yourself, you don't get counter attacked, and displaces. I think the displace is actually the part that I don't like. I would LOVE to charge in, aoe spash some damage and stagger to set up for the greatsword cleave to come behind me and stay safer from counter attacks due to stagger. If you play differently from me and send the sword in then charge through the flank you can create some gaps for more units to get into the fight, but that goes against my approach. The closest item replacement would be rapier's charge, 3 range line, single target unlimited uses, with non of the benefits.
Leap. 3 range single target, so you can hit who you want, but you also get countered from leap. No charges though, you can jump around to your hearts content. You can also use raiders axe for a version that requires a buff or debuff to target but does bonus damage, better item replacement than heroic charge.
Now for the rest of Raider. Sword proficiency is the only new weapon, but you get that on all promotion options. Bloodlust passive gives you ramping attack. Easier to control than hero, but takes a quarter of the map to stack up, and you are forced to feed kills to the unit. Not a deal breaker but maybe you want every penny of Mel's passive, or that prevents you from your commando spreading mark or maybe you are trying to grow Finn into a scaling monster. Many options on who you want to feed your kills to.
Warlord > Berzerker > Lionheart.
Warlord is probably the best class in the game. Berzerker gives a cheat death passive. Lionheart is good, but doesn't measure up to the other two in my opinion.
Warlord gives all mellee weapon proficiencies. Amazing. Charge based self heal and fortify that replenishes with kills. Amazing. Passive for a turn reset. Amazing. Can't go wrong here.
Berzerker. Sword, Greatsword, axe, and 2h axe proficiencies. Least proficiencies of 3, the other 2 class options get all but bows. Indomitable is an amazing passive that you may never see in your run. That's great, but it's a great safety net to prevent a death. Berzerk, offense and avoidance while taking damage. Great. Several fighters have decent agility growth, and the avoidance stack can be noticable, without being dependent on. Solid even if doesn't keep up with Warlord.
Lionheart. Full proficiency absent bows. Amazing. 1 Spd and Defense per adjacent enemy. Wont get much value out of this in my opinion. It's not wasted but, not that noticable either. Defense is a stat I notice when you have a ton of it, small defense buffs I overlook. An extra attack if adjecent to 2+ enemies. Well this is the selling point for me. I think most fighters are hoping for a kill on 2 swings, but this might also be what secures getting 2 hits (or potentially 3). This might be what keeps your 2h axe keeping up with your warhammer user, but I think crushing blow is enough for this. Also have the issue that if you run up against a blade that has enough agility to keep you down to a single attack, they probably have enough agility to make you feel the fighter's usually lower skill rating.

Defender
Sentinel > Crusader > Knight
I'm preparing myself for this is going to be the most controversial call on here.
Sentinel Gets Polearm proficiency and is my favorite pick for defenders. Most defenders have lower skill progression so Polearm getting the extra accuracy helps defenders with a favorable 2h option. Defenders with good experience budget staying up with levels will have enough defense not to need the shield. Billhook is my favorite option for a defender to have options to soften 2 targets, or use the unique ability to pull an enemy for setup. Safeguard scales with your defense, can refill charges with kills. The sentinel becomes my favorite unit to remove poisons. Safeguard can scale upwards to 7 or 8 defense buff late game. This can make another teammate pretty damn durable quick. Rear guard may not be much, but really saves your agility tanks and skirmishers by your side.
Crusader. I think defenders make better crusaders than healer counterparts. Defense will scale well enough to hold a 2h axe full time. turtle effigy fighters glove and guarding refinement keeps up well with 1h and shield also. I like raider's axe for mobility option, with mace offhand for shield busting potential. Scales nicely in paladin for easy flanks. Crusader's aura heal can be enough to hold a split of the party as it's own dedicated healer if played carefully around. Smite can be the most potent heal in the game, sad it's only 2 charges. Would love to see a recharge mechanic but alas, it would be so strong if you get a charge back on kill or by healing someone with less that 1/3 health or something.
Knight is the best beginner option. Taunt is great, easy flank set up without having to eat damage from punching with a fighter. Easiest way to deal with fighting harder mobs on the field like Rikard. The more you play the game, know whats coming and can play around it and find more strategies around problems, the less you need taunt. Taunt makes it easy, greatsword proficiency is nice, but I think greatsword is the least useful 2h proficiency this time around. You are not going to carry with it and you are not dodging. I'd honestly like to see the 2h sword and axe proficiencies swapped between crusader and knight. Mostly due to paladin benefiting from sword proficiency backstab bonus and getting a headstart on proficiency would be great. Knight into paladin for this reason actually works well. Giving you taunt on turns you don't have a kill available or needed for a heal. An idea I'll try on my next run.

