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ps No, I don't think much of archers. And I really don't want to even think about tricksters.
Btw, Archers, if handled properly are pretty good. As far as I saw, the Spiral Arrow is one of the few options to keep a Dullahan (by far the most dangerous enemy...not the one fighting Gregory though!) busy.
Thief shreds, Sorcerer nukes (even without the Masterspells), Mage can be important support. Fighter (generic) and Warrior (sssllloooowwww..) are boring/not for me. Still level them up, they have some good augments. Trickster... idk... it is actually too complex to be properly/easily handled... it's the only class I did not try twice. If you play a support warfarer though, the Trickster does have some good 'spells' to use.
In the end, level them all up with the Arisen and the Main Pawn. The Augment-juggling is much fun!
1. Sorcerer (nuke)
2. Magic Archer (melt)
3. Thief (shred)
4. Mystic Spearhand (Hack/support)
5. Mage (base spells/Support)
6. Archer (not too strong, but some good support skills)
7. Warrior (seems weak to me; always needs healing. Far too slow!!! No mage in the party? Skip Warrior too)
8. Fighter (Same as with warrior, even weaker, needs more healing....)
9. Warfarer (extremely weak stats compared to specialists. You feel that in Combat. Handling is clunky too)
10. Trickster (no damage, only support. Would make sense, if DD2 had some really dangerous areas with some really dangerous enemies... maybe in the future)
There's nothing stopping you from just trying all of them, it's something you should be doing really. Personally I liked Warrior the most because I enjoyed setting up swings for the monsters to walk into, and charging small monsters and throwing them off cliffs or into rivers was fun. Mystic Spear has a really cool kit too. But Thief/Warfarer are the ones that consistently output the most damage for me.
Magick Archer was really cool but I ended up trivialising BBI the first time I played it blind because I happened to have Ricochet Seeker equipped.
Zoom across the world fast like a hedgehog. Use stamina items to keep on zooming. Anyone who gets in the way is taken for a ride.
Sure other classes can kill better and all that, but you are literally invincible with a magic spearman shield. You by definition cant beat that, you can play the game without you or your pawns taking damage, it is crazy.
Personally I would go with warfarer, so you have the shield and therefore cant lose and pick other things for damage or whatever else you want to do.
I guess it only matters if you want to speedrun the game or something
The game is predestinated to change the class from time to time and adjust for your goals.
For example: it's worth to change to thief for some of the main quests.
One of the most interesting (but maybe boring if you play it longer) is the trickster. This class can't do any damage directly, so it needs to rely on your pawns. (Consider it a like summoner-class in other RPGs...) This is also the best aggro-manager (e. g. tank) in the game.
Another interesting is the mystic spearhand, which combines offensive melee- and magic-damage. (in comparison to the Mage Knight of the first game, which combines defensive melee- and magic.)
All other vocations are good in their own right. All have several strenghes and weaknesses.
For example: while normal archers are very flink and even have a melee attack at thier disposal, magic archers lack those abitlies. Instead, their arrwos auto-aim even on moblie targets, while the arrows of the normal archers all fly straight.
Besides the MS (mystic spearhand) there are 3 other melee-vocations: Thief, Fighter and Warrior. Thief is solemly offensive with very fast attacks and flurry-damage. Fighter is THE classic: one-handed mace or Sword with shield. Aggro- and defensive skills But also good damage and stagger-abilities. Warrior is an offensive tank, which also has an aggro-skill and high impact-damage, but slow in the attacks.
Mages are the classic healers and supporters with only rudimentary attacks, while the sorcerers have the big bang-spells at their disposal.
And then, there is the trickster... I think, this is a hate-or-love-class. It's an Illusionist, which depends heavily on its core skill, the illusion of itself. It has the best aggro-skills, which all go to its illusion, if it's active. You can summon illusionary walls and floors. And enemies will trip over those floors or fall into their doom, if you can manage their behaviour accordingly. (e. g. placing your illusion over a floor, which isn't on ground but over a gap.)
It also has some scouting-skills.
The warfarer is the jack-of-all-trades-master-of-none... literally. But is very limited in the active skills, although they can use all core-skills, if they equip every weapon in the game. (which is possible, but not recommended imho.) but they can't use any of the master skills, except their own, which enables them to change weapons "on the fly". TBH, I don't like the warfarer, because they only have 3 active skills (with the 4th slot being occupied with their master-skill.)
Honestly depends how you build them. They can obv be very weak or god mode. The strongest set up in the game is probably a warfarer rocking dwarven forged sovran heavy armour, a sorc staff with augurual flare, a magick bow with sagittate avalanche and maybe daggers with helmsplitter. Just cast, spam and watch everything die.
thief is the best mix of fun and power,
personal favorite is mixing magic archer with thief
I will never understand this cr_p...
a) you do not oneshot bosses with Magic Archer, Cyclopses or Griffins maybe if you are lucky, but not the others. Thiefs can do the same with those btw...
b) why is it a problem, if you are strong enough to finally oneshot the boss-enemies? You have to GET there first (and remember the Naggers, "buhuhh, the Goblins stunlock me, wäääähhh..."). Every good RPG works like that. If you know what you do/learned the game-mechanics, your Char or Party is strong/high level enough, you will finally shred even the strongest 'Bosses'. That's how it WORKS!