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It is 'supposed' to be "A front rank fighter who cleanses and slays with holy fire", a fancy way of saying 'executes burning foes', thus it does exactly what it says on the tin.
There are now 4 heroes capable of burning, and Aggressor gains free executes and stress heals simply by smiting or reaping them -- with Smite providing stress relief (easier to gain via executions), while Reap provides strength tokens and/or healing reduction.
Meanwhile, Tenacity gives him a self-heal simply for slapping a burning foe. As a result, any burn-capable hero playing in tandem with an Aggressor provides free strength, stress relief and healing just for using bread-and-butters, with Tenacity being the only preamble.
Banneret is perfectly fine - a back-rank support akin to a flaming Alchemist, capable of healing or soothing from any position, or lunging forward for improved smites when the back-rank is dead. He can be perma-rooted for back-rank exclusive Lance/Zealous builds, played within dance comps, or played up-front as a full-time support if desired.
Templar, being a more tank-centric build, is all about Guard, Taunt, and self-soothing.
If Wanderer is best 'for you', then that's perfectly fine. Paths merely help characters lean into particular styles or skills - and there is nothing wrong with sticking to the baseline. Meanwhile, I'll be spamming back-rank Banneret, which is the closest thing to classic DD1 CRU.
https://www.youtube.com/watch?v=cj2HvGPv0XM
In DD1, the most flexible build involved taking Smite off your bar and rolling with Stun - Heal - Soothe - Lance - which allowed you to contribute to every fight from every position (regardless of composition, surprise, shuffle, ambush, etc), either as a back-rank support with lunging projection, or front-rank support spewing the hardest-hitting stun in the game.
With that build, you could pop Crusader into almost any composition imaginable. The only way you could not contribute was having the entire enemy team dead except R1, while CRU is in the back-ranks with no heroes requiring healing or stress-healing - which means your lack of contribution is going towards the most dominant victory possible, so it hardly matters.
Here in DD2, Banneret is the closest thing to that playstyle, hence it's almost always my go-to path, with CRU almost always playing from R4 or R3 so that he can contribute back-rank damage, which is almost always more important than front-rank damage. In all cases, having projection + being capable of healing from any position is the main draw.
You can root him like a "Flaming Alchemist", melting backlines with AoE flames and on-hit effects while providing combo tokens, healing, stress healing and personal regens or support skills - complimenting other back-line AoEs (like Plague Grenade, Acid Rain, Abyssal Artillery, etc), or burst backlines with Flaming Lance, moving forward to avail of Smite combos once the backlines have melted, or dance and shuffle other heroes as needed.
The only reason I do not use Aggressor or Templar is due to them being infinitely more front-rank-centric by comparison. There's nothing wrong with being a front-line CRU -- in fact, you can lean more into his bruiser playstyle, full-time tanking, or synergize with many flame-capable teams (eg. executing, healing, or stress-healing from Magnesium Rain, Firefly, Dragonfly, Firestarter, RUN+VES, etc) - but just like DD1, front-ranks are rarely a priority.
CRU has never been known as a 'huge damage dealer' (outside of abusing the Undead modifier in the Ruins or during universal skeleton fights).
Nobody said that merely utilizing a mod = abuse. That's like saying anyone who uses any stun is abusing stuns. The point was -- unless you're swinging a pumped +Undead mod (typically in the Ruins), very few people take note of CRU's damage, despite having a very healthy baseline (equal to Hellion) along with meaningful projection and the hardest-hitting stun in the game.
Instead, you'll hear a lot of people harp on about Leper, whose higher baseline is typically relegated to being an inflexible turret with no meaningful projection, no stun, and even less support than the guy doing a few points less at one less speed. Even Abomination - who has the highest of the lot - is best played as a human-form stun-bot.
In short, there is nothing in the path description indicating higher damage, nor has CRU been regarded that way in the previous game (despite being on the higher end). On the flip-side, you don't actually need much +DMG in either game (despite the obvious benefits). CRU is in a very good spot in both games - the epitome of balance in DD1, and a stupendously flexible pick in DD2 - just not as a 'hulk smasher'.
I had him as a self healing tank when I used aggressor because of his heals on burns. Sure it means his first turn is a waste of using tenacity most of the time, but it lasts for four turns and you shouldn't need to recast it as that's all you'll need unless it's like a boss
Since he can take care of himself just fine it means I can heal other people or have him heal them when needed