Paladin > Champion > Centurion.
Paladin is the clear winner here. Holy path is useful at all times making sure you can be in the position you need to be. Divine Inspiration is great, bring a heal while staying on the offensive. Lets you give kills to your tanks without feeling guilty about it. Defenders deserve your experience too. Double up with bear effigy to heal and give a fortify buff nearby.
Champion makes taunt better by lowering defense. Battle cry gives you the ability to give that debuff to an entire group once per map also. Champion unfortunately turns into a taunt bot. As mentioned with Knight, 2h Swords are probably the least favorable weapon for a tank, would be nicer on a paladin. Having 2h Axes would be a better option to attack a tower shield enemy as taunting them would be wasteful unless it helps set up a flank. Side note, taunting spear taunts the mob but doesn't turn the mob, play with this as you will, could make the difference between I want the debuff but don't want to lose the flanking position call you need.
Centurion has the better weapon proficiency's as stated before. Rally can be a great way to get a chunk of experience on an otherwise wasted turn. Strengthen resolve's value varies wildly based on how much fortify generation you have on your party. Hero's Warlords, Bear Effigy procs, knights. I think it should also give the centurion the benefit not just adjacent allies. I'd even be bold enough to say give the aura regardless and double for fortified units. Centurion gets overlooked often, it could use something, but not sure what else to suggest. Centurions feel more impactful on the enemy team, probably because they are stacked with other defenders that bring it's own fortify buff.

Archer
I actually don't have a priority list for archers. I think each character stat growths and passives determine the promotion path but I'll try to give more information on this.
Hunter. I think hunter is Abigails prefered path. The mobility passive stacks with her personal passive to help her get to the tile she wants to stand on. Leg shot is the best CC in the game.
Longbowman. This is Wesley's path for me. His agility scaling is lacking, but decent strength and good skill, so lean hard into it. He gets enough hit that Arched shot keeps solid accuracy. Remember longbow is not a +1 range bow, so it does not stack with this ability.
Scout. Scout is probably universally the best. Marked is great, expoitive is great. I think Marked can get outranged from an archers placement in line and works better with a soldier, but you can also just load yourself with bright feathers and not have to worry about it.

Ranger > Commando > Sniper
Ranger works no matter which of the first promotions you take. Scout will want commando, but ranger works universally well with hunter or longbowman. Ignore shields, and conditional modifiers like terrain. Making sure your archer can kill what they aim for, based on your target preference.
Commando is strickly a scout upgrade. You could go this route without scout, but it is the most synergy there. Also the only archer promotion with a turn reset. I wish that Sniper or Ranger got the reset and scout commando was more of a support build though.
Sniper. Sniper feels like a Wesley exclusive. Headshot is almost always still 100% hitrate with longbowman stacks. Deadeye gives you more damage for all that skill stacking he's going going on. Headshot doesn't work on elites, and sometimes that's all you need to worry about, so sniper loses a bit of value to me there. Precision refinement finds a perfect fit here too. I feel like Sniper Longbowman Wesley really wants to hit that point that you can snipe out the enemy archer 5 tiles away but just can't quite get the damage breakpoint to do it without attacking twice.
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Showing 1-14 of 14 comments
DK Feb 28 @ 4:56pm 
Healers
Acolyte => Priest > Crusader
Acolyte, gets nice endurance boost and helps me get Phoebe a tower shield and really push her tankiness. Helps keep her on the frontline to get shared knowledge aura into the frontline. Vital points is the reason why Acolyte really shines though.
Priest is great too, but purely defense. A full heal and cleanse, careful with how it handles poison though. The mobility is great, especially if you are running limited healers and have a split party, part of the reason why I think Priest is close in power to the Acolyte, but really comes down to what you need in the moment. Are you 1 attack short of cleaning up the fight, or do you need the ambulance to keep you from eating dirt.
Crusader, as mentioned before I think defenders generally make better crusaders. If you remember you can seperate crusader from paladin you might be happier with Acolyte Paladin, determining if you need to grant a turn or drop a heal with a kill. Or enjoy the vast mobility of Priest Paladin, getting the bonus move from a wounded ally with ignoring the ZoC of paladin. When you look at the other options waiting for Paladin, maybe Crusader does feel a bit more behind. Smite requires damage, and healer strength is lacking. Divine right is good, sometimes it's all you need to sustain a split in the party, but again I think defenders are the better choice.

