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Engage+ is absurd, and i got lucky enough to also get the Ice Shield on her
She would just swiftwalk right in the middle of the biggest pack and facetank, by the end of the campaign i could probably have won all battles just with her alone
Paladin+, and Vigilance for warriors.
Archery, Rogue, and Thornfang for hunters
Arches+, and Naturalist for mystics.
Paladin is useful alone on a greenhorn, and untouchable or riposte isn't so helpful so I tend to prefer the paladin based build if I get the option.
Hunter has lots of contenders, but Archery wipes out hostile ranged attackers, rogue is the best hunter skill that effects both melee and ranged, and Thorngang is the best melee skill.
And while pyromancers and arcane archer or eldritch knight builds are fun, lignimancers provide shredding and teleportation.
Warrior: Wolfcall
Hunter: Through Shot+, Quellingmoss
Mystic: Ignite+, Earthscribe, Naturalist
Wolfcall because it's easy to proc and useful to any team comp.
Through Shot+ is the only real AoE available to the ranged Hunter, and it works well with Rogue. With enough speed and good positioning, I can often kill entire groups of low level enemies with it.
Quellingmoss because I cannot resist DOT effects, even if this one is a little underpowered unless you stack potency.
Ignite+ is insanely versatile, high damage AOE early in the game. (And it pairs well with Elementalist and the Hunter's Ember Arrows).
Earthscribe because Bone Wall and Rock Shield have saved my butt more than once. Rockshield is a relief and Bone Wall is just freakin cool.
Naturalist because Treecall might be the best ability in the game; it can be used both offensively and defensively. Arches+, plant a tree, teleport your Thornfang hunter or Battledance warrior right next to the boss. Or just pull someone to the back line when they get in trouble.
Hunter: Rogue + Thronfang + Long Reach, simple and kills a lot of things
My Mystic last run had Arches+ and Naturalist+ and broke the game
Jump in, attack twice, get free Guardian ^^
Hunter: Rogue, Thornfang+, Windwalk
Be wherever you want to be, while staying invisible with lots of bonus AP
Mystic: Compulsion+, Ignite+, Spiritblade+
Support Mystic, bonus attacks for allies, compulsion for Guardian activations or getting the enemies in range and Ignite+ for high burst damage.
My favourite warrior is a defensive one with a leaf spear or mace type weapon, but broadswipes are still so OP you want them on any build. So Vigilance, Paladin, Broadswipes would be the 3 core skills.
I like Archer hunters that can play from behind the defensive warrior without worrying about getting sandwiched so Archery for these awesome reaction shots, Ember Arrows, Thoughshot.
For mystic there are a lot of different builds, however I like the control mystic with Arches, Naturalist and Compulsion who locks down huge groups of enemies effortlessly while staying in greyplane and being untouchable for all intents and purposes.
Honorable mentions:
Warrior - Riposte, Untouchable, Engage
Warrior - Zealous Leap, Broadswipes, Battle Dance
Hunter - Thornfang, Rogue, Long Reach
Mystic - Open mind, Vigorflow, Flamesoul+ (Cone of Flame hand)
Mystic - Ignite, Compulsion, Spirit Blade
Warriors
Broadswipes: Turns any multi-attacking build into a real meat grinder, but still useful as a first skill at the start of the game.
Sentinel: It's fun to watch. Honestly it's probably better to just pick up a spear but the fun factor is high with this one.
Stalwart: More useful early game than as part of some mega-combo, but very helpful for allowing low level warriors to soak a few hits when their natural armour is at 1 point.
Hunters
Jumpjaw: I underrated this for ages because limited uses per mission seemed rubbish, but you know what? A lot of missions are only a few turns long, you get enough uses for it to be wroth it. Plus they carry all of your bonuses, inflicting poison and the like, I didn't expect that. Being able to pop them down as swift is nice.
Quellingmoss: Extra damage on regular attacks makes it always good. The grenade version is also not a turn ender so being able to throw out an AoE and make an attack is nice.
Thornfang: The cornerstone of melee hunters. It starts out really rough to use until you've got a few other skills and better weapons to support it though.
Mystics
Compulsion: I think compulsion is under-estimated, moving an enemy away can put it out of attack range or moving it forwards can make it take a sentinel hit it'd otherwise have avoided. Or make it walk through fire or floor traps. Or make it part of an AoE another character was going to do anyway. Or several of those at once.
Ignite: A one stop skill to make any mystic a powerhouse, useful in a lot of situations.
Vigorflow: Takes a lot of cool transformations from "Meh" to "World endingly awesome" I like the transformations so it's nice for them to become more fun to use.
Hunter: Archery, Long Reach, Quellingmoss+ I love Quellingmoss+. If you have 2 hunters with quellingmoss, they can just stand on one side of a fence and lob quellingmoss at enemies who haven't broken through yet. What's the one with the castle and catapults? There's that fence at the back where the baddies will gather and try to break through, so I just hustle at least one hunter down there to toss quellingmoss. It's not instakill, but it does add up over time. Throughshot is also desirable.
Mystic: Indignance+, Earthscribe, Vigorflow. Indignance+ isn't a game-ender, but it's really handy when you're being swarmed by the little guys like Horn Children. I also like my mystics to have Celestial as a transformation.
Thanks for this thread! It's given me some ideas of builds to try.
Hunter: archer, rogue, quellingmoss. Archer and rogue work very well together when parked beside a defensive warrior.
Mystic: either archer+, nature or ignite+, elementalist. Actually I like to have one of each type of mystic in a party of five. Along with two warriors.
WARRIORS-Battle Dance+: yeah, +! here's why:
1) flanking means you never miss
2) this is a free action, applied repeatedly
3) you can travel a bit further in combat, allowing you to both clear larger distances AND reposition yourself on the fly
MYSTICS-Compulsion
1) this is a free action that is ridiculously versatile. you can move mobs closer to warriors, mystic blasts, set up a discus, etc
2) combine with ignite for this combo: ignite, then move them across the flame, then move the flame back on them as a second direct hit. If you kill the mob on the initial hit, move another on it and then take out two more.
Hunter: okay i actually don't have one for hunter. well maybe flashcone. it's not my go to, but the fact that people think it's useless is hilarious.
Paladin+, Vigilance+, Sentinel.
She leaps about with a long spear reacting to anything that gets close to the party and can run to any flank and then easily defend it.