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If you need Reynauld in particular, it's absolutely imperative to get rid of the Kleptomanic quirk though.
His most vanilla use is just as a brawler up front, and don't be afraid to use his stun. It is a high quality stun and sometimes I won't even bother with his main melee attack in order to have his heal/stress seal, his vanilla heal, and Holy Lance to get back from being knocked out of position.
Don't underestimate his camping skills either, both the anti-ambush and anti-stress skills. They're as good as you get outside the specialty stress healer characters like JES/HM.
I mainly use him in Ruins after the beginning of the game, but he's generally solid if you have a hole in your party and you don't have an "A Team" for a certain situation or you do but one is out of commission.
Definitely not.
Glad you asked for advice because if you can't make the Crusader work in most team combos then you are doing something wrong. You can actually 4-stack Crusaders and make that work because they can do a little bit of pretty much everything when built properly. Heal, stress heal, a movement ability, a stun... decent damage output, a 2 target front rank AoE, good camping skills.
It's hard to tell you what you're doing wrong because all you've said is your crusaders keep "taking the L." What, exactly, are you doing with them? Are you over using the AoE attack because you think it's better since it hits 2 targets? Are you neglecting to use the stun attack whenever you can to take one enemy out of the equation every round? Have you put the wrong kind of trinkets on the character? Are you using Crusaders with really bad negative quirks? Are you focusing too much on spamming their limited heal/stress heals at the wrong times?
The Crusader is a fantastic character, I typically have 2 to 4 in my roster just because he's so useful.
As Skinny Pete mentioned, his camping skills are great too, Zealous Speech and Zealous Vigil will de-Stress and protect the entire party from Ambush at night.
His biggest drawback: He's slow (and I really don't think it's that much of a drawback).
Obligatory: https://www.youtube.com/watch?v=cj2HvGPv0XM
And epic fail tell to the crussader this that you say . EPIC FAIL .
Not even close.
He's an entire team rolled into a single slot, complete with the hardest-hitting stun in the game, top-tier health, one of the best stress heals in the game (which also raises the torch) and a solid backup heal - both usable from every single slot, making him stupendously versatile - not to mention good camping, high baseline damage, mobility (tied to projection), and thus, can work alongside literally anyone in the roster from any slot with minimal issues, caring the least about shuffles or surprise.
He can with the COM Hilt, but yes, in general, he is not a DoT hero.
However, considering his good baseline and hard-hitting stun, lacking anti-PROT is only prevalent if everyone else in the team also lacks anti-PROT and you have little choice but to whack a target with Lance, Smite, or AoE. Besides, if you're upfront, you can fish for stuns instead, and if placed at the back, you are likely supporting the team through healing, stress, mobility, or slapping R4/R3, which often lacks PROT by default, with plenty of slots to remedy that problem through others (in return for huge versatility and flex).
Quad Crusader may be somewhat of a meme, but it's still a testament to the overall power and versatility of Crusaders. Again, he's a single team rolled into a single slot, so even if you stack them, you have healers, soothing, stunners, damage, tanks, camping (including stress and anti-ambush), mobility, torch-raise, the works. At that stage, lacking a bleed or blight is a small payment for such compositional freedom.
Considering how useful they are and how many roles they can cover, I always ensure my barracks has at least 2-4 of them at any time. Lacking either form of sustain? Crusader has you covered. Need more meat sacks, stuns, projection, or a more mobile comp? Crusader has got you covered. Aside from being slow (which can be considered a benefit as full-time support), and lacking a hard anti-PROT, he's there to cover whatever other gaps your team may have while posing the least amount of positional concerns on static heroes.
Same. I tend to keep 4x Crusaders purely for the compositional flex and versatility -- give or take the occasional desire for a Last Crusade meme team.
Given Stunning Blow is the hardest-hitting stun in the game, I typically take Smite off my bar, and with a combo like Stun-Lance-Heal-Soothe, you can place him in any position, with any heroes, and he'll almost always contribute outside of very specific conditions, namely:
-- CRU in R4|R3, all enemies except R1 dead, torch at max, health + stress of all heroes topped off. As such, he can't do anything worthwhile, but the fight is won regardless.
-- CRU in R1|R2, all enemies except R3 or R4 dead (with corpses between), torch at max, health + stress of all heroes topped. As such, all he can meaningfully do is whack a corpse.
Even then, both scenarios are practically won by default.
Again, they can work anywhere, with anyone, and provide almost everything, so as long as you have Crusaders on tap, you will always have the makings of a successful recipe. Stacking them together into the good old Last Crusade meme may not be the most efficient choice in the universe, but it does help to showcase their versatility.
Overall, Crusader is dead centre of the tier-list, right where most heroes should be in a balanced game. The ultimate generalist, rocking it all, but not too strong in any particular field, hence you might still pine for specialists (eg. PD stuns, VES heals, JES soothes, etc). If the Crusader was legitimately 'the best' in a top field AND had access to all the rest, he'd be pretty bonkers.
Huh... guess I never noticed that. I stand corrected!
I mean, you are still correct after a fashion. After all, those without COM-DLC don't have that option, and even if you do have the option, the existence of Non-Euclidean Hilt doesn't exactly make CRU a DoT "Class" -- but yes, he does have a blight option... if you can stomach the risk of it hitting a random target when you don't want it to.
IIRC, it's one of the most expensive trinkets in the game:
+15% MAX HP
+5% Random Target Chance
+25% Stun Skill Chance if Holy Water in inventory
On Attack Hit: Blight (120% base) 2 pts/rd for 2 rds
Not great by any means, but not bad either. If you were doing a full-time Stun build, for example, then you're getting more health for his stay up-front, you're getting +25% stun-chance, and you'll be adding 2p2r as a bonus.
The random element can be a blessing or a curse, as I believe RNG attacks can hit any rank, even those outside of the chosen attack's otherwise normal range, in which case, you might slap R4 with a meaty high-damage Stunning Blow (with 2p2 on top) -- but alas, it's been a long, LONG time since I dabbled with the Hilt, so take that with a pinch of salt.