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Especially the “deal with Uca crabs bleed.” That basically = PD or bust. As she’s the only non modded hero that can cure blight/bleed on others.
(Even though I’ve had plenty of successful cove runs without a PD.)
HM-OCC-ABM-MAA
HWM-VES-ATQ-MAA
or
HWM-CRU-ATQ-MAA
OCC-BH-CRU-LEP
ARB-HM-BH-CRU
Deal with crabs by taking bandages.
Or PD-OCC-BH-HEL
Also, as always, No One's Unstunned Ever, Don't Try This At Home: PD-JES-ABM-OCC
You can also do VES-PD-JES-MAA but frankly it's insultingly easy.
No position 3 ABM with position 2 BH for flashbang/uppcercut? If you are gonna go meme-comp you gotta commit.
Bounty hunters are frankly kind of bad. Mediocre speed, no class +stun trinkets, no other utility. I wish they were good, but they're just not. I want to run like GR-OCC-BH-LEP or something...but that's a recipe for regret and pain.
Squiffies? Can't remember the last time I ever registered their presence. Very inconsequential compared to most other champ-mobs, especially thanks to their penchant for moving into the front-ranks.
Ucas? Stuns, bandages, battle-medicine, stalling, or whatever. Can be a nuisance if you don't have bandages and/or battle-medicine, but it's often a case where their friends are dead and a bit of stalling can help you manage out the danger before the next battle.
Stealth? I'm not keen on ST Anti-Stealth. In fact, I mostly don't even use anti-stealth at all. Just AoE's (typically bleeds) and a bit of preemptive wariness.
You could consider a support ARB/MUS. They're slow and restrictive, but good backup healers, and their flare can de-stealth the entire opposing team and might even provide everyone a small stress-heal. If you're willing to play the Sidearm game, you can walk into a lot of fights like Sonic the Hedgehog for snipe-openers, early +heal-buff bandages, or immediate first-turn de-stealth on the entire team (rather than doing it after some of them have acted), but the RNG aspect of Sidearm and its perk might not appeal to everyone.
Seeing as FLA is off the table, a CRU + JES and/or VES is solid. He can backup either role in a pinch inbetween being a post-turn stun-bot. Failing that, can fill up the backrank as optional projection if you like. The flexibility helps you either way.
I'd just fill the rest with whatever.
The second comp is quite interesting, Wouldn't thought to make it by myself. Very tanky, heavy dmg front line with self stress relief abilities. And Abyssal Artilery, Demon's Pull, flashbang to deal with backline.
The biggest downside with it is that it has poor bleed resistance, especialy on Leper. Gave Leper the best bleed resist trinket Ancestor's Handkerchief with it +50% bleed resistance since Leper dodge is garbage he wil eat every bleed attack, so with this trinket I can counter it. Another issue they have is vs high prot enemies, so I used BH mark + OCC weaking curse to reduce their protection.
As long as team isn't shuffled too much, it's pretty decent, but I have to take ton of bandages since BH and crusader don't have good bleed resist either.
Honestly does Occult need Junia’s head/ancestors scroll? He’s got a big healing range sure but that’s not really gonna stop you from 0ing at some point I find the +15% healing charm to be fine enough… when I even equip a healing trinket. As I usually play my Occult as a stunner first with the occasional heal/Sac stab.
I find HM makes the best use for scroll (unless you have a crusader) as
he can stress heal, and get a better self heal making him more self sufficient.
But I also play support hound master with huskfang whistle so…
Use BH in part of a Mark Party bruh, you will see nonstop crits for 70+ completely tearing apart the front two ranks. Get an Arbalest in the back and your call of Houndmaster+Vestel (Safety) or Houndmaster+Occultist (Maximum damage using Occultist to mark)
No matter how much +healing he has, the usual meme's apply. Crit 0 Bleed when you want big green numbers? Check. Crit 60 overheal when you're looking to heal a tiny scratch before the next fight? Check.
No sense stacking any detriments onto him for the sake of more +healing -- just a tiny bit of extra spice to make the middling heals a bit more peppy. Personally, I avoid giving him any +healing and focus more on his combat stats -- particularly speed & stuns. That generally saves more health in the long-run.
Mark comps are fine, but the vast majority of fights in the game are busted within 1-3 rounds even when you have barely any emphasis on damage.
Since the DoT changes and the addition of two +Piercers, even Houndmasters PROT-Strip has fallen out of favour a bit, and the usual mark-suspects are mostly slow or average speed at best without trinkets, excluding OCC.
