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I don't plan to change anyone's mind just my thoughts ^ ^ I also hate how she is a paladin tank like character but screams like a 3 year old when she gets hit. She is too bad ass to sound like that XD
I have used her a good deal even though I don't think she is the strongest. Celestine and Dragoon together is a crazy awesome front line. Lets her shield get some more use too covering the dragoon who spams taunt. Got to love a good taunt.
Arcaster is great for her camping skills one of the 3 major stats in the game, slap a camping items and you can heal a whooping 5-6 hp/vigor per campfire, merchantile is a nice bonus to get rare items instead of crafting them and her aoe skills come in handy when my lyric and the gunner set out to kill enemies with 6-8 hp.
Fusilier has enough awareness to dodge most traps and brings so much needed damage. This high in awareness means he's going to act first or second in most occasions and if it enables my dragoon to kill some ghostly policeman on his turn then its all the better. I usually use a sleight item for him since he got awareness covered and got medium stats in it to begin with.
Dragoon is great because 3 in combat and his flourish is simply the best, even tho it has drawbacks of being the most needy when at a campfire. 1 damage to 3 targets is still 3 damage and may help my Lyric or my Fusilier to finish off enemies with odd hp values. Added bonus of being able to carry more weight than most is most welcome. I usually equip him with an adventuring jacket since it makes him more likely to survive until the next camp given the sheer weight of attacks coming his way but bracers also works wonders with him, making him a whooping 4 combat.
Honorable mention to Shadowmancer, has both single target and aoe damage and when your average fight takes about 3-4 turns, 1 damage to all per turn is still 12-16 damage from a single skill. I prefer making him use sleigh items since bracers doesnt really benefit him and usually I dont have anyone else with high enough sleight.
personal advice: build your Lyric for damage early, completely replaces blood mage and since lyric will always be in your party, combat is the best and most versatile skill.
Avoid healers at all costs. The spent healing would have been better spent doing damage as plain healing just drags fight over many more turns and you'll likely wont heal more than you're eating damage. With each turn increasing the Terror meter and increasing the damage you're taking, you're better off with AT LEAST some damage the arcasters provide ontop of high overwatch, where the actual healing takes place.
I also avoid scoundrel and berserker for a couple reasons. First their ability to buff themselves costs them a turn, if you add up the numbers then sure you're actually dealing more damage over time, but that turn of idleness could be spent on quickly killing/stunning an enemy. The spread damage from scoundrel bothers me a bit, first I usually use divining stick with her since if you dont have someone with at least 4 awareness you're going to have a bad day, making her damage subpar and its usually better to hit 1 enemy for 3 than two for 2 each as you are more likely to kill something quickly and dead enemies dont attack you. As for berserker their stats other than arent high enough to warrant bringing them and dragoon outclasses their utility in combat by leagues. 4-5 combat in melee range is good but my Lyric is already filling that role.
At range.
With a better flourish.
I've tinkered with the CC flourish for mage (2 true dmg stun mid-range) but prefer the AoE. I haven't messed with the Scoundrels flourish yet but once I find a proper trinket I will definitely change it to something direct damage or CC.
I haven't found much use for Sleight/Mercantry/Overwatch. I keep my Scoundrel at 5 Awareness with the blue diving rod and Lyric has 5 combat (2 from perks, 1 from arena belt trinket).
If I have enough items nothing can stop my team short of horrible RNG; offense is the best defense. Every other class seems to specialize in one of the stats I've deemed sub-par (secondary skills like merchant, sleight, overwatch).
3x gloves for trinket (+2combat +12max hp) for my blood mage lyric and scoundrel
4th char is dragoon with +3 awareness and 15max hp trinket (didn't bother to farm gloves for him)
lyric covers camping and traps
lyric stats
33hp 6combat 5 awareness 5 camping
Hedge Mage (for overwatch), Lyric, Scoundrel (for awareness/sleight), Dragoon
It could be a bit slow at times; Hedge Mage could have "wasted" turns if the party was at full health of if only 1 person was taking damage. For chapters 4-5, I switched it up and tried out:
Arc Caster (for overwatch), Lyric (high combat), Fencer (for sleight), Celestine (for awareness)
I really thought the Fencer's flourish (flashbang) was going to be more impactful, but it has a very slow recharge. I couldn't even find opportunities to use it every encounter. The "out-of-combat" stats for the Arc Caster and the Celestine seemed really insane when paired with complementing relics (+2/3 to overwatch/awareness). I was constantly getting critical successes while resting at campfires and avoiding traps. And since a critical success avoiding a trap (as the Celestine) also fills her flourish meter, I basically went into every single fight with her flourish available and taking the first action.
Ultimately, for chapter 6, I switched out the Fencer for a Blood Mage (with the AoE damage relic) just to try something different. I lost a high sleight character, but I gained a ton of constant damage against all ranks. Because I already had most of the items/supplies I needed, it wasn't a big deal losing the ability to open chests.
I am now at what I suspect is the "point-of-no-return," and I think I'm going to continue with this lineup for chapter 7. In my experiences, the seven classes I tried all had their merits. The Hedge Mage and the Fencer performed slightly worse than expected. The Celestine ended up being the surprise all-star for me. The others more-or-less just filled the roles I needed them to. I'm sure most classes could be great given the proper line-up, rank position, and relic.
Are you able to continue after the shield spell was broken and you enter the shade kings palace?
I get stuck on something that looks like a glitched cutscene.
I didn't "accept" the quest yet after defeating Lanvil during chapter 6. So, technically, I haven't started chapter 7 yet. I just got the system message that says "you won't be able to interact with people after continuing" (paraphrasing). I stopped there for the day. I might test out a few more lineups before accepting that quest and moving on to what I assume is chapter 7.
I found the glitch that happens to me reported in the bug thread,i was just wondering if im the only one with the glitch but as it seems there are more of us stuck in an endless empty cutscene.
I'm gonna be honest I made this post near 6 years ago to the day. I honestly do not remember anymore friend. Didn't want you to be kept waiting though best of luck.