Enlightened > Saint > Paladin
Enlightened. Cartography is good, don't think it's stack it good, but it's nice. Martial insight is situationally useful if you let your shield tank take a beating.
Saint. Aegis. It's potent, but I never think of using it. For all the praise I give safeguard Aegis should be right up my alley, but I get into healer mentality of fill the health bars and not being proactive to prevent damage.
Group Prayer is good, Saint also makes one of the best Mithra's holders. (longbow sniper Wesley gets a nod here) The problem with Saint is the lack of options of what to do if you don't need to heal.
Paladin. Honestly Paladin for healer really comes down to Cedric or Hilda. I think synergies with crusader outside of paladin are lacking, so Hilda gets put here, and well Credrics Salvation passive means he can kill secure for a heal without needing the offensive stats that help make a paladin shine. Priest Paladin Cedric next run confirmed. Give him bear effigy and let him buff heal and kill secure while maintaining one of the best dodge tanks. Only mention here is maybe he needs Ethal's to help heal himself when things go wrong. Or a bandage.

Soldier.
I've been putting off soldier because over 3 runs, soldiers felt the least impactful, or the least consistent. In my last run Elias got some hot rolls and made lancer tanking feel viable, but the 2 runs before I felt lancer tanking was worthless.
Scout > Lancer=>Hero
We only get 2 soldiers to fully build, and stats are very flat, so its hard for me to draw from this. Less strengths, less weaknesses, all flat.

Scout gives enough buffs to help compensate for raw stats. If you are looking for offense this is your play
Lancer, a bit of hybrid. Skewer lets you poke at 2 tiles and setting up a bleed kill feels good, Exp for the poke, exp for the kill, and depending on turn order you may have prevented damage by a body holding the place just to die as soon as they start to act. Spear wall makes you feel like they should be able to evade tank, but if you plan on this invest in an agility ring. Slyker and Elias have very mid growth rates, but the ring puts them on track to turn spear wall into a steady tank, could even keep up with the polearm over spear and buckler.
Hero. Same as fighter, but you do get polearm over greatsword. So take your preference on proficiencies. Quincy premade hero worked well. charge in, fortify, then start stacking her defense from personal passive until she was a brick house. A shame that the only soldier with that kind of defensive power doesn't have the chance to play with lancer to see how it feels supporting low agi high defense opposed to avoidance stacking. Hero works, its just the most straight forward of the choices.

Commando > Marshal=>Lionheart.
Keeping it in order with first promotions, I don't see much twisting going on other than possibly lancer into lionheart over marshal.
Commando. Great synergy with scout, as mentioned in the archer section. You just find yourself more likely in range for the scouts marked passive. I have a habit of keeping my archer scouts with the bow and soldier scouts with the spears/polearms. Proficiencies are the same this time unlike hero's. You have great support with spreading debuffs and great offense with a turn refresh.

Marshal. Rarely use the stun. Would find it more useful if swapped with skewer with lancer. Stun would feel so much more impactful earlier in the game. Skewer at a higher level ability I guess I would just hope it would just be slightly stronger like allowing potential to double attack. Off balance I had vastly different feels about from multiple runs. If you keep your lancer marshal away from blades and spear attackers, then you feel very strong, but blades and spears are everywhere, or they are the only things that like to attack my marshals.

