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I don't have tried all skills, but here some key skills:
- Rigor Mortis: Enemy can't avoid any attack and can't score any critical. It's a significant indirect increase of damages, and tactical tool like to ensure an effect will be applied. And the disabling of critical is definitely a second good option.
- Burden, it's a sort of Cripple but AoE, amazing. Moreover there's no enemy immune to magic unlike for Cripple. The Witch has a lower range than Hunter so it's more tricky to use but still there's many possibilities and it's very powerful.
- Remove Enchantment: It remove 1, 2 perhaps more, enchantment. It's not working against states like from shouts or non magic cast. It's only for effects applied by magic enemies on allies. But since level 4 missions there's many that are very troublesome, so it's very powerful.
- Power Defense provides 75% parry which is great when she got cornered. The tricky aspect is each working parry consume 2 energy but it's a great option anyway yo increase survivability.
For now all skills I tried are quite good, probably not as much than the 4 listed above but still. I tried also Empathy, Energy Drain, Failure, and Curse Armor. About this last it's a typical example of spell not useful at level because Armor can't be reduced bellow 50 and most enemies level 3 won't have as much or just a bit higher, there's a few but rare exceptions. At reverse since missions level 4 there's many opportunities and it brings a net income of indirect damages.
I'd say that up to level 3 the Witch is, for me, more or less on par with Hunter. But since level 4 missions it's more: 1. Champion, 2. Witch, 3. Hunter.
I also tried quickly Dwarf Slayer, I was hoping he had some bonus for constitution restore as he gets more damages, that is from himself too. But nope it doesn't even seem at Champion level. I need dig it more but for now I don't see how the Slayer can be useful. It's more the typical hero that won't survive many missions.
Also since his abilities hurt him, his constitution drops during adventures faster than anyone, no matter what you do even if he gets every killing blow he can go negative!
There's no problem against large enemies he has only one skill restricted to small targets. 360 combo, heavy smash, scissors bow allow move to a large enemy, and hit 7 times this turn and next turn. With damages bonus as HP lowdown. Its definitely huge and very flexible unlike for example the Ninja.
At low level Slayer is a bit hard to play, but less since level 3 and even less after.
I already answered more in detail in the other thread, all the point for the Slayer is manage his constitution, not use a skill when it's clearly possible but keep his skills for what is important, and exploit more the damages bonus than the skills otherwise.
I can play a party without each and if it's different play, I never felt those parties weaker. Without both it's different, but i don't know there's so many builds variations I didn't tried. For example with a party of 5, Healer, Priest, Champion and 2 Warriors would be very different play but much stronger on some aspects than a party with a Witch or a Hunter.
My current quick feeling is best classes late levels (at least 4) are: Witch and Hunter ok, but also Champion and Warrior, and Priest and Healer. Then I consider Amazon is the most playable of other classes, when Slayer, Assassin and Ninja are classes difficult to play but that also make them interesting. But I can't say I'm sure I exploit them well. Moreover for no classes I tried plenty builds variations.
Didnt like the amazon. Seems unfinished, not enough skills, most battles seem to be over before i can get off a fire spear, and her passive is strange and sometimes useless
Since missions level 4 the Warrior starts take the lead in comparison of Champion. It's a long road for the Warrior but once you compare fully equipped and complete build, the Champion is overall better.
Warrior / Champion both level 6:
- Armor: 120 armor (with Watch Out!) / 87 (1H) & 80 (2H)
- Block: 35% / 29% (1H) & 20% (2H) & 39% (1H & Def. Stance)
- Parry: 20% / 0%
- Evade: 15% / 0%
- Dodge: 10% / 0%
- Damages: 92-107 / 81-87 (1H) & 90-96 (2H)
Those stats are enough to make the Warrior a more solid front, particularly since missions level 5 because a Champion block less and then Defensive Stance is less powerful.
The Warrior is a better party support with shouts, +20 Armor, +33% speed and no AOO, double Adrenalin income. Sure Champion Don't Trip is great but still overall a Warrior can be a better party support.
The huge morale boost for Champion is undoubtedly a serious adventage to manage constitution, I suspect the Warrior 50% decrease on constitution damages from physical attack doesn't work well, eventually all skills aren't physical attacks and then it's a pointless plus.
Now Warrior and Champion complete perfectly each other, and in my opinion nothing match Warrior+Champion for a duo front.
Also at lower levels the Champion largely dominates the Warrior I can agree on that.
Since missions level 5 she gets countered a lot by enemies support, then she is more tricky to use and less powerful.
She is a great tactical tool, in exchange she can't do much direct damages. I agree she is a top but use instead a front, a healer, or a damage dealer has definitely positive in comparison.
What? That's your explanation for the Witch? That's a pvp explanation, it makes no sense. All magic users work like that and it's better, it would be too easy to disable entirely magic users, I mean enemies. Change that would be no effect for me when I play a Witch.
Fire spear? Did you tried make her a Hunter? For sure she won't fit a hunter role.