Having said that, you can do pretty well with most combinations of ARB/MUS, HM, BH and OCC due to projection and stun/stall potential, as well as the healing bandage giving the OCC some extra pep if it's really, really needed. You just have to address the speed so that they aren't put on the backfoot too much. Even then, I'd still avoid putting marks on the bar except for Whistle, and I rarely even bother with that.
AFAIK it's just 0-22 (max-rank) + modifiers.
Modifiers improve whatever number you roll. At worst, it can turn a 1 into a 2+ due to the upscaling, but it can never affect a 0 -- because all multiplications of 0 still equals 0.
Assuming modifiers do not affect baselines, there is no more-or-less chance of 0's, just better averages due to lower or middling rolls being improved -- and that's the only real point of wearing +healing on an OCC due to his baseline already being very broad. After all, a trinketless OCC rolling high or getting a good crit still covers most of the cast.
Either way, throwing detrimental effects on him for more healing isn't always good. A Chirurgeon's Charm for +15% healing and no downsides improves the average without things like +20% stress from Junia's, which is pretty overkill on an OCC.
After all the years of being burned by his awful RNG (and the boredom of excessive stalling during strings of low-rolls), I'd happily take consistent heals of +6 via an ANT, CRU, ARB, MUS, VES (etc) over an OCC any day of the week -- but that's just me.
I adore Occult, he's one of my favorite classes (tied with HWM, HM, and Crusader), has a great design, and he has some of my favorite skins on the mod shop. but I whole heartedly agree with this.
if I take an occultist as a healer I'm always taking someone else who can at least heal for 1 hp to prevent being burned. and even then I rarely play him like a healer when his turns can be used to prevent the need for healing via, Sac stabbing, hands from the abyss, or heck even marking or weakening an enemy can be better use of his turn in some situations,
I believe there argument is it gives a wider range to heal and a higher average. so you don't see 0's as much since there's more possibilities.
Um yeah, Mark > Kill > Mark > Kill > Mark Kill, every fight is over before round 3, that's a mark composition, lol. I one-rounded the champion hag with BH mark and houndmaster +Arba crit lol.
I really like the ARB - OCC - HND - BHR combo because it has both the raw DPS to simply end fights before stress or damage become an issue, but it's also not entirely helpless if something bad happens, like a surprise or confusion spore shuffle. While my favorite class is probably the LPR, any shuffles ruins any LPR related comp. (Leper and Grave Robber though are an instant-win on round 2 combo, which is good for some bosses like Necro)
Bleedpsam comp, Vestel, Jester, Highwayman and Hellion made absolute mincemeat of the fleshyboi boss in the warrents, I think on one turn he took 40+ damage from bleeds lol. Jester especially outperforms cause of Harvest, on that boss applying two bleeds for the price of one.
Someone can check the code and correct me if I'm wrong, but AFAIK, modifiers affect the roll, not the baseline. If it's 0-22 (modified), then there's no more of less chance of 0's because it's still rolling the same amount of numbers, and 0 can't be multiplied into anything other than 0, so all you're doing is improving the averages, such as 1 being upscaled to a 2+ (and so forth).
That's the main point of +healing on an OCC -- to make his broad scale of lows and averages more palatable -- but alas, 0 is always 0.
So long that exists beneath a broad scale, his healing will forever be wonky and you are going to get meme'd on eventually. As far as I'm concerned, he's Mr.RNG in a game where squashing RNG is the real play, so I use him for anything other than healing. No more crit-0 heals, no more worrying about making his averages better, just slapping Eldritch upside the face.
That's the point.
You can blow up a Hag in 1-2 rounds with a standard comp. The fact marking might help do it half a round quicker is solely due to her being healthier than basic trash mobs.
In general fights, Marking barely helps except for very specific targets (such as particular bosses or certain meatsacks). In most cases, you are better off just hit+hit instead of mark+hit, and it's much worse if you're lacking speed, which is why OCC is usually the only one worth using mark, and even then, you have to sacrifice a potential first-turn stun to do it just so your friend can hit a little harder.
Marking, buffs and debuffs (in general) are unfortunately pretty wasteful outside of niche moments -- but that's a discussion of efficiency, not necessity. You can casually take a dump on the game with all manner of average stuff.
Given the choice between brute-forcing enemies and hoping you don't get put on the backfoot, or stunning them to death with more chance of 0 intake whatsoever, I know which route I would take if I was trying to be careful or if I was being a bit wary about a particular zone -- such as wanting to avoid all Uca bleeds.