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Plus above-mentioned fact that he has the luxury of using it from R1-R3 vs R1-R3. Honestly, Stab is my go-to button any time a stun isn't more viable. Healing would be a last resort and typically as a backup to someone else who is more consistent with it, but that's just me. As risky as it is, front-line Occ is pretty strong whenever you deny enemies the luxury of focus-firing his squishy mustache, which he can partially do himself with his super-stun.
As much as I like a Hot-to-Trot Artillery Healer Occ in the backline maiming two priorities as an opener, a stun/stab spamming front-line Occ (or even an R3 hybrid) will typically get greater results in the grand scheme of things.
Comps like...
MUS > ABOM > OCC > CRU
Pretty disgusting as far as stuns and sustain go. All of them can heal (self or group), 3/4 have stuns, two of which can hit R1-R3, and you have a meaty off-healer stress-heal stunner who can get back into position if shuffled, along with a blend of front-line and back-line damage. Only 1.5 of them are slow (MUS can become the fastest if, like me, you enjoy Sidearm or Quick-Fire). The only real issue would be very specific shuffle orders, eg. MUS in R1 and ABOM in R4, but even then you'd have Quick-Fire/Side-Arm and Absolution in-case you'd rather move someone else while they buff themselves.
1 HP is definitely better than 0 HP, but there is still no way to prevent a 0 screwing you over if he decides to crit-heal for 0's and 1's back to back while your hero is screaming their lungs out to be saved, or the self-sustainer is stunned and/or the self-sustainer went first and is now vulnerable while waiting for the Occ to go all meme-supreme and watch people die, or [insert the plethora of other things that can happen no matter how prepared you are].
Whether it can work or not isn't really in question - we've all comfortably completed dungeons with an Occ as a dedicated healer, and plenty of people actually prefer this over Vestals. The issue is that doing this throws in variables you could avoid by just having Queen Ves in the group, picking her nose and doing her usual consistent shenanigans.
You could get truly ludicrous and pair the both together for Stuntastic McHealypants nonsense.
Also what you think about weakining curse? Imho this is his weakest skill, but im not sure.
Weakening curse is fantastic in the right circumstances. It's one of the things that got me through DD3, as the damage debuff made the Mammoth Cystsmuch more manageable, as their regular damage was insane.
Favorite classes are Grave Robber and Jester because of the OP movement. But I like all of them, perhaps except the SB. Not really sure about that one. Decent damage, and the block etc is nice. It just feels weird. But then so did the abomination and flagellant at first. I think it's because I don't quite get where the blight comes from.
Also, the occultist needs (seriously) healing trinkets. Can't use him as the MH otherwise. Some sort of backup offhealer is probably still a good idea though. But he gets pretty consistent if you just trink him up properly. Sonya's Head or whatever it's called is nice for the occ.
I actually do think the musketeer fits in. The Highwayman also has a gun (yeah, I know his is a flintlock and Musketeer's is a rifle, but still). I can see your point though. I actually don't like her either, but it's less for the theming and more for the fact that she bloats the trinket pool by a lot. If there was a way to just swap between her and the Arbalest at any time I would use her, but since you have to have both the Musketeer and the Arb on the same save at the same time I just prefer to leave the DLC off so it's easier to get the trinkets I want.
I actually really like Jester and GR, but not for the movement. I prefer to use them for their unique moves (Jester has great bleeds, a fantastic buff and the best stress heal in the game, GR has amor piercing, lots of blight synergy, and strong backline hits. Shadow Fade is also reallly fun to play around with.) It's what I love about the characters in Darkest Dungeon: every one can be built in different ways, so even though I don't like certain playstyles, I've managed to find a build for every class that I like, and a player who has different strategies than me can love the same classes with completely different playstyles.
Not sure about the flintlock though. Not really a gun historian. But that's small-ish and easy for me to ignore even if it is out of place. Maybe he bought it from a Chinese merchant. They were earlier with some of this stuff. The musketeer class is not so easy to ignore though. It even has a feathered hat, just like in Louis XIV's court. Still, it's just an opinion and no big deal.
Just look at the Cannon - even the Narrator calls it a 'marvel of technology', meaning it is all new to them (but to us it's just a primitive cannon). Back when gunpowder was all the rage, swords and shields were still the go-to. Some people just look at Reynauld and get way too medievil minded, plus the fact this is a game about tentacled horrors and walking skeletons.
Without getting pedantic over the details in 'reality', the Musketeer feels perfectly at home to me.
I'm surprised no gun enthusiast has gotten pedantic about this in recent memory here. The HWM does seem to have the iconic flintlock pistol of the historical highwayman, though, which would be at home in the 17th Century. The musketeer's musket looks like a muzzle-loader of similar vintage, although I have no expertise in the area.
I think they're roughly contemporanous though, which wouldn't be necessary in any event. It isn't as if the older weapon would simply immediately cease being used as soon as the new was introduced.
Any anachronism was in the original game.
Another possible anachronism is in the Hamlet, where you sometimes see what looks like the light from a sparking electrical device, maybe the Jacob's ladder often seen in earlly horror movies like Frankenstein, in the windows of the Sanitarium at night.
I'm not sure when this was invented, but Nicola Tesla is sometimes credited. I'm not sure whether that's true, since it seems like he might have just been assumed to have created it because of his reputation as a "mad scientist" and it's the iconic mad scientist device, but it seems out of the usual timeframe of the game.
Occultist, Jester, Man at Arms
Because they require more thought than clicking the highest damage skill or stunning every turn.
Least favorite:
Graverobber. Pretty much any boss you could bring a graverobber to your better off bringing a highwayman, houndmaster, or an arbalest. Her blight is basically useless, lunge is suicidal in champion dungeons, and her speed is overkill. Good for quickly grinding regular dungeons though.
Why would I? Darkest Dungeon =/= Reality, which was my point. I respect a passion for a topic or knowing your stuff, but then there's knowing your stuff and trying to reflect it over a fantasy game and ruining your own fun.
Swords and Skeletons, Guns and Gargoyles, Cannons and Cultists. Bring it on.
Not so much guns specifically, but there will always be a token-poster who tries to use 'realism' in topics to win arguments, every forum has them ^^