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In addition, MAA's camping skills are simply stellar. He can add 10 Acc, 20% damage, and 3% crit chance to himself and another party member via Instruction and Weapons Practice. He can also buff his own dodge by 12 and every other character's dodge by 10. AND all of these skills are cheap enough that you can use them ALL in one camping session if you are so inclined. It is not unusual for many characters to reach 70+ Dodge if you use the camping buff + dodge trinkets + Bolster a few times in combat. You pretty much dodge every other blow.
Rampart is just a nice bonus to have, especially with the appropriate shield. Being able to stun anything, dodge anything, and improve the survivability of everyone else is not to be underestimated.
I almost never use the basic Crush attack unless I have a good chance of killing the target in one hit. I also don't use Retribution- after it was nerfed, it became only situationally useful at best.
Because of the big boons they grant to survivability, the MAA sees a place in most of my parties , I deploy the following most often in the Weald and Warrens:
Arbalist-Occultist (for debuff skills and marking ability primarily)-MAA- Bounty Hunter
Jester (for stress heal and battle ballad)-Occultist-MAA-Bounty Hunter or Hellion
Houndmaster (especially in Warrens)- Occultist-MAA-Bounty Hunter or Hellion or Leper
Houndmaster-Occultist-Crusader (I have one who has Weald and Warrens tactician)- MAA. In this case, the MAA and Crusader rotate positions with Rampart and Holy Lance- e.g once the Crusader has used Holy Lance, the MAA uses Rampart to push Crusader back to position 2 to "reload" the latter's Holy Lance, so that he can attack the back line again as needed.
If I don't use the MAA, I like:
Arbalist- Occultist- Houndmaster- Bounty Hunter (Occultist marks targets, everyone else brings the damage. Houndmaster marks if target has high PROT. Arbalist is backup healer).
Occultist-Hellion-Hellion or Leper-Hellion (with Iron Swan to hit position 4. All Hellions have "If it Bleeds" to hit positions 2 and 3)
Vestal-Hellion-Hellion or Leper-Hellion
Vestal-Occultist-Hellion or Leper-Hellion
Occultist-Highwayman-Hellion-Hellion
Vestal-Highwayman-Hellion-Hellion
I may put Jester in 4th position if anyone needs stress healing. He is so effective that I do not have to do stress healing in town anymore. If I'm determined to have a stress-free run, I might deploy:
Jes-Occ-Crus-Crus. Both Crusaders have Battle Heal, Holy Lance (for back-row smiting), and Inspiring Cry.
In the Ruins, the following are almost always my go-to parties:
Vestal- Plague Doctor-Crusader-Crusader
Vestal-PD-Crus-MAA
PD-Occ-Crus-Crus
PD-Occ-Crus-MAA
Edit: Of course the Hellion can be replaced by a bounty hunter for marked damage, but eh, the hellion doesn't need marked damage
Hands down the best group setup I've come across over 70 hours of playtime and all the bosses killed and all classes leveled to six.
Contrary to your experience the Vestal is enough to keep the whole group at full health. Maybe you're missing her +Heal trinkets? With those trinkets her single target heal keeps up with the Occultist's heal. You need to take the variance and the occasional Bleed damage into account when comparing the two. The heals plus her ability to reliably stun make her a very strong 3/4 position.
The Plague Doctor you're already a fan of, so no need to sway you there.
Two Crusaders are just sick. You can chain their Holy Lance attack, which deals very good damage and hits the back row. They can stun, they can heal, they keep your whole team at zero stress and they hit hard while also being tanky as ♥♥♥♥. To me they're the perfect mix of damage, resilience and support for the front row. The skill load outs I use is Smite + Holy Lance + Inspiring Cry for both of them and one gets the stun while the other gets the heal.
Using this party you'll also never need to use any sort of stress relief or disease treatment buildings nor do you need to rotate groups. From level zero to six in one sitting.
AND you get a party name: the Inquisition :D
Hellion is tanky enough to be in rank 1, I use Iron Swan, Wicked Hack, If It Bleeds, and Barbaric Yawp. I don't often use the stun, and start with Iron Swan or If It Bleeds, to make short work of the back rows. I equip 1 tank trinket and 1 damage trinket.
Grave Robber in second rank is the other damage dealer, not the best however. I use her because there is no better character for what I need. She is the best "trap disarmer", have good crits, very mobile, and can focus the back rows better than the Highwayman. Her skills are: Pick to the Face, Lunge, Shadow Fade, Thrown Dagger. I use Thrown Daggers by default, focusing out the back rows as fast as possible. The other 3 skills are for special situations (only 1 enemy remaining, team shuffled, etc.).
Occultist is mainly for his heal. Its enough for me in not too unfortunate cases, to keep the team at +80% HP. The other skills are Daemon's Pull, Weakening Curse, and Sacrifical Stab.
Jester is for the huge stress heal. When not stress-healing, or the enemy is fierce enough, I use the partybuff. If needed, there's the Dirk Stab, or Heroic End.
Although I like adaptivity, I use this party in 99% of time. I simply don't need to be more versatile - I go on dark runs, get more loot than I can carry, no losses. Most of the time heroes have less stress than at the beginning of the mission.
My tactics are to focus the most troublesome foes, and finish them before they can do much harm (this team is pretty quick, so the enemy often starts with 1-2 already dead). I use almost no aoe skills. I favor tactical advantage over "raw power". After the enemy is "crippled", I lenghten the battle to heal up.
Since this team is pretty balanced overall, I can manage every situation.
Oh and all of them have a black-red outfit.