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Oh I like the ones you're using, I also always tend to bring those classes, but I use them in different combos like Gadgeteer/Peddler and I stick the Alchemystic to the healer, and a Vampire as main ranged class.
Reaver also have beastly combos, paired with Templar was my way to go in my previous playthrough.
Gambler : Cards can not be doublecasted, while others things can. Enjoy :)
As for Reaver-
Things are RNG in terms of what passives / loadout they have, so they're not "always" utilizing [Dual Wield], and certainly not "early", as [Dual Wield] is an advanced passive. Having "low HP" for Reaver is not actually good, but bad. They thrive on having a larger health pool since their defenses are weaker. Yes, they have moves which thrive on "being low health", but that's just by percentage. You want to use these moves, yes, but you don't want to die.
The reason i use gadgeeter / alchemystic combo is to cast mass haste first turn. I guess once you get mana passive it doesnt really matters, but i like having both gadgeteer passives on top of smart casting and something else, so maining gadgeteer in that combo seems good to me. And peddler/range does surprisingly good damage, I didnt know at first who to stick with peddler, but ranger resulted in good damage when needed + some control from roots always good when you are not sure traps will work.
Oh yeah, gambler gadgeteer seems like a good idea. Initiative into buff gadget seems pretty good.
Reaver by itself... i dunno, it seems luckluster in terms of damage and it doesnt offer any kind of support. I think i will try to find something to pair it with, i just cant figure what yet. Maybe one of the secret classes?
I have vampire/werewolf now but they seem underwhelming, especially vampire. Class relies solely on bleed, when there is chance half on enemies on map will be immune to it, not to add barriers and stuff.
Depends on exactly what your party needs, but Gambler is a good utility skillset that shines on units that need 0-MP options / ranged options / general hole-filling. It's comparable to, well, Gadgeteer and Peddler in those ways, and their ability to all play well together comes from how distinct they are from each other, so despite having similar roles in the secondary slot, they have very little natural overlap, and combining them for make for some strong disruptive-support units.
Now that i think about it gambler druid seems really good and maybe some other class later? With doublecast and stuff.
Permanence + Charm is great. Permanence + Charm + Doublecast is better, especially since most of Plague Doctor's own skillset also gets a lot more useful with Doublecast. All of these effects can also get the range boost of a Staff, alongside the Plague Doctor's bulky equipment options and Fortitude that blocks Bleed / Poison. It's a powerful debuffing unit that's excellent at disruption and difficult for opponents to kill, even on higher difficulties.
Reaver pairs well with classes that give it support options like Fellblade or Templar. Templar is common since Righteous Blade off the Reaver's high ATK stat will usually oneshot opponents, and Reaver can benefit greatly from the utility aspects of that skillset. Options like Mercenary or Knight are also useful for the same reason. Basically, Reaver tends to be built similarly to Marked, except with pure-ATK-stat favoring.
Vampire is deceptively good. Thrown Dagger is a valuable skill at high difficulties, and even when you don't have Bleed online, its abilities are surprisingly potent. Bleed can also come from both the Druid and Scoundrel classes, and has a long duration, so spreading it around to get the "bonus" effects isn't too difficult. The real shine of Vampire, though, is its good equipment options and Passives. Its a mobile ranged fighter, and its Charm ability is virtually unblockable - so it can scoot in, Charm something, and then scoot back out once you've unlocked its Bat Form Passive. It also has really good play with the Warmage class and its Infused Edge ability, as many of the effects on Vampire's skillset are classed as Spells, and Vampires have innate Guns and Longbows.
As Raven stated above, Vampires have Gun and Bow weapon proficiency (and also Rapier).
Good advice though. I had one candidate to try out vampire, but i decided to make him into duelist ( havent seen it abilities yet so dunno if its good ). But maybe ill make him vampire.
Vampire/warmage seems like a long shot though, and that character is already constantly leeching.
Verify in game the precise range of abilities. Many are fixed ranges, some have "Range = Weapon". But yes, you are right that most of their abilities have fixed ranges, and that their "regular attack" with a gun or bow is what will have "the most range" for them. It's ok though, as their general mobility helps them use their abilities in combat (to be able to get close to enemies to use them).
Other than that, you can pair it with dual wield and warmage for the lulz.
When i finish my vampire/warmage ill have 2 warmages already, dont want to overflow game with them.