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And his weakening curse makes him a real good thing to have against bosses, he was key to my attack on the Swine God. Its also good for taking the edge of nasty double size enemies: ghouls, bone generals, swinetaurs and its a near neccesity against the corrupt giant and the treecranch smackdown.
I mostly use his attacks to soften up enemies and have my DPS chars take them out. Although his Eldritch Pull is good for getting stress dealers out of the back row and up front.
Weakening Curse will turn those big nasties that deal out hurt and take several turns to kill into big-not-so-nasties. Think of it as guarranteed preventitative healing.
Vulnerability Curse is great in a team with one or more Mark Abusers (BH, Arb), and the Occultists speed really helps in getting that mark up for them to use on round one. I tend to not use this one much anymore.
Sacrifical Stab and Abyssal Artillery can really lay the hurt down on Eldritch, and Stab has high crit range which also tends to releive a fair amount of stress.
My Typical loadout is Sacrificial Stab, Wyrd Reconstructions, Weakening Curse and Daemons Pull. I use Cursed Insence for my trinket, plus whatever else helps with the current run. As for camp skills, I favor the +5 speed and +20% damage for one ally.
The biggest problem for me though is he's such a terrible healer compared to the Vestal, who's super OP now that she has really good trinkets to buff healing and also has the possibility to get big crits even on the AoE heal. Before that, the classes were fairly balanced.
Marma, you may be like me and have trouble seeing the benifit of the debuffs. I don't use them often either, but it seems like this is where the Occultist shines.
Now that I think of it, I fought a Hag last night and it was the easiest boss I've faced yet. I did have an Occultist in the back rank and used a hex to start off the fight. (I was a little uh.. under the influence so I guess I'd forgotten about that until now)
First one is Vestal, Occultist, Houndmaster, and Bountyhunter. Moveset I run with him is Weakening Curse, Vulnerability Hex, Wyrd Reconstruction, and Daemon's Pull. Trinkets I use are Move Amulet and Cursed Incense (Of course, Move Amulet is sort of redundant with Cursed Incense after the Cove patch, but it still works or you can use another trinket instead). First round I either, mark an enemy with Vulnerability Hex and let my two front liners decimate the newly marked target, or would Weakening Curse a "Big Dude/Swine King/Prophet" to soften their upcoming attacks. If needed (such as an Acolyte), I will use Daemon's Pull to bring them forward and give them no chance to attack (as their stress attack SUCKS). If a teamember gets down to around 25% hp, I will go for a gamble and use Wyrd Reconstruction. It has usually worked, but there were some close-calls. I go to the Weald and Warrens with this team.
Second team is a Cove themed group: Plauge Doctor, Occultist, Hellion, and Man-at-Arms. Moves are Sacrificial Stab, Abyssal Artillery, Wyrd Reconstruction, and Daemon's Pull (You can replace Daemon's Pull with Weakening Curse because both moves are equally useful especially since most common enemies in the Cove hit hard). Trinkets I run are Cleansing Crystal and Eldrich Killing Incense (if not in the Cove, I use enemy specific rings or Sacrifical Cauldron). He's generally a hard hitter now, so you can either Sacrificial Stab a frontliner for a crit, in lower levels, possibly a kill or use Abyssal Artillery to do strong damage to the backliners. Daemon's Pull has the same reasoning (even more so since a Call of the Deep and Barnicle Barrieer on a Grouper is downright terrifying). It's a general weakness in my team that I am running only 1 huge healer who can fail, but I can sometimes cheese heals if the enemies' backline is gone. Just simply Barbaric Yalp, heal with heal with WR and use battle field medicine. It also helps that my MaA will mostly use Retribution and Defender on the Hellion so I will have only one person to worry about healing. Again, mainly use them for Cove, but they are great in the other areas too.
Cruaders in this role lose a trinket slot for a Paralyzer's Crest as well as the second for a feather crystal (unless you are ok with acting after enemy turns). Vestals take a hit to their healing, which kind of diminishes their role as a healer. Bounty hunters with flashbang do zero damage, and shuffle their targets, which in my exp is more harm than good.
Occultist just seems to be the most reliable stunner, but he is squishy, so I tend to run him in Vestal-Plague-Occultist-Crusader parties, ussually in the ruins. might try a rank 3 man at arms once I get one to leveled op tho.
Why have an Occultist debuff an enemy when a different class can kill them in one hit and thus neutralize the threat entirely?
If you're not doing damage, then stunning is preferable to a debuff in most situations as it can prevent certain enemies from even having a turn before the fight is over.
Even in boss fights, I would rather have pure damage and bleeds from my front three heroes and reliable heals from a Vestal in the back than waste time weakening the bosses attacks.
Vestal is indeed a better healer[imgur.com], because the occultist's heal is rng based, thus unreliable. You will get pitiful heals, but complete heals[imgur.com] as well. Nevertheless i use Wyrd Recounstruction fairly often.
Weakening Curse curse is super in a few (boss type) fights, otherwise useless.
Vulnerability Hex is very good if you have any mark user in the team, otherwise useless.
Pull and Stab are decent, nothing special, other than good crit on stab and good damage on eldritch. His Abyssal abilities are also decent, but situational.
Overall the Occultist a solid high-mid tier hero.
Occultist marks targets, pulls backrow targets, and heals. The Bounty Hunter and Arbalest kill the marked targets, and the Houndmaster marks more targets, bleeds if necessary, and cleans up in general. The Arbalest's bandages can help the Occultist's heal as well.
http://images.akamai.steamusercontent.com/ugc/393295805974037661/E30760B571D72BB936834204A26CA8DA7866AB88/
Lately I've been using Eldritch killing incense + Eldritch slayers ring, and with weapons maxed for his tier he can reliably one hit pelagic shamans and spear fishers, and his crits are outrageous and probably better with sacrificial stab, as it has the highest natural crit rate in the game. I always put him in position 3, and he's pretty good as Arbalest/Occultist/Houndmaster/Bounty Hunter, for maximum mark bonuses. He'll fit anywhere that needs back row cover and damage lowering with Curse though.
Honestly Curse+Wyrd are what makes him so useful. It's hard to ♥♥♥♥ up.