Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I use killer jab, pay day, bomb trap, mist veil, devious signet, and then something like sturdy or divine. Highest mobility with the katar jump attacks also.
Pay day is a melee stun with way more range than shield bash. Killer jab and trap bomb are very good too. Katars charged attack is poweful. Melee bandit can be a very good damage dealer, his only major downside is the lack of fighter's passives.
If you can't do damage with Bandit, you're not playing it correctly.
This, for a bandit it's actually a pretty good way to burst down groups even if one mob can take only 2 hits per, but it's pretty strong in setups where it'll weaken multiple mobs to finish off with other moves.
Sure it doesn't sound like much but warrior often was just using other's weapons and it's own shout and enhanced parry, and has much more stamina to block and reflects dmg on parry.
Mystic brings healing and stronger divine, and often can heal itself up much easier than parries while mowing things down, but can struggle to have enough stamina to block on a non gimped str mage build.
Bandit brings 15% crit and evasion and stam buff. And it's attack stat, while like 15% buff and + 4% stat crit/evasion, also gets extra dmg too.
Most I'd say is probably increase the radius a bit, but I actually don't get the hate against it aside from overcharging it causing it to get interrupted.