Lionheart. I need to use lionheat more. I would like to be able to find a unit with decent defense to stack with against the odds. Quincy comes to mind, would love to see her as a lancer lionheart. Bravery is potent, but sometimes its just overkill, I feel like most units at end game can kill with 2 hits, especially skirmishers and fighters. Archers can usually 2 tap someone as well. If bravery secured your 2nd hit against a blade and you double him then it's worth it. It means your lionheart needs to be the first in and you lose flexibility. I can see potential but at the same time it hasn't won over my heart.
Leninade Feb 28 @ 5:55pm 
Think I agree with everything (more or less) except for the Defender lines. Knight/Champion is great because it means you can power up the most overpowered thing in this game - flanking. Paladin to me feels like it doesn't really work because often your Defenders are slower than snot, so it doesn't matter if they can weave through ZoC, its not like they're getting consistent kills anyway.

Given how powerful DEF reducing skills are (because of how simple the damage calc is), this also makes Marked and Champ Taunts some of the better skills in the game. It can turn your lower damage support units into solid hitters, giving you better options while adjusting your front lines - mop up with weaker units while sending your stronger units forward. This strategy is what let me end most encounters 1 - 3 turns earlier than my Normal difficulty run, and with better reliability.

I do feel that the one thing missing in this review is overall class synergies. Rogue/Assassin isn't too great on its own, but with a Knight/Champ, can turn into an absolute beast (3x 42 damage hits is insane). Same with Scout/Commando - 2 units working in tandem (Archer w/bright feathers + someone else) can make it so you wipe an entire group of enemies with 2 units, or at the very least set them up to be easily killed on the enemy turn. Also for Enlightened, it's possible to have a "highway" with staggered Enlightened. Depending on how wide your front line is, you can easily move 8+ spaces in a single turn with 2 or more of them.

Generally speaking, I think this game tends to reward you the more you stick to a particular gimmick. So the more you rely on a certain strategy, the less it makes sense to have ANY units that don't benefit that strategy. I think this is why runs where you have 1 unit with a unique class setup tend to be so challenging - individually they don't work together as well as other mono-class combinations.
DK Feb 28 @ 6:14pm 
Defenders are such a strange base class to compare. Taunt makes life easier but it isn't necessary by any means. I am curious if healers were squishy and back line oriented how it would change defenders specifically. I think they hold similar positions to me. Kill supports. If I couldn't run Phoebe or Cedric flexing into the frontline, would defenders feel more impactful?
After 3 runs taunt feels like it's just there to make life easier. I can't decide if it's learning new strategies on the 3rd time through, or how a comp with more defenders and archers felt. I was able to set up kills without flanks. I had no assassins, but had paladins for backstabs. It was a different playstyle than my other runs. I plan on running at half party size next and that may really change what I value. I may even consider playing no classes with turn resets, forcing me to find more power and stability on enemy turns. Other challenges that come to mind would be no rings, just base stat growths and make the best of it.
Lampros Mar 1 @ 4:58am 
Originally posted by DK:
Defender

Sentinel > Crusader > Knight

I'm preparing myself for this is going to be the most controversial call on here.

Indeed! Your tier list assessment is almost a carbon copy of mine except in two areas, and this is one of them.

The Knight incontestably stands alone at the top for me here. Taunt is indeed a boring, monotone trick, but boy, is it one hell of a trick! I think it is indispensable for beginners - and, frankly, for lazy or clumsy veterans like me as well!

Originally posted by DK:
Healers

Enlightened > Saint > Paladin

Enlightened. Cartography is good, don't think it's stack it good, but it's nice. Martial insight is situationally useful if you let your shield tank take a beating.

Here's the other. Cartography is too micromanagement-intensive to use, and I've never used Martial Insight.

Again, I suppose play style differences come prominently to the fore here. I like a simpler approach: I've got harder-hitting, beefier units, so let me charge frontally and not worry about it.

Yet again, call my style/perspective that of a beginner or a lazy veteran!

Otherwise, this was wonderful to read. As open-minded as I try to be, and thus willing to consider the opposing view, we all like to dwell in the comforts of echo chambers! ;)

Edit: You should still call this "class tier list" for those who are more readily attracted to this stuff! ;)
Last edited by Lampros; Mar 1 @ 5:00am
Lampros Mar 1 @ 5:01am 
Originally posted by Leninade:

I do feel that the one thing missing in this review is overall class synergies. Rogue/Assassin isn't too great on its own, but with a Knight/Champ, can turn into an absolute beast (3x 42 damage hits is insane). Same with Scout/Commando - 2 units working in tandem (Archer w/bright feathers + someone else) can make it so you wipe an entire group of enemies with 2 units, or at the very least set them up to be easily killed on the enemy turn. Also for Enlightened, it's possible to have a "highway" with staggered Enlightened. Depending on how wide your front line is, you can easily move 8+ spaces in a single turn with 2 or more of them.

Generally speaking, I think this game tends to reward you the more you stick to a particular gimmick. So the more you rely on a certain strategy, the less it makes sense to have ANY units that don't benefit that strategy. I think this is why runs where you have 1 unit with a unique class setup tend to be so challenging - individually they don't work together as well as other mono-class combinations.

Yes, I wholly agree!
DK Mar 1 @ 6:42am 
I feel like class synergies is a large topic that I'm not sure I'm ready to tackle. I wrote a short novel just with what I stuck to.

I will agree cartography sometimes is hard to play around or sometimes hard to notice when terrain effects cancel out the bonus movement. Really I notice it most turn 1 right out of deployment, my Enlightened starts front row in the center to get as much value as possible. After that you get the mercy of the map and all the situations if you can get back to the front of the pack to repeat the process. Not to mention how often the party splits and if you only run 1 like me then instant value loss. I still like it as it's a passive that works when a heal isn't needed. I also don't like limited use abilities, I just hold onto them and don't use them until I notice I've won anyways might as well. So that takes the appeal away from Saint. Healers really come down to base class and stat growths for me. Can I put them on the frontline safely? Then heal and hold a spot in the wall, beyond that the promotion classes offer more to me at 10 then they do at 20. 3rd person turn refresh or mobility increase? Solid choices. Cooldowns versus a passive that can be tricky to work around? Less appealing to me.
It feels like enemy unit formations can be a little too varied and kneecap defensive classes lol
Leninade Mar 1 @ 12:18pm 
I think the big thing is that axes counter defensive units extremely hard. On the one hand, it's the only way they'll take damage unless you flank them, on the other hand if there isn't a way to counter defensive units more readily, then Sentinels become seriously OP because you can stack 2 of them and they become unkillable.
eturulja  [developer] Mar 1 @ 9:01pm 
Still haven't had time to give this a proper read, probably tomorrow at the airport, but commenting here so I can get updates. Thank you so much @DK for sharing such detailed thoughts!!
Lampros Mar 2 @ 6:45am 
Originally posted by NULBERRY NOW PLEASE PLEASEPLEA:
It feels like enemy unit formations can be a little too varied and kneecap defensive classes lol

It's a problem, but not something that cannot be surmounted. Basically, you eliminate the axes first and then the Defenders can be home-free.

Also, depending on your RnG luck, you can reach such Defense levels that even 2H axes cannot really threaten you.
DK Mar 2 @ 3:41pm 
I feel like I'm in the minority on liking the defensive classes, but I also prefer sentinel that is gives more flexibility against 2h axes. If I see a stack of 2h axes that I can't control the line of, I'll sentinel swap the avoidance tank up front. A. avoidance is higher against 2h axes that have lower hit on the weapons, and B. I'll buff up the defense with fortify to help them survive the hits from the spears and blades that may come that way too. in this way Sentinels have a backup plan to be useful in worst case scenarios. A knight that wants to taunt is now the gambling man. Taunt a mob and hope turn order favors the taunted unit before the axes come? I'm curious if enemy turn order is predetermined or could be manipulated in way. If taunted enemies moved first then oh.. my.. lord.. Or the possibility that the speed of enemy units determined movement order. We getting into a WHOLE new layer of strategy and we can write a brand new script.

Back into current reality.

I feel like everything is pretty balanced. I think people see the 2h axe counter to armor being the most impacted, but I'm curious what level defenders are compared to the rest of the party? I know people point out healers falling behind, I know my tanks fell behind on my first playthrough also. If you don't feed them some kills and they fall behind, then you will feel the axes more as they continue to fall more behind. It's a possibility that your skirmishers and fighters feel so durable because they have so much more of the experience share and have several levels higher. If say the mythical upcoming brutal difficulty took away flat levels on enemy stage and scaled off the highest level of the party, would your fed Illy still feel like a goddess if she didn't outlevel the map?

Several of us have had the benefit of several playthoughs and have taken different approaches to extra playthroughs. Some want to optimize and see how powerful and "broken" they can become. Some impose challenges to increase the difficulty and see what comes from it, I haven't seen much talk on someone building around a tank and see what kind of monster they become. I had a Rho get ahead enough one playthrough that she was double attacking enemies, and was taking no damage from non axe wielders. Defenders are not sexy in kit, no resets, low damage stats assuming you count strength skill and agility all as offensive. Some defenders keep up on STR just fine.

I feel like I've just rambled on with jumbled thoughts and lost where my direction was with this. I'm tired and distracted lol.
Lampros Mar 2 @ 4:09pm 
Originally posted by DK:
I feel like I'm in the minority on liking the defensive classes, but I also prefer sentinel that is gives more flexibility against 2h axes. If I see a stack of 2h axes that I can't control the line of, I'll sentinel swap the avoidance tank up front. A. avoidance is higher against 2h axes that have lower hit on the weapons, and B. I'll buff up the defense with fortify to help them survive the hits from the spears and blades that may come that way too. in this way Sentinels have a backup plan to be useful in worst case scenarios.

That's actually a clever use of the Sentinel that I did not consider! Hmm, it will force me to test him yet again!

Originally posted by DK:
I feel like everything is pretty balanced. I think people see the 2h axe counter to armor being the most impacted, but I'm curious what level defenders are compared to the rest of the party? I know people point out healers falling behind, I know my tanks fell behind on my first playthrough also. If you don't feed them some kills and they fall behind, then you will feel the axes more as they continue to fall more behind. It's a possibility that your skirmishers and fighters feel so durable because they have so much more of the experience share and have several levels higher. If say the mythical upcoming brutal difficulty took away flat levels on enemy stage and scaled off the highest level of the party, would your fed Illy still feel like a goddess if she didn't outlevel the map?

In my experience, one tank and one healer do not really fall behind. This is because one tank will benefit from tanking Rickard for two levels, and one healer will be able to benefit from the trinket that lets you take two actions per turn rather regularly.

Originally posted by DK:
Several of us have had the benefit of several playthoughs and have taken different approaches to extra playthroughs. Some want to optimize and see how powerful and "broken" they can become. Some impose challenges to increase the difficulty and see what comes from it, I haven't seen much talk on someone building around a tank and see what kind of monster they become.

I had Arland stay roughly at the same level as my top DPS characters. The reason was, in part, because he had to tank Rickard for two chapters. So Arland couldn't really be threatened even by 2H axes from mid-game onward. But the issue, I think, was more his insane RnG luck on Defense as much to his levels.
Last edited by Lampros; Mar 2 @ 4:13pm
In my run with a tank Arland ended up being fairly high level. This was generally because I would send him out to find lance users to tank for my assassins. Tanks gain XP when attacked or when whiffing attacks, so he has a constant stream of XP coming in, which DPS units do not unless they’re attacking.
I like making Cedric a priest and Phoebe a Crusader because it fits well with their passives and character background regardless of which promotion is the most epic. Phoebe really isn't far from Arland's stat growth and in my current game has higher DEF than Arland and Strength close to Marcus. She can be a beast.

I feel like Reyson makes a good Hunter. Hunter is the squishiest promotion though so I get it if you don't agree. Blade is sooo much more resilient with first strike. I wouldn't do rogue because rogues tend to get within 2 tiles of your other dudes. Also, Reyson should probably run a sword and board for max AVD, but that's not sexy. Swapping is good.

Cassidy is an amazing blade and rarely suffers from his low SKL thanks to his passive.

OP did not cover Soldier promotions. Lancer > Scout > Hero. I think hero benefits from a Fighter's higher strength, so if there is a soldier with high strength I would give hero a consideration for hero. Marcus is a great hero. I made Slyker a Scout and it's fun.

Skirmishers and Soldiers turned bowman may not have +1 range but they tend to have higher Strength making their strikes impactful. Reyson and Slyker hit hard. They also have better defensive attributes. Abigail is running with 25 VIT and 5 DEF level 10. Slyker is running 30 VIT and 9 DEF level 11. Being a little closer is a decent trade off.
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