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I found GR is best on a moving team. Pirouette is actually pretty awesome and she can do work from stealth after shadow fade. Dead of night mastered also makes her basically self sufficient while removing corpses.
Vestal I find is great using at least the damage consecration on your hard hitter. Defence is ok if you have time. The heal over time can add up and she can have a big emergency heal since she should have power by the time someone is hurting. Ideally.
Then again I play confessor "bonk" vestal, with her in rank 2 sometimes and aspirant occultist in rank 2 for fun. So I may be crazy
2) I find Occultist to be a lot better with the Warlock path, which has a 33% chance to auto-generate a Power token each round. Power tokens are the key to unlocking the Occultists true potential. You can try to generate these through Combo tokens and killing blows, but I honestly like getting them for free. Once he has the Power tokens, his moves become super charged - dealing massive amounts of damage, critting, etc. His attacks like Abyssal Artillery and Daemon's Pull also generate Combo tokens, so it's really nice to pull a back-rank enemy, damage them, and also Combo mark them for one of the front-liners to finish off. Wyrd Reconstruction, especially with healing trinkets, *can* be one of the most powerful heals in the game; but it's unreliable of course.
3) Yeah I have nothing redeeming to say about the Vestal.
This is how I typically play these characters:
I tend to use her as a support character 1st and damage character 2nd. If I want her in the back (pos 3 or 4) the skills I equip are Judgement, Divine Grace, Consecration of Fortitude, Consecration of Light and Divine Comfort.
The idea is simple, put her in a fast team so she's ideally last. Start with Divine Comfort to mitigate incoming damage. Round 2 is using Consecration of Fortitude or Consecration of Light. Round 3 is attack with a fully charged Judgement dealing damage and applying debuffs. Repeat this order until round 6 and replace the Judgement with a big fully charged Divine Grace (if needed, if not Judgement time again).
If I want to use her as a front line it's basically the same idea but replace Judgement with Mace Bash and put her in a team with someone who can move in-front of her to allow for her Divine Grace heal and back again so she can attack with Mace Bash.
If you're not using a Highwayman with the Highway Robbery skill, I strongly suggest replacing either Consecration of Fortitude or Consecration of Light for Illumination. It can help a lot against certain bosses/mini bosses.
Almost the same as the Vestal in relation to role and position. If you're going for a team support role, I tend to go with the Warlock path and stick him in position 3 or 4 (the back). I then select the following skills: Weakening Curse, Wyrd Construction, Daemon's Pull, Vulnerability Hex and The Burning Stars.
Typically I like to start with a bang, I use Daemon's Pull on whoever I deem the biggest pain and follow it up with a combo attack with a DPS character (like the Leper). If they live, someone else follows up and kills the biggest pain in the first round.
The rest of the selected moves are simply selected due to how versatile they make the Occultist as a support character. Weakening Curse, Daemon's Pull and Vulnerability Hex allow him to assist other characters to get the kills quickly.
Wyrd Construction is used when you're in desperate need of a heal.
Use The Burning Stars on the strongest enemy however, this is usually a boss fight only move due to how quickly I kill things plus how dependant on RNG (33% chance each round) that the Occultist gains Unchecked Power allowing him to use it.
I prefer to use her Nightsworn path. The skills I tend to use are: Pick to the Face, Absinthe or Dead of Night, Lunge, Pirouette and Shadow Fade.
Generally I find having and maintaining positive relationships help a lot with the Grave Robber along with using items and add ons that increase her Crit chances. In other words every little extra makes her go a longer distance with ease.
In a fight I use Lunge then round 2 Pirouette (or the other way round) until everything is dead.
I only bring Pick to the Face and Dead of Night depending on the team she is with. For example if I have an Occultist with Daemon's Pull (which clears corpses) I'll use Absinthe for an emergency heal/buff instead of Dead of Night.
If I bring someone who destroys armour such as a Leper with the skill Break, I won't bring Pick to the Face and I'll replace it with whatever I fancy at that time.
If you don't like her that's on you, the "slow and steady" playstyle isn't for everybody.
Speaking of reliability, Wyrd Reconstruction is garbage. If you need to heal, you need to heal, and despite this skill's huge range of healing values, it heals for 0 half the time, and in addition to wasting the Occultist's turn, it can even do more harm than good due to the bleed. It's bad enough on its own, but again, in a game about minimizing the likeliness of bad outcomes, it's awful. Just pretend it doesn't exist. Otherwise, the Occultist is pretty solid. Unlike the Plague Doctor he doesn't rely on RES piercing or DoTs to do damage, and his pull ability is fantastic. He's not particularly good or bad, but he'll do the job.
The Vestal is OK in the back ranks, Judgement is a decent enough skill that gets a nice buff from her tokens once every couple rounds, and she can heal and remove DoTs if need be; boring but functional. Where I've had great times with her is in the 1st or 2nd Rank. There she can spam Hand of Light to waste Block/Dodge tokens from any of the first three enemy Ranks at very little cost, and buff both Block and Strength on herself, and very importantly add Strength on a random adjacent character every time (dealing extra damage indirectly). Then on the 3rd turn... Mace Bash that ignores Dodge, ignores Block, deals double damage, and deals another +50% damage on top due to the Strength token she generated on herself the turn before. But honestly, just Hand of Light is great; it removes up to 2 tokens from an enemy, and adds 3 tokens to the party. I love it.