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Remember, the support's skills take just as long, if not longer, to recharge as everybody else even with that class based regen perk. You have to stack basically as many regen items on them to reduce their cooldowns, as you would any other class.
But yes. Like said above, you can't use skills if you are too busy being dead.
You mean the Assist?
Beyond that, attack boosts on the assault and scout are huge (both get multiple melee attacks per round), and health boosts on all 3 front-liners. Techie wants as much damage as possible if you're using the gun-boosting skills, though not so much if you're using him as a buff/debuff monkey instead. In the later seasons there are swords in the shop that give big skill regen bonuses on top of good attack stats, those blow any other weapons out of the water for the scout and assault.
Don't forget to do the math with skill regen, by the way. There's distinct thresholds where you get a big boost since it's Cooldown/Skill Regen rounded up. Assist needs exactly 80 to do Circle of Friendship every 2 turns and most bows every 2 turns (and Mend Friend and Web shot for that matter); if you can't get that, 54 gets you every 3 turns. Assault and scout get the biggest boost at 35 (or half their weapon regen, whichever is higher), but phenomenal boosts if you get them up to 70 (esp for assault in season 5 with Battle Fever). Lead does not care until season 4, where you want either 40 or 60 for shout of courage. And the techie ironically I found to be the least dependent on skill regen on my Challenging run, because he has lots of skills and using a skill lowers all the other cooldowns once per turn. As long as you can shoot your rifle every 2-3 turns and have enough skills to be using a skill on every turn, it really doesn't matter if the one you want isn't on tap yet.
Oh yeah, and as for weapons, the techie definitely needs his class-specific weapon and the assist usually gets a big skill regen boost from hers. The lead can go either way (the spear's two tile range makes team attacks easier), but the scout and assault almost always want swords.
The scout should have daggers, really. That boosted critical chance really comes in handy.
no. the scout doesnt need daggers uless you spec into daggers. an rng chance to do more damage is not better than doing more damage all around. early game the scout should stick to whatever weapon you want. late game you can go "dagger every turn build" or a different build. its up to the player.
"Spec into daggers"?
That's sort of a silly thing to say, considering the actor's stats are changed as easily as you can change their clothes (literally). Why would you NOT go for a dagger attack every turn with a base 1-in-2 crit chance? (Or 68% with the right dagger?) That's like saying you don't have to equip your Assist with a bow. Sure, you don't HAVE to, but why wouldn't you when you have a skill that massively boosts your damage with that weapon?
edit: Also, if you go for a dagger build then you're missing out on your amazing free attack every 70 cooldown and your giant 200% area attack every 120 cooldown. So I guess it really comes down to "If you can't scrounge up much skill regen for the scout, go daggers. If you can, go swords."
Of course, you are missing out on a stealth attack with double damage if you do, not to mention missing out on being able to use your daggers every turn, thereby enabling you to boost other stats for the scout besides just skill regen.
My Scout had a 77% dodge rate, and an 45% counter rate. And could go invisible every other turn, and could use her daggers every turn with a 78% chance to crit.
To each his own, I guess.
because daggers are weak.
unless you spec into daggers(I can't beleive I have to explain this) by actually using the increse crit chance on daggers and daggers have no cooldown skills which you don't inherently have to do you should not equip daggers.
Mine was. Here he is in season 5. http://steamcommunity.com/sharedfiles/filedetails/?id=950388567
Yeah I ignored critical hits and he didn't have a lot of spare health, but he could reliably kill two regular enemies per turn in melee, stun every other turn, and use the area attack every other turn to one-shot everything. In season 6 I gave him a prism blade to boost his attack by another 66 points of attack.
I can't believe I have to say this again, but I guess I have no choice but to pound it into your brain.
You can change your stats by changing your equipment and skills at anytime. The way you talk it's like you are locked into one choice (daggers or no daggers) the entire playthrough.
Daggers are only weak if you choose to make them weak. Just like pistols can be weak on the Techie if you don't choose the right skills to make them powerful.
Why would you give your Scout a sword when you can give them a dagger and one-shot any normal enemy with impunity once a turn? I've drained half the health from bosses thanks to Biinion's Invisibility and a 78% crit chance.
If you don't want to give your Scout a dagger, that's your choice, but daggers are not "weaker" than swords. They are just like that because you chose to make them weak.
Oh boy. Ok so here is the deal. We are basically retreading each other so I'll just write this as clear as possible.
Daggers ARE weak. They have lower base stats than swords, however their is a build you can use to make them really really good on the scout(who is the only person that can equip them) I'm sure we agree on those points by themselves.
I never said that you can't change your build at anytime. Yes you can freely and regularly change your build whenever you want. Which means that if you want to use daggers you will use the dagger build. I'm sure we agree there as well.
You do not HAVE to spec into daggers at all. I'm sure we agree there as well
In the early levels it is beneficial to use swords over daggers because you have no way of making them better than swords at that time. I hope we agree there
All of that said, it is best to avoid the invisibility skill for technical reasons. You can overcap your strength if you arnt careful and cause it to roll over to 1. Not sure exactly what causes it, but the invisibility is definitely the catalyst.
On another note it depends on what you want the scout to do. As said by the previous poster, if you spec into daggers you miss out on the free skill every turn and the massive aoe attack. If you want the scout to kill bosses, go daggers. If you want the scout to be a crowd control monster with a double damage massive aoe super damaging attack then don't go daggers. Both are useful it just depend on how you want to play.