She is a much more flexible damages dealer. She can act 3 times in a turn, that's only every 3 turns but in practice it's long range attacks without moving and without using the ability. So when you charge close range for huge damages you move and chain with 2 attacks, typically Turn the tides and Finishing blow for 8 attacks. None match that, even the Ninja who requires be more exposed, and requires more preparation so it's less flexible.
Now I always played Amazon with a Warrior which gives her double Adrenalin income, it's pretty fast to fill any skills, and multi hit skills not only spend Adrenalin but also generate per hit.
In my opinion she is quite finished you just don't play her well.
Now if she is great on many aspects, for me she is missing a skill removing enchant like Assassin and Slayer. But they aren't truly her direct concurrent, only the Ninja is.
All of that are just opinions, my point of view, transform that in math and numbers evidences is not a work I want attempt.
Witch is an obvious choice but in context of party size of 3, I don't feel so much comfortable in taking one that soon. The problem is there could be weeks in campaign before I see another at Tavern.
Amazon is an amazing class, great opener and finisher, and best condition removing skill in the game, she's perfectly paired with healer, shoring up its weak condition removal and defensively buffed, alleviating her aggro problem.
Slayer seems to have a massive condition problem, I'm not sure how well it would work with healer elite buffs though.
Warrior, while the superior tank and party support, does have one downside vs champion that needs to be mentioned: he gets knocked down a lot.
I'm thinking the best party composition has healer, warrior, amazon, and then the last two is any combination of hunter, champion, witch, ninja, priest, second amazon.
Oh and mage is a solid early/midgame burst dps/disabler, not sure how it fares later, semi-reliant on knockdown. Mighf fit in flex slot too.
For ♥♥♥♥♥ and giggles I might try an alpha strike team sometime: priest, amazon, hunter, mage, mage.
Slayer and Assassin have a big plus in comparison of the two others, an attack to remove enchantment. A quite powerful setup is not use any Witch and use Slayer and Assassin, or probably 2 slayers too.
Slayer and Priest have the capacity to be second front, it's even more obvious with the Priest.
The Champion is totally unique in condition management along a mission, have one is a guaranty to avoid troubles for the party if there isn't a disaster.
For me no classes are traps among, Champion, Priest, Slayer, Warrior, Healer, Amazon, Hunter, Witch, Assassin.
For sure at first Champion and Priest could look stronger than Warrior and Healer, but later it's not making Champion and Priest weaker or bad in their role.
There's two classes I used not enough, Ninja and Mage:
- Ninja at first I found it quite interesting but then lost the only one I had, and never got again the same feeling, nor never tried much use one.
- Mage, used a few, but always lost them right when I started feeling them quite powerful.
I played quite a lot after OP post, and I don't have the same conclusions now, at least not overall.
Speaking of synergy, I think some classes absolutely need certain other classes to get the most out of them. Assassin needs Priest(inspiration), Ninja needs Warrior(retreat), Amazon needs defensive buffs(Healer), etc.
For example Amazon needs some time to grow in power, the warrior with his cry increasing "rage" grow does help a lot the Amazon and change her quite significantly.
Bleed is another example of synergy possibility that can change a lot a party.
There's perhaps some synergy that works overall better but as it's a party perspective I don't think some pair are weak.
The only exception for me would be the pair Warrior/Champion because two fronts mark a party, and they complete very well as a front. That said there's different ways to build each so it also depends of their respective build.
I do think some pairings are very important to make certain classes flow properly. I'm especially talking about Assassin needing help with energy generation(Priest or Amazon). As an aside to that, Ninja needs party members that generate conditions on enemies for its most damaging skills,, and hexes don't count, so there's an anti-synergy with Witch and Mage.
Bleed is annoying because so many enemies are immune. That said I've had some massive damage from it(recently killed a warchief in one turn with Ninja's kama bleed skill, followed by Warrior's deep gash and finishing blow(had full adrenaline thanks to for great justice).
For sure bleed can't be applied to many enemies but it's also the only effect that stacks and it open many special bonus to many attacks.
Doesn't poison stack too? Only matters with the Hunter, but eh. I know there's several bonuses for bleed, current team has two
Oh and that Warrior, Champion, Amazon, Witch, Healer team composition is amazing, on both offense and defense. It might be the most solid team you can build. The healer rarely needs to cast any healing spells, just does some buffing, occasional condition removal, and spams ranged attacks. Meanwhile the adrenaline supercharging from the Warrior makes the three martials output massive damage, especially the Amazon. The Witch is amazing support as well.
I never had troubles with Assassin and Energy, but eventually it would have been better with some energy regen boost. The choice of skills could be a factor, manage the combo is the difficulty, but it's all the point.
Warrior, Champion, Witch, Healer is certainly the most classic team base. But Hunter as the fifth is probably more classic than with Amazon. Myself I ended found more powerful 2 damages dealer than using the Witch despite she could be the most powerful.
A point of the game is burst of damages to achieve kill one opponent, that's why two damages dealer is quite powerful. But for enemy enchantment management, such choice works better with Slayer and Assassin, except that two Assassin would be hard to manage.
I used quite a lot Amazon and she is quite versatile this making her probably easier to play. But I don't find her more powerful than Slayer and Assassin, and Hunter is